0% found this document useful (0 votes)
972 views98 pages

Ambition & Avarice

Uploaded by

Nfikf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
972 views98 pages

Ambition & Avarice

Uploaded by

Nfikf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 98

1

Writing, Art Direction, Layout Design, & Typesetting Dedication


Greg Christopher I owe a large debt to the entire OSR community for their
invaluable writings over the past several years. They have laid
Editing & Proofreading
down philosophical paths towards better play and deeper
Greg Christopher, Roger Brasslett, Keith J understanding of game mechanics. The OSR has taught
Davies, David Przybyla, & Erik Tenkar me to extract maximum value from minimum ruleset. It
Playtesting
has taught me to design towards expanding player freedom
rather than restricting it to fit my desires.
Craig Brasco, Roger Brasslett, Joshua Brumley,
Ray Case, Keith Davies, Joe Dimech, Lowell The entire community has inspired me in more ways than
Francis, Jason Hobbs, Wayne Humfleet, Matt they could possibly know. In particular, Erik Tenkar of the
Korang, David Przybyla & Erik Tenkar Tenkar’s Tavern blog has been a major OSR inspiration in
my life. I am eternally grateful for his friendship and his
Artwork dungeon mastering.
©Craig Brasco, ©Kiss Márton Gyula, ©William McAusland,
Preface
©Mark Gedak & Purple Duck Games, some artwork
taken from Occult Diagrams Stock Art #1, ©2009, This book is the culmination of several years of hobby work
James Thomson. All artwork used with permission. in the RPG community. I have written a total of six games
so far; Synapse, Errant, Cascade Failure, Statecraft, Oceans,
and Novarium. All of these games were released for free with
public domain or creative commons artwork.
All of that work is important. While I love those games, they
bear the markings of my learning curve. They are the first few
This material is protected under the copyright laws
awkward chairs that the woodworking apprentice struggles
of the United States of America. Any reproduction
to create. They have a multitude of small flaws that occur as
or unauthorized use of the material or artwork
a part of the learning process. I am not ashamed of those
contained herein is prohibited without express
things because no one can learn without making mistakes.
written permission. ©2012 Greg Christopher
However, I feel that I have grown to the point now that I can
Produced by Chubby Funster Games:
leave those methods behind. I am no longer the struggling
www.chubbyfunster.com apprentice. I am a journeyman now. I have reached a point
where I can look at my own work and feel pride. This was not
an easy achievement as I have a tendency to be hyper-critical
of everything that I make.
For that reason, Ambition & Avarice is the first game that I
am giving a price. It is the first of what I hope will be many
games that have a professional level of craftsmanship.
I hope you enjoy it!

2
Table of Contents
Chapter 1 : Introduction 4 Chapter 4 : The Rules of Play 44
Player Skill 5 Encounters 45
Mechanics 7 Taking Control 46
Advancement 47
Chapter 2 : Character Creation 9 Health 48
Checklist 10 Hazards 49
Attributes 11 Combat 51
Race 14 ➢ Turn Sequence 52
➢ Dark Elf 15 ➢ Attacks 53
➢ Dwarf 15 Retainers 54
➢ Elf 16 Survival 55
➢ Gnome 16
➢ Goblin 17 Chapter 5 : Magic 57
➢ Halfling 17 Casting 58
➢ Hobgoblin 18 Spells 59
➢ Human 18 Spell Lists 60
➢ Lizardfolk 19 Spell Descriptions 62
➢ Orc 19
Class 20 Chapter 6 : The Judge 79
➢ Brigand 21 The Three Tasks 80
➢ Conjurer 22 The Sandbox 81
➢ Cultist 23 Tropes 84
➢ Knave 24 ➢ Core Tropes 84
➢ Knight 25 ➢ Derived Tropes 85
➢ Priest 26 Good and Evil 88
➢ Ranger 27 NPCs 89
➢ Savage 28 Monsters 90
➢ Shaman 29 Treasure 92
➢ Sorcerer 30 Adjudication 93

Chapter 3 : Money & Equipment 31 Closing Thoughts 94


Encumbrance 32
Coins and Gems 33 Character Sheet 95
Equipment Price Lists 34
Weapons 36 Campaign Sheet 97
Armor 38
Gear 39
3
Introduction

The Sporting Mindset


There are a number of different ways to think about how you When you are playing a sport, you do not have a narrative in
can play RPGs. We feel that it is very advantageous to use the place about how the game will play out. You may have a plan
perspective of roleplaying as a kind of sport. This may not or strategy. You may have complex intentions. However, the
be apparent at first, but if you can conceive of the game as a emotional reactions of onlookers will rarely factor into your
sport it may improve your enjoyment. designs. You are not playing for the crowd. You are playing
for yourself. They are watching because they know that your
A sport is not easy. It requires dedication and practice. When
clash with the opposition will be entertaining.
you walk out onto that field the first time, nobody expects you
to be perfect. You can set your perfectionist attitude down In a sport, there is no preconceived story to be told. The
on the sidelines. Mistakes will happen. The true measure of referee doesn’t favor a side and there is no script. If excit-
success is how you adapt and improve. ing events happen that would make a great story after the
fact, that is wonderful. But it is not the goal of the players to
The opposition is a living breathing person, not a snippet
craft a story. It is the goal of the players to succeed within the
of computer code or a passage in a book. When you take
framework of the rules.
actions, they will adjust their own behavior to compensate.
They prepare, they remember, and they change. Any plan Entertaining stories are about overcoming adversity. No one
that you might have will smash headlong into this enemy. It wants to hear the story about the time you got everything
will have to change if you want to be victorious. you ever wanted. However, the story about how you almost
got eaten by an Ogre but managed to talk your way out of it
In a sport, there are rules. These rules are known ahead of
at the last second... that is a bold yarn!
time and familiarity with them is an important part of playing
the game. There is one person in particular who must be very You must learn to think like a player engaged in a sport. The
familiar with the rules because they must make the hard calls outcome of the game is a measure of your skill. Don’t focus
(like a referee). Rules also can be nuanced. If someone picks on your failures or agonize over defeats. A winning season is
up the ball with their hands in soccer, they will be penalized the result of practice and dedication, not luck.
unless they are the goalie or performing a throw-in. These
Chance favors the prepared mind.
distinctions create a field of potential actions by the players.

4
Introduction Player Skill

The Judge Objectives of the Game


One person in your group will be the Judge. In a sense, they The Judge has designed the game world to be interesting.
are a game designer for this sport you are playing. They Your first objective is to explore that world. If you don’t want
design the playing field, determine it’s shape, draw lines to explore the world, don’t play. Read a book, play a video
across it, and cover it with grass. They place the opposing game, or curl up with your lover. Your character has given up
forces out there and scatter treasures around for you to find. a normal life, purchased equipment, and prepared their soul
They create the world in which you play the game. to face mortal danger. They are ready to go out and conquer
the world, plunder its riches, and retire in splendor. If you are
Once play begins, the Judge becomes more of a referee.
not ready to guide them, do something else.
They are responsible for fairly adjudicating the rules and
applying their own judgment to unusual circumstances that We don’t say that to be cruel, but to force you to grapple with
arise. They are not invested in the success or failure of their what you came here to do. Your character is here to explore.
creations. The great joy of being the Judge is seeing how the Don’t be timid about it. Don’t come up with plans to set up
players choose to interact with your creation. your own magical workshop and manufacture enchanted
pitchforks on a grand scale to revolutionize the world
Player Characters
economy. Don’t hide in the safety of town. Get out there and
Each player will have their own character in the game. These grab the bull by the horns! Carpe Diem!
are called player characters to distinguish them from the
multitude of non-player characters (NPCs) that inhabit the With that in mind, the second
world which are under the Judge’s control. objective of the game is to
survive. As we just discussed,
The player character is your avatar in the game world. The the risk of death is very real.
Judge will tailor what they tell you about the world through You have to weigh every
the lens of that character. They will tell you what your decision that you
character remembers about a particular subject, what they make in relation
see through the fog, and how things taste or sound. There to the odds of
are also a multitude of game mechanics that support your survival. Is drinking
character. They provide a basis for the Judge to determine this unknown potion worth it? Can
what you know, what you see, and what you can do. we really defeat this monster or should we retreat back to
You will go through a character creation process to create a safe location? Am I prepared to live with the unknown
your specific character. This is very simple and easy to under- consequences? These are tough questions to answer.
stand. It is described in detail and it takes only a few minutes The Judge doesn’t want to kill you. They also want you to
to make a character. However, keep in mind... survive. However, their world must provide a significant
Mortality
challenge or else overcoming those challenges would not be
satisfying. It might feel good to eat a roast beef sandwich,
Characters can die. They can die in many different ways. but it is not a challenge. Hunting down and killing your own
They can be crushed by fallen stone, stabbed to death by their dinner might not taste quite as good, but the fact that you
enemies, eaten by monstrous beasts, blasted by powerful were able to acquire it is extremely rewarding. This game is
magic, or even poisoned by someone they trusted. It is a not for the weak. You will need to dig deep and bring your
dangerous world out there! best to the table.
Characters begin play at 1st level. Their level is a measure
of competence and experience. As they gain levels, they will
become more powerful. They will gain the ability to endure Player Skill
more damage and to dish out more damage of their own. Your character has various capabilities, as defined by the
Sometimes, the best defense is a good offense. game rules. They are good at some things and bad at others.
Damage, hardship, and death is a part of the game. It is But what are your capabilities?
important to accept death as a possibility. Don’t waste time There are several ways in which you can conceptualize your
lamenting this fact and don’t become emotionally attached own capacity to play the game. Over time, you can improve
to your character. No one should feel bad about the loss of on these skills and get better at achieving the objectives of
a character; not you and especially not the Judge. This is a the game. Your characters will live longer, find more treasure,
game, not psychotherapy. and grow more powerful. If you neglect these skills, you will
find it very hard to survive.

5
Introduction Player Skill

Know Thyself
You don’t have to memorize your character information. Unlike the challenges of a video game, in a roleplaying game
It will be recorded on your character sheet. However, you you can do almost anything. The relationships between
should be very familiar with your character’s capabilities and objects are not pre-programmed. As in the real world,
always looking for an opportunity to use them. necessity is the mother of invention. What will your character
If your character excels at picking locks, be prepared to step create? What will they do? What problem will they solve with
forward when a locked door or chest is discovered. If you a sack full of dirt, a half burnt candle, and a fist-sized rock?
are a strong melee fighter, place yourself in front of weaker Only you can provide the answer. Think divergently!
combatants when a fight breaks out. If you have a bottle of Quick Thinking
flaming oil, pull it out when you see the potential to douse a The game moves at a fast pace. Torches and lanterns are
cluster of opponents with it. Don’t let the bottle sit unused in always consuming fuel. Magic spells are fading away.
the bottom of your backpack throughout the entire session. Footsteps are coming down the hallway. Time is limited and
When you make your character, you will choose where you need to make decisions under pressure. Some people
they excel. When you encounter a problem in the game, excel at this naturally, while others struggle. If you struggle,
immediately think about the capabilities and how your here are some tips for improvement.
character might have to solve the problem. If you know that First, take a step back and breathe. You can’t make a decision
you lack skill in a certain area, step aside to give others a while your heart is racing and expect great results. Think
chance to shine. divergently for a few moments, but don’t allow yourself to
Play in Character get lost in the details. Make the best choice you can from
You don’t have to talk in a funny voice or make grandiose limited options. Accept that you might make a mistake, but
hand gestures to be in-character. This is not an acting class. know that making mistakes is inevitable. Don’t beat yourself
You just have to get inside that imaginary skull. You have to up over the eventual decision. You don’t have to be perfect.
think from the perspective of the game world. Try not to talk Make a choice and move on. Time is too precious to burn in
in 3rd person or in the future tense. Tell the Judge exactly the agony of indecision.
what you are doing at that moment in 1st person. Don’t just Evaluation
control or manipulate the character. Be the character. When you are no longer under time pressure, you can
For example, let’s assume the Judge has just described a room indulge in reasoned analysis. First, learn to identify problems
with a statue. Don’t say “Are there any hidden compartments clearly. Don’t focus on just the immediate situation, try to
on the statue?” The Judge cannot answer that question see the bigger picture. If you focus too narrowly, you may
because your character hasn’t taken any action towards miss something. Try to come up with at least three different
learning the answer. Instead, say something like “I go right ways to solve the problem. Weigh the options and make an
up to the statue and examine it closely. I want to look for informed decision.
anything unusual about it. Do I see any buttons?” Talking For example, let’s say you find a locked door. After a bad die
like that is how you can truly get in-character. roll, your party’s best lockpicker jams the lock. It can’t be
Divergent Thinking picked again. Reframe the problem. The door may be locked,
Divergent thinking is the ability to see many uses for a single but that doesn’t mean the only way forward is to unlock it.
object. The classic example is “how many uses can you think The first thing that might spring to mind is to kick it down.
of for a paper clip?” When we are young, we However, is that really the best course of action? It will be loud
have very high capacity for this kind of and could attract nearby monsters. One of your spellcasting
thinking. As we age, we become more rigid. companions offers to unlock the door magically, but that will
You must stop destroying this skill and consume a valuable spell.
instead begin nurturing it again.
After taking a moment to assess the situation, you remember
Let’s imagine that your character has an that you have three bottles of acid. You found them in one of
iron tube around 2 feet long, 3 candles, the rooms that you explored earlier that night. You could use
a flint & steel, a piece of tapered wood, the acid to melt the lock quietly without attracting attention.
2 lbs. of red wax, a cheese wheel, and By deciding to use the acid, you save the spellcaster from
some dried walnuts. What can you do wasting their spell and you avoided attracting attention from
with that? A child could come up with nearby foes. Impatience may have led you down the wrong
an endless list of possibilities. Can you? path and resulted in unnecessary hardship.
6
Introduction Mechanics

Combination Blast is used to defend against explosive and/or expansive


Do not limit your thoughts to only your abilities. Get to know effects, such as dragon’s breath or a magical fireball. Death
the strengths of your companions and party members. Try to is used to defend against permanent death when you are
discover ways in which your strengths can be combined to reduced to zero hit points and affected by deadly magic.
even greater effect. You are not a rock that has to stand alone. Paralysis is used to defend against immobilizing attacks,
The other characters exist for a reason. Learn to integrate such as a ghoul’s touch or a medusa’s petrifying gaze. Poison
your style with theirs. is used to defend against any toxin that gets into your blood-
stream. Reflex is used to quickly pull back to avoid being hit
For example, one of the other characters might be a priest
by something, such as a trap that has been triggered. Spells is
who can cast the 1st level spell nap. If they cast the spell on
used to resist magic spells and spell-like effects.
you, you can get a full night’s rest in a single hour. If your
character is very perceptive and would make an excellent There are circumstances written into the game rules where
watchman, you might suggest they cast that spell upon you. saving throws are required. For example, magic spells often
Then after a quick nap, you can stand guard while the entire allow a saving throw to resist their effects. The Judge is also
party enjoys a restful night. This avoids some of the danger free to ask you to make saving throws for an unorthodox
that comes with a rotating shift on the night watch. situation that they created for your adventure. The saving
throw is just a tool to represent your innate resistances.
Social Grace
Finally, it must be remembered that you are not the only To make a saving throw, roll 1d20 and compare your die
person at the table. Don’t talk over other people or try to result to your respective saving throw value. If your die result
monopolize the Judge’s attention. Don’t dismiss the ideas of is equal to or higher than the throw value, you succeed.
other players without adequate consideration. Listen to what Success means that you completely avoid the effect or the
everyone at the table is saying and be a team player. consequences are reduced. Failure means that you experience
the full force of whatever is happening to you.
Remember that your character’s personality is determined
by you, not their game statistics. Your character is not an
asshole just because they have a low charisma. Don’t engage Roll 1d20
in anti-social activities with the justification of “well, that is
≥ Throw Value
what my character would do.” of Saving or Dungeon Throw

If a dispute arise in the game, allow the Judge to make a


ruling. If you disagree with their decision, bring it up after Dungeon Throws
the game. Don’t consume valuable time at the table with
Dungeon throws have similar numerical values and are
your individual needs. This is a group activity, after all. If you
resolved using a d20 in the same way as a saving throw. There
cannot reach an equitable solution later through discussion,
are six of them; climb, force, locks, notice, sneak and traps. It
then express your position and bow out gracefully.
is assumed that all characters are highly competent at these
tasks. If they have plenty of time and no chance of failure, the
Mechanics Judge may not even ask for a throw. The throw is only made
when there is a single chance to accomplish the task. They
In the course of the game, you will describe to the Judge are made at the request of the Judge, but you are less likely
what you wish to do. In most cases, no rolling is required. to be surprised about the situation. Failure carries serious
However, when something involves risk it must be resolved consequences and retries are not allowed.
using dice. This game uses four primary resolution systems
to resolve risky actions. Climb is used to ascend any challenging surface, such as a
cave wall. Force is used to smash through a locked door or
Saving Throws chest, either with a tool of some kind or just using your body.
There will be times when something dangerous is forced Locks is used to pick or otherwise bypass locks on doors and
upon you. In many cases, this will probably be a surprise. The containers. Notice is used to observe or detect something
ceiling might collapse or you might be bitten by a poisonous in time to take action to avoid it, such as seeing a tripwire
snake. The result is not a proactive choice, but an instinctive running across the hallway. Sneak is used to conceal yourself
saving The
reaction. throw.
Judge
There
will are
inform
six saving
you that
throws; blast,to death,
you need make a from detection by both the sight and hearing of anyone
paralysis, poison, reflex, and spells. nearby. Traps is used to detect and disarm any mechanical
devices that could cause harm to you, such as the spring-
loaded spears attached to the aforementioned tripwire.

7
Introduction Mechanics

Attribute Tests In Six Chances


If you attempt something that involves significant risk but 2 in races
Some 6 chance or a 4classes
and most in 6 chance.
have abilities
Thesedescribed
are almostasalways
either a
which is not covered by dungeon throws or saving throws, related to revealing information that would otherwise be
the Judge can instead call for an attribute test to determine unknown; either based on your memory or inference from
the outcome. You will often see attribute tests written in the available data. For example, a ranger has several of these
text using the name of the attribute; such as “make a wisdom abilities related to interpreting tracks and other kinds of
test”. This means you should make an attribute test using evidence left behind by animals.
your wisdom modifier.
To use these chances in play, declare your intent and roll 1d6.
Outside of combat, you will generally not choose to make If the die result is a 1 or 2, you would have succeeded on a 2 in
attribute tests. You should focus on describing your actions. 6 chance. If the die result is a 1, 2, 3, or 4, you would have suc-
The Judge will determine if a test is necessary. They may ceeded on a 4 in 6 chance. The Judge will narrate the results
simply let your action succeed. Alternatively, they may tell of success. They may only provide a partial answer and hold
you it is not possible. If the tasks falls in between those two back some things that could be impossible for you to know.
extremes, they will ask for a roll. For example, your Dark Elf might identify that something is
poison, but not know exactly what the harmful effects might
Based on the challenge of the task, the Judge will assign it
be if it gets into your bloodstream.
a difficulty class (DC). This number will range between 10
and 20. A DC of 10 represents something that an average
adventurer would fail roughly half of the time. Anything that
would require a DC less than 10 is just not risky for your Roll 1d6 If If
character. It may be a challenge to a normal person, but not 2 in 6 4 in 6
for a seasoned adventurer. Anything that would require a DC
Succeed on result Succeed on result
over 20 is probably too difficult to accomplish without magic of 1 or 2 of 1, 2, 3, or 4
or exceptional luck.
To make an attribute test, roll 1d20 and add the modifier
for the attribute that governs the action (determined by the How Dice are Used
Judge). If your result is equal to or higher than the DC, you Sides Notation Purpose
succeed. If your result is lower than the DC, then you fail at
Used for small damage weapons and
the task and may suffer negative consequences. 4-Sided d4
hit points for weaker races
The section on combat describes the rules for making these Used for most damage, in-six-chances,
6-Sided d6
tests during a fight. The short answer is that you make a and hit points for many races
strength test for melee or thrown weapons or a dexterity test Used for heavier weapon damage and
for ranged weapons. You use your opponent’s armor class as 8-Sided d8
hit points for many races
a difficulty class for your roll. Used for very heavy weapon damage
10-Sided d10
and hit points for tougher races
Roll 1d20
Used very rarely for exceptional things,
12-Sided d12
+ Modifiers ≥ DC such as a Dwarven Ranger’s hit points
Difficulty Class
Arguably the most important die,
20-Sided d20
used to resolve almost all actions
Used by the Judge occasionally to
100-Sided d100
determine random outcomes

Multiple Dice Notation


The use of multiple dice are referenced in a standard way;
using a number, the letter d, and a second number. For
example, 2d6. The first number indicates how many dice to
roll. The last number represents the size of the die. Therefore,
our 2d6 example is telling us to roll two six-sided dice.

8
Character Creation

What is a Character? What are you creating?


In a roleplaying game, you are pretending to be someone As you move through this chapter, you will make choices that
in a fantasy world. This person is a character that you have will determine your character’s nature and abilities. When
designed, like a character in a book. You try to imagine what you select one race or class over another, you are making
this person would think, feel, and what they would do as a decisions about what kind of competence that you want to
result. Unlike a writer, you only control that single character. gain. Design a character that will help you get what you want
The Judge determines how the world responds to your out of the game.
character’s actions.
Remember that despite the choices you make during
This chapter will assist you in creating a written record of character creation, your character can try to do anything. The
your character in the form of a character sheet. A blank Judge might let it work. They might let you roll for it and
version of the character sheet is included in this book. The you may fail that roll. If you try something really crazy and
purpose of the character sheet is to help you remember what fail, your character might even die. It is your responsibility to
the character wants to do and what she is capable of doing. decide what risks you are willing to accept.
Over time, your character will change based on the decisions The Judge might also tell you that something literally can’t be
you make. You will talk to people, fight monsters, accumulate done. However, this should be rare. For example, you might
treasure, and spend it. Your character will become stronger, declare that you want to try to cast a magic spell despite
make friends, and have an impact on the world. You will having no actual magic ability. The Judge could just say no,
record many of these changes on your character sheet. but it might be more entertaining to just watch you flail your
arms around and mutter strange phrases. At least that way,
Your character does not have missions or objectives beyond
your facial expressions will be amusing when nothing occurs.
those you set for yourself or agree to perform. There will be
other characters in the world that try to push or pull you Players often allow their characters to be defined by what is
into plans of their design. As in real life, you can surrender written on their character sheet. We encourage you to think
to those influences or choose to resist them. Ultimately, the outside of that design. While your character choices are
goals that you want to accomplish and how you go about important, they do not control everything. They are just a
accomplishing them are for you to decide. Sometimes, a framework to get you started.
simple No is the most powerful word of all.

9
Character Creation Checklist

You can follow the checklist below to fill out your character sheet.
Attributes
☑ Roll and record your attribute values and their resulting modifiers.
☑ Record values based on your attributes, such as choosing a number
of starting languages based on your intelligence.
Race
☑ Record the starting saving throws for your race.
☑ Record your racial advantages, such as your hit die.
Class
☑ Record your class advantages, such as your weapon proficiencies.
☑ If you are a spellcaster, choose the spells that you know.
☑ If you are a mundane, choose how to spend your character points.
☑ Record the dungeon throws for your class, plus any adjustments.
Equipment
☑ Record your equipment purchases and remaining money.
Miscellaneous
☑ Record your starting hit points, equal to the maximum result
on your hit die plus your constitution modifier. You will start
rolling for hit points when you reach 2nd level.
☑ Record your starting armor class, equal to 10 plus your
dexterity modifier and any bonuses from wearing armor or
carrying a shield.

10
Character Creation Attributes

Attributes
Attributes represent your raw potential to accomplish tasks. What Attributes Represent
A variety of things are derived from your attribute scores.
They are also occasionally tested directly. Attributes are the Attribute Description

basic foundation of your character and have a strong impact Strength Physical Strength and Throwing Power
on the game. Dexterity Aim and Coordination
Constitution Health and Endurance
Determining Attributes
Intelligence Logic, Reason, and Memory
Attributes are generated in one of four ways. We recommend
the first method because it generates characters appropriate Wisdom Common Sense and Perception
for the challenges of the game. Charisma Social Presence and Empathy

Method 1: The recommended way of generating attribute


scores is by rolling 3d6 a total of six times. Write down the Attribute Modifier Table
result of each roll. This will give you six scores between 3 and Generic Term Score Range Die Modifier
18. You should then assign each result to one attribute. If you Feeble 3-4 -3
are feeling lucky, assign them in the order they were rolled. Deficient 5-6 -2
If two or more of the results are below 7 or the total of all Below Average 7-8 -1
attributes is less than 60, you may choose to discard them Average 9 - 12 +0
and roll again. Above Average 13 - 14 +1
Method 2: If you want characters that have above average Talented 15 - 16 +2
attribute values, you can roll 4d6 for each attribute and drop Exceptional 17 - 18 +3
the lowest die. This is a significant boost to your attribute Supernatural 19+ Keeps Rising
values, so be sure that it is what you want to do. The game
materials are often balanced based on the assumption of
Method 1, so this can result in an easier play experience. Strength
Strength measures your muscle strength and raw lifting
Method 3: If you want the flexibility to determine your
power. A character with a high strength score is often taller
attributes so that you can get specific outcomes, you can use
than average, broad-shouldered, and has well-developed
this method. Each attribute has a starting value of 6. You may
thighs and biceps. A character with a low strength score is
then roll 10d6 and add the dice rolled to the attribute of your
typically shorter, with a smaller frame and thin wiry limbs.
choice. Dice may not be split between attributes.
The strength modifier is added to
For example, if one of the dice rolled was a four, you could
add that to an attribute to raise it from 6 to 10, but you could ➢ Damage and to-hit rolls with a melee or thrown weapon
not add 3 to one attribute and 1 to another. You can add as ➢ Attribute tests to throw objects accurately;
many dice as you want to a single attribute, but no attribute
such as throwing a rock to hit a window or
can be raised higher than 18.
tossing a potion bottle to a companion
Method 4: If you want everyone to start with equal scores, ➢ Attribute tests to lift heavy
you can use this method. Each character can assign the fol-
objects for a short duration
lowing values to their attributes; 15, 14, 13, 12, 11, 10, & 7.
This is sometimes called a Standard Array. You will not get ➢ Competitive feats of strength
the extreme outcomes with this method, but it is fair. such as arm-wrestling
Attribute Modifiers ➢ Any similar situation the Judge
feels should be decided by
As described in the mechanics section, each attribute has
your strength attribute
a modifier value associated with it. Modifiers are bonuses
or penalties that are applied to the die result for specified It should also be noted that armor and
tasks. Record the value for each attribute modifier on your shields have a minimum strength
character sheet. You will also need to record the miscellaneous requirement. Without the requisite
consequences of some of your scores, as described to the strength, you simply cannot
right and on the next page. wear the item.

11
Character Creation Attributes

Dexterity
Dexterity measures your aim with a projectile, spatial sense,
and bodily coordination. It determines your ability to
avoid being struck in combat and perform tasks requiring
precision and focus. A character with a high dexterity score
is graceful and smooth. They move quickly and quietly, often
frightening people by appearing out of nowhere. A character
with a low dexterity score is clumsy and awkward. They are
typically kept away from the more fragile valuables.
The dexterity modifier is added to
➢ Damage and to-hit rolls with a projectile weapon
➢ Foraging rolls, if you are using that optional rule
➢ Your natural armor class
➢ Attribute tests to perform a single quick movement;
such as snatching an object out of someone’s hands
➢ Attribute tests to perform any highly precise work that
is not covered by a dungeon / saving throw; such as
cutting a gemstone or sewing a piece of clothing
➢ Any similar situation the Judge feels should be decided
by your dexterity attribute
It should also be noted that your raw dexterity value (not just
the modifier) is used to calculate your speed of movement.
If you have a higher dexterity value, you will be able to move
faster than another character of similar encumbrance.
Constitution
Constitution measures your body’s natural defenses and
ability to endure injury. It has a large effect on your hit points
and determines how quickly you recover. A character with
a high constitution value is typically filled with energy and
has a warm healthy glow to their skin. A character with a low Health Chart
constitution value is typically lethargic, sluggish, and their Constitution Score Hit Die Modifier Rest Die
skin often has a sickly palor.
3-4 -3 per level 1 point recovered
The constitution modifier is added to 5-6 -2 per level 1d2 recovered
➢ To your hit die roll at every level, including 1st level 7-8 -1 per level 1d4 recovered
9 - 12 None 1d6 recovered
➢ Attribute tests to hold an object aloft for a period of
time or to hold open a door while it is under pressure 13 - 14 +1 per level 1d8 recovered
15 - 16 +2 per level 1d10 recovered
➢ Attribute tests to continue to take actions despite
17 - 18 +3 per level 1d12 recovered
extreme pain or physical exhaustion
➢ Any similar situation the Judge feels should be decided
by your constitution attribute
Finally, your constitution score is also used to determine
Your constitution value is also used to determine how much your rest die. If you spend a complete day at rest in safe and
weight you can carry before you moving up to the next level comfortable surroundings, you can roll the appropriate rest
of encumbrance. A higher constitution allows you to carry die to recover hit points. Your constitution score determines
more equipment before your speed begins to suffer. which die is rolled as shown in the chart above.

12
Character Creation Attributes

Intelligence
Intelligence measures your talent for logic and reason, as Languages
well as your long-term memory and available knowledge.
Intelligence Score Communication
A character with a high intelligence value can easily solve
most problems, remember relevant facts, and they leap at 3-4 Grunting and Pantomime only
the chance to read or acquire books. A character with a low 5-6 Rough broken speech in a single language
intelligence value is easily confounded by problems, has a 7-8 Fluent speaker in a single language
poor memory, and little to no desire to learn or read. 9 - 12 Fluent speaker in two languages
The intelligence modifier is added to 13 - 14 Fluent and literate in two languages
➢ Attribute tests to solve a complex problem, assess value, 15 - 16 Fluent and literate in three languages
or remember a piece of information from the past 17 - 18 Fluent and literate in four languages

➢ Attribute tests to understand incomplete or heavily


Language Used by
accented speech as well as poor or damaged writing
Abyssal Demons, Devils, Undead, Horrors
➢ Any similar situation the Judge feels should be decided Celestial Angels, Divine Agents, Gods
by your intelligence attribute Common Humans, Halflings, Merchants
Intelligence is also a gauge of how well your character grasps Draconic Dragons, Lizardfolk, Troglodytes
language. Most characters will be illiterate. The average Dwarven Dwarves, Gnomes, Halflings
person knows two languages, but not how to read or write Elven Elves, Halflings, some Fae
them. This shows how little contact they have with the
Giant Giants, Ogres, Ettins, Yeti
written word. Only an above average character is able to read
and write. Literacy is very rare and should be treasured. Goblin Goblins, Hobgoblins, Bugbears
Orc Orcs, some goblinoids
Each race has their own language (e.g. Elves speak Elven).
Sylvan Fae creatures, nature spirits
The human language is called Common and it is spoken
by almost everyone for ease of communication. The Judge
may provide additional languages for you to take that reflect
Charisma
the cultures of the setting that is being used. For example,
the Judge may replace Common with Imperial in their own Charisma measures your social magnetism and ability to
setting where a mighty empire dominates the continent. understand what other people are feeling. It also partially
incorporates your physical attractiveness, but remember that
Wisdom looks are not everything. A character with a high charisma
Wisdom measures your common sense and perceptive value is charming and makes friends very easily. A character
ability. A character with a high wisdom value is seen as having with a low charisma value tends to be a social outcast with
the mark of leadership. People tend to follow someone that few friends.
makes a lot of sense and seems to be aware of the situation.
Charisma is a passive effect. It does not represent the nuances
A character with a low wisdom value tends to come up with
of your personality. It reflects your ability to make a good
impractical solutions that don’t account for obvious factors.
first impression. The burden falls to you to maintain a good
The wisdom modifier is added to relationship in the long run. No amount of charisma will
➢ To any saving throw to resist a magical effect that save you if you treat your followers like dirt.
violates or impairs your mental functioning The charisma modifier is added to
➢ To all surprise and initiative rolls ➢ To all reaction and favor rolls
➢ Attribute tests to navigate when travelling overland or ➢ To all hiring offers made to retainers and to their
by sea, including the use of tools like an astrolabe morale score, if they accept the offer
➢ Attribute tests to perceive or assess a situation that ➢ Attribute tests to influence people through conversation,
is not covered by the notice dungeon throw; such as such as when trying to tell a lie or request help from
looking through evidence to solve a crime someone not inclined to care about your plight
➢ Any similar situation the Judge feels should be decided ➢ Any similar situation the Judge feels should be decided
by your wisdom attribute by your charisma attribute

13
Character Creation Race

Race Hit Die


Every character is a member of a sapient species called a race. Every race has a defined hit die. This is the die used to roll
This determines a few things about your character’s biology, for new hit points when you gain a level through experience.
but much of the impact of your racial choice is a reflection Add your constitution modifier to every hit die roll.
of the culture in which you were raised. There are two types
At first level, you begin with a number of hit points equal to
of races; civilized and barbarian. Your Judge may determine
the maximum result on your hit die plus your constitution
to restrict your choices to one of the two groups to reflect the
modifier. For example, a Gnome has a d6 hit die. A 1st level
flavor of their campaign they want to run.
Gnome with a constitution modifier of +2 would begin play
Civilized Races with 8 hit points.
The civilized races are those commonly played in traditional Every character and monster in the game has a hit die. This
fantasy games. They build cities and towns throughout the can be used as a general measure of their power, but it also
world. They have empires and raise armies. The civilized ensures that you never really know how many hit points they
folk have baseline expectations for what makes a respectable have total. While character hit die vary greatly by race, all
person and if you step outside of those boundaries they will true monsters use a d6 hit die.
vigorously pursue you with the strength of the law.
Saving Throws
Barbarian Races There will be times when something dangerous is forced
These are uncivilized races that are almost monsters. They upon you. The ceiling might collapse. You might be bitten
live in their own nomadic communities outside of civiliza- by a poisonous snake. The result is not a
tion in a state of barbarism. They are viewed with suspicion proactive choice, but an instinctive
by civilized folk and occasionally suffer from discrimination. reaction. These kinds of situations are
This can be represented as a reaction penalty at the Judge’s resolved through saving throws. There
discretion. are six saving throws; blast, death,
paralysis, poison, reflex, and spells.
Vision Mode
Saving throw use is described in
Each race is described as having a vision mode. Normal vision greater detail under mechanics.
is basic human binocular vision. Infravision the ability to Each race has a different set
see heat in addition to normal vision. You cannot read most of saving throws to represent
writing using heat alone, but you can move around easily in their unique biology. Each
complete darkness. Infravision can be blocked by the glare of set has it’s own strengths and
lanterns and torches, as their heat blurs all distinctions. weaknesses.

Civilized Races
Race Vision Hit Die Advantages
Dwarf Infravision d10 4-in-6 identifying metals and stones, -5 to traps throw
Elf Infravision d6 +1 to surprise and initiative, -5 to notice throw
Gnome Normal d6 +2 to reaction rolls, 2-in-6 alchemical value, 4-in-6 identify potions & craft mechanisms
Halfling Normal d4 +2 to Armor Class, -10 to sneak throw, bonus language
Human Normal d8 -10 to distribute among dungeon throws

Barbarian Races
Race Vision Hit Die Advantages
Dark Elf Infravision d6 4-in-6 extracting poisons, 2-in-6 identifying poisons, use poison, -3 to locks and traps
Goblin Infravision d4 +3 to surprise, +2 to armor class, -5 to climb throw
Hobgoblin Normal d8 Reduce armor weight by up to 40 lbs, Proficient in 2 extra weapons
Lizardfolk Normal d8 Amphibious, can hold breath for 15 minutes, -5 to climb and sneak throws
Orc Normal d10 +1 to hit and damage, -2 to reaction rolls with civilized folk

14
Character Creation Race

Dark Elf Dwarf


Dark elves were part of the elven race aeons ago. However, Dwarves are a stalwart race that live deep underground in
they have slowly changed over the millennia into twisted fortresses called clanhomes. They are shorter than humans
versions of their surface-dwelling brethren. The dark elves and elves, but taller than the small folk. Dwarven society is
have abandoned the playful ways of the wood and become rigid and unforgiving. It frequently drives the free-thinking
much more strict and domineering. and nonconformist dwarves to head out into the world on
their own. Adventuring dwarves are often trying to make
Dark elf society is brutal and oppressive. Everyone is placed
their own fortune so they can live as they please or perhaps
into constant competition with each other for resources,
even construct a clanhome of their own.
attention, and power. Nearly every level of leadership has
been corrupted and this leaves very limited opportunity for Dwarven thinking is extremely long-term. They make most
advancement. Nepotism is seen as natural and just. Only a decisions slowly and with great deliberation. This can be
handful of dark elves aspire to political power to do good. placed on a continuum with elves on the far end, focused
Instead they aim to improve their own personal fate. almost exclusively on the moment at hand with decisions
made in an instant. Humans sit somewhat in the middle and
These factors drive the more individualistic or good-natured
other races fall in various spots along the line.
dark elves to leave their society and seek their own way. A
travelling soul is less likely to share the core values of that The consequence of this value difference is that Dwarves are
society since they gave it up. However, many of those dark notorious for what is seen as rapacious greed. It is often said
virtues live on in their heart. If given a chance to seize power, that gold can only be pried from the hands of a dead dwarf,
it may very well return with vigor. for the living will not budge. While this may be true from the
short-term perspective of other races, the dwarf will insist
The underworld is dangerous and unforgiving. Even the
that they have simply considered alternative uses for the gold
plants can be deadly. A dark elf always recognizes poisonous
in the future and decided to keep it for now. The dwarves
plants that grow underground and they have a 4 in 6 chance
have almost elevated delayed gratification to an artform.
of extracting a poison safely. Failure may mean that the
dark elf becomes exposed to the poison if proper precautions Their outlook pays great dividends.
are not taken beforehand. The poison can later be applied to Dwarven construction and stonework
a weapon, slipped into someone’s food and drink, or used is legendary and considered to be the
against a victim in whatever way fits the exposure method. A best craftsmanship towards which
dark elf can also use poison without a chance of error. anyone can aspire. Dwarves always
recognize unusual or poor quality
Their extensive use of poison gives the dark elf a 2 in 6 chance
stonework and they also have
of identifying any poisons that they find while exploring.
a 4 in 6 chance of being able to
The identification is based purely on smell and visual clues,
identify metals and stones.
not taste or touch. Unless the poison is gaseous, the dark elf
This makes them very good
is safe from affliction while identifying a poison. It also does
jewellers and prospectors.
not matter if the poison originates from the surface world,
for the dark elves’ foes can bring almost anything into battle. Dwarves have also been at war with other underground
races for centuries. As a result, they enjoy a -5 reduction to
For particularly rare poisons, the Judge may not tell you
their traps dungeon throw. They are very familiar with the
exactly what kind of poison has been found. They may only
nature of clandestine defenses. In labyrinthine environments
clarify that the substance is a poison.
like underground caverns, effective traps can allow you to
Dark elves also enjoy a -3 reduction to their locks and traps seriously injure your enemies without exposing yourself to
dungeon throws. This bonus represents their knowledge of danger. All dwarves have studied these traps and they are
the underworld and it’s many tricks. Their enemies employ prepared to disarm them. A well-made trap is the ultimate
a wide variety of clever methods in warfare, often based on expression of dwarven caution. Why engage the enemy when
deception and planning. you can strike at them from safety through forethought?

Type Vision Hit Die Type Vision Hit Die


Dark Elf Dwarf
Barbarian Infravision d6 Civilized Infravision d10
Blast Death Paralysis Poisons Reflex Spells Blast Death Paralysis Poisons Reflex Spells
17+ 13+ 14+ 10+ 10+ 15+ 13+ 10+ 14+ 9+ 11+ 10+

15
Character Creation Race

Elf Gnome
Elves are fae folk of the wood. They live in harmony with Gnomes are a hardy folk that live in houses dug from the side
nature and rarely venture outside of their forest homes. of hills. They are warm, kind, extremely sociable, and open
Those that do are extremely unusual and may be fleeing from to new experiences. Gnomes that become adventurers fall
elven authorities. Elves are slightly shorter than humans, as even further to the extreme, almost completely consumed by
well as having finer features. Their signature pointed ears are wanderlust and curiosity. They have a nonthreatening nature
instantly recognizable. that puts people at ease. Even the swarthy orc will think twice
before drawing a weapon on a gnome. This gives them a +2
Elves prefer the safety of the wood because it provides for
bonus on reaction rolls.
them. Their society is blissful and carefree. It is often said that
an elf will make every effort to avoid serious work. They spend Gnomish society revolves around the consumption of food
many hours simply walking through the woodland gathering and drink. Gnomes pride themselves on having a wide and
small bits of food and seeking inner peace. Elven dwellings indiscriminate palate. Their settlements are often covered
are sparse and simply constructed, mostly from fresh bits of with elaborate gardens and vineyards that fill the air with a
the forest. As the leaves wither and the branches rot, the elves beautiful aroma. To other races, gnomish landscapes often
replace them. An elf that abandons their home can return in appear crowded and unkempt. But every gnome knows that
a year to find that it has been reclaimed by nature. plants must be allowed to grow in whatever direction they
please. Nature is not as orderly as a human might like it to
All of this reflects the elven focus on the present. It is why
be. Gnomes work with the land, rather than try to tame it.
Elves meditate rather than sleep, why they never dream, and
why they seem so ethereal and otherworldly. The elf resides A Gnome can automatically identify any form of alcohol by
in the world of the now, with hardly a thought given to the smell. Alchemy is also a favorite pastime. They have so many
future. The stories of ancient elven empires seem impossible bits of alchemical knowledge stuffed into their brains that it
given these beliefs. This fact has led many scholars to conclude sometimes becomes hard to remember the exact effects of
that they are just that; stories, with no basis in reality. each little element. This mismatch gives the gnome a 2 in 6
chance of studying a rare plant or animal to identify it’s
An elf ’s present-mindedness has taught them
alchemical value. For example, a gnome might be able to tell
to pay close attention to their surroundings.
you that the teeth of an ogre could be used to cure rotwart
It grants them a +1 bonus to surprise and
disease. Of course, getting into an ogre’s jaws is not the safest
initiative. An elf is almost impossible to
of journeys.
ambush or catch unawares. They can never
be surprised in any kind of woodland, Gnomish festivals often involve passing around strange
regardless of what the dice might say. brews crafted by various social luminaries, much like a wine
Even the most well-concealed forest tasting. This gives them a 4 in 6 chance of being able to iden-
ambush will be plain as day to an elf. tify unknown potions. This process involves both smelling
They also enjoy a -5 reduction to their and tasting the potion, so if it is a dangerous poison then
notice dungeon throw to represent their there is a chance the gnome could become affected by it. The
focus on the world in front of them. exact consequences are up to the Judge.
Legends say that elves are Gnomes also enjoy designing machines and contraptions. If
immortal. After centuries of life, a gnome encounters an engineering problem, they have a 4
they leave this continent and travel to a golden isle across in 6 chance of being able to craft a mechanical solution.
the sea. The fact that very few have seen an elf die of natural This doesn’t necessarily mean that they have the materials
causes makes this easy to believe. Rumors persist of an elven on hand, but it does provide an answer of some kind. For
exodus from this land, but so many still remain. Perhaps it is example, they might discover a section of the dungeon
only a trick to deceive their enemies. No one has ever crossed where a stairwell has collapsed. With a successful roll, the
the Eastern Sea and returned to tell the tale. gnome could rig up an improvised elevator using a bucket in
conjunction with a block and tackle set.

Type Vision Hit Die Type Vision Hit Die


Elf Gnome
Civilized Infravision d6 Civilized Normal d6
Blast Death Paralysis Poisons Reflex Spells Blast Death Paralysis Poisons Reflex Spells
17+ 13+ 14+ 13+ 12+ 15+ 12+ 11+ 13+ 10+ 11+ 13+

16
Character Creation Race

Goblin Halfling
Goblins are vicious little miscreants Halflings are a small folk that live almost anywhere. They love
that live beyond the edge of to intermingle with other races and learn their ways. They
civilized society. They form small are also consummate smokers and chewers of mind-altering
tribal groups that often live in leaves. Halflings have a deep love for travel and exploration.
caves or claimed buildings rather This makes them natural adventurers and many parties that
than making their own dwellings. venture into dangerous territory bring a halfling.
Their leaders hold power through
Halflings do not have a preference for their own species and
intimidation and fear. Most
will take up residence anywhere that will have them. From
adventuring goblins hate their own
the time they are considered mature, a halfling is encouraged
kind almost as much as everyone
to travel by their parents. This is not simply throwing a child
else and are happy to be rid of them.
out into the world to increase the resources available to the
Goblin society has loose conceptions of personal property remainder of their brood, but a deep philosophical conviction
and theft is rampant. In fact, goblins don’t even have a word to learning through experience. As a result of this practice,
for theft. They consider any possession that is not well- every halfling gains one bonus language in addition to their
defended to be fair game. They only recognize theft as a normal complement.
word used by larger
folk when they realize their belongings
Halflings are very lucky and this is reflected in incredible
are missing.
saving throws. It is often joked that halflings are the
Goblin leaders are incredibly cunning. Realizing that they descendents of cats, as they appear to have nine lives of their
cannot keep their possessions, they instead use redistributive own. Paired with their naturally curious inclinations, this
feasting and festivals to solidify their political power. When makes them ideal for opening unknown doors and climbing
that fails, they will resort to raiding and attacks on travellers. into dark and potentially dangerous cavities.
Goblins are masters of ambush and it is extremely rare for Halflings also make great knaves and brigands, where they are
them to be caught off-guard. They have a powerful +3 bonus able to put their natural talents to good use. Unfortunately,
to surprise. They will therefore go to extreme measures to the reputation of less-than-honorable halflings is sometimes
craft a perfect ambush and kill their enemies quickly. This extended to the good ones. As a result, larger races tend to be
bonus does not extend to their initiative, as once the fight is uncomfortable when halflings are around. Don’t be offended
joined they are no longer at an advantage. Goblins are not if they tighten their coin purses.
more perceptive than other races, simply quicker to strike.
A halfling’s small stature grants them a +2 bonus to armor
While it is true that the goblin is physically weak, they have class. They are experienced in avoiding danger and their
adapted to survive in a world dominated by larger races. small size is suited for it. This is useful as their curiosity is
They are clever liars, cunning diplomats, and vicious little constantly placing them in harm’s way. To avoid a terrible
fighters that leave no advantage untapped. The goblin’s small fate, they have learned to take cover in some of the most
stature and nimble nature makes them slightly harder to hit unusual and unsuspected places; inside of barrels, under
in combat than other folk. They can duck and dodge attacks cracked floorboards, and even in chimneys.
better than a larger race. This grants them a +2 bonus to
In a quirk of fate, halflings have unusually large feet for a
armor class.
creature of their height. These feet have at least twice the
Many goblin tribes live in rough mountainous terrain or amount of hair as a human foot, a feature that slightly
underground for protection and to avoid detection. As dampens the sound of their footsteps. Their slight build
a result, goblins are experienced at climbing around in further reduces the noise that they make and their small
slippery caves and across difficulty terrain. They like to put a statue makes them fairly hard to spot from a distance. As a
lot of space between them and their enemies. This grants a -5 result of these factors, they enjoy a -10 reduction to their
reduction to their climb dungeon throw. sneak dungeon throw.

Type Vision Hit Die Type Vision Hit Die


Goblin Halfling
Barbarian Infravision d4 Civilized Normal d4
Blast Death Paralysis Poisons Reflex Spells Blast Death Paralysis Poisons Reflex Spells
12+ 15+ 13+ 14+ 11+ 15+ 12+ 9+ 11+ 10+ 9+ 11+

17
Character Creation Race

Hobgoblin Human
Hobgoblins are a race similar to humans in size that shares Humans are an adaptable and vibrant race that has come
many physical features with goblins, such as skin color and to dominate civilized politics. They have vast and diverse
small pointed ears. They live in tightly knit clans composed empires with a range of cultural and social values. Humans
of a few extended families that are intermarried. These clans can be found anywhere in the realm and their population is
often live in settlements encircled by palisade walls. The almost always increasing, much to the chagrin of some of the
wealthier clans construct their own stone fortifications. other races.
Hobgoblins are the most technologically advanced barbarian Each human culture cultivates it’s own unique qualities in
race. They have a firm grasp of blacksmithing and metalcraft. the individual. If you choose a human character, you should
This allows them to maintain and produce their own armor invest some time in detailing that heritage. What is the
and weapons. It also makes them much more formidable dominant religion in your specific culture? What are the
foes than the weaker races, although they not quite on par unique practices of that religion? What kind of food do you
with orcs in terms of raw aggression. eat? Is there a unique style of dress? Do you have an unusual
accent? Is a particular skill favored in some way (e.g. archery
Hobgoblin clan structure virtually eliminates crime against
contests are common, quarterstaff duels are a rite of passage
their own kind. They have a culture that cultivates respect,
for adolescents, etc). Is there a specific architectural style that
honor, and loyalty to your clan. However, they extend almost
makes your cities identifiable?
no consideration to the rights of other races or clans.
A human is able to express their own unique culture by
When a hobgoblin joins an adventuring party, they transfer
spending a total reduction of -10 to the dungeon throws
a great deal of their clan loyalty to the group. Some even go
of their choice. These can be divided up however desired,
so far as to rub their blood across the forehead of each ally
so long as you do not spend more than -5 on any individual
to signify the bond of family. They may even refer to fellow
throw. For example, you might take -4 to climb, -4 to locks,
party members as brothers and sisters to further reinforce
and -2 to sneak but not -8 to climb and -2 to locks.
their loyalty. However, this is not blind loyalty. If a party
member proves to be a disloyal ally, the hobgoblin will be the In many ways, humanity is the standard by which other races
first to draw a blade in retribution. are judged. They have decent health, standard vision, and
average saving throws. They are an excellent choice for a new
Hobgoblins have a strong militaristic culture based on
player who is just getting used to the system or a veteran who
raiding on their neighbours for resources. Even a teenage
is trying to craft a niche delver. You can choose which area
hobgoblins have been on such raids to earn their first bits
of the game in which you want to focus on developing skill.
of honor. Their ability to descend on a town and run off
with it’s valuables is unmatched. Some say that a hobgoblin Humans are the ideal choice for a
clan is not a settlement or community as much as a criminal unique character concept. Do you
organization. want to be a desert raider that wears
flowing black robes and carries a
As a result of their violent lifestyle, hobgoblins are very
scimitar? Do you want to be a
comfortable even in heavy armor. They do not count the
mountain clansman who
weight of their worn armor towards encumbrance, up to
wears a kilt and speaks
a maximum of 40 lb reduction. You can take advantage of
with a harsh accent?
this in two ways; either to keep your weight down and your
Whatever you want
movement rates correspondingly high or to carry even larger
to be, humanity is
amounts of equipment at the same speed.
flexible enough to
Furthermore, a hobgoblin gains proficiency in 2 additional represent that
weapons of their choice beyond the normal allotment for ideal. Choose
their class. This is one of the few ways to start the game your destiny!
trained in the use of uncommon weapons like crossbows.

Type Vision Hit Die Type Vision Hit Die


Hobgoblin Human
Barbarian Normal d8 Civilized Normal d8
Blast Death Paralysis Poisons Reflex Spells Blast Death Paralysis Poisons Reflex Spells
15+ 13+ 13+ 12+ 14+ 15+ 13+ 12+ 12+ 10+ 11+ 11+

18
Character Creation Race

Lizardfolk Orc
Lizardfolk are a race of amphibian humanoids that live in Orcs are a brutal and violent race, viewed by the civilized folk
the dense foliage of wetlands and swamps. They are able to as possibly the most dangerous threat on two legs. There are
function almost equally well both in and out of the water, many reasons why an orc might leave their own society, but
although they cannot actually breathe underwater. They the most common is probably a higher survival rate. At least
have lungs and are able to hold their breath for about 15 an adventuring orc can trust in his companions somewhat,
minutes at a time. Their diet consists mostly of terrestrial something that is not entirely certain when living with a clan
plants and they cannot see without some amount of light in of aggressive thugs.
the water. These factors keep them close to the surface and
Orc leadership and social order is based upon physical
away from the open ocean.
prowess and skill in personal combat. Each individual must
Lizardfolk reproduce in clutches through eggs laid and cared constantly track of their place in the pecking order and fight
for by females. Their culture (if you can even say that one to maintain that position whenever they are challenged.
exists) is centered around this part of their lifecycle. Females Despite their reputation for being anti-social, orcs are
construct settlements in wetlands, lakes, rivers, swamps, and actually very conscious of their social position.
occasionally seaside caves. These matriarchal units are very
Orcs have no conception of law
well defended. Males are typically absent, instead spend-
or natural rights. Each orc
ing most of their time out as solitary hunters. A male might
has to enforce their own law
spend three to five days away from the settlement looking for
or surrender to the control
a rich food source. They prize dense schools of fish, which
of the most powerful orc
they haul back in large nets.
in the tribe. This person
For the most part, lizardfolk do not have or maintain any is referred to as a
kind of advanced technologies. Magic is also fairly rare. They haubtman (“head man”
have no metal working skills and any sophisticated items in in orcish). However,
their possession are typically stolen. The idea of a lizardfolk orc submission will
empire or nation is laughable. They live in a pristine hunter- only continue so long
gatherer society with very loose structure and fluctuating as the haubtman’s threat
politics. They have shown no desire to modernize. of force appears credible.
They will turn on him as soon
Lizardfolk do not need to maintain a constant moisture in
as they have a chance to do so and the haubtman knows this
their skin. Their scales harden and shrink slightly as they dry,
very well. He is constantly prepared to defend his status and
thus serving as a natural barrier to keep moisture contained
will draw steel against any challenge.
within the body. Their scales are dull in color and their eyes
are covered with a thin membrane that reflects little light. In order to be able to defend their personal rights, all orcs are
This makes them more difficult to see. They have very shallow taught to carry and use a weapon from a very young age. This
breathing and their claws also give them excellent traction. cultural affinity grants them a +1 bonus to-hit and damage
Because of all these natural advantages, they also enjoy a -5 with melee weapons. Combined with their innate toughness,
reduction to their climb and sneak dungeon throws. Their this makes even an average orc into a formidable combatant.
claws also allow them to deal an extra point of damage
Because of their violent nature and a seemingly constant
when fighting unarmed.
state of war with the civilized folk, orcs are viewed very
Lizardfolk also have a natural sense of their depth beneath negatively by other races. They suffer a -2 reaction penalty
the water’s surface. This is useful when exploring twisted when interacting with civilized races or any being with
caverns deep underground. They make great scouts when a sophisticated culture and intelligence. An armed orc is
you discover a portion of a dungeon that has become flooded. unnerving to almost any guard in a civilized settlement and
Just be aware that dangerous monsters can lie in wait beneath they will be strongly cautioned to check their weapons. Some
the water’s surface. establishments may even actively discriminate against orcs.

Type Vision Hit Die Type Vision Hit Die


Lizardfolk Orc
Barbarian Normal d8 Barbarian Normal d10
Blast Death Paralysis Poisons Reflex Spells Blast Death Paralysis Poisons Reflex Spells
13+ 16+ 12+ 14+ 15+ 16+ 17+ 15+ 17+ 13+ 15+ 16+

19
Character Creation Class

Class Proficiencies
Every character is a member of a class. This is a combination Every class has a different regimen of combat training. If a
of their social status and their profession. You will notice that weapon is listed as a proficiency for your class, you are skilled
many of your abilities receive a bonus equal to your current with it’s use. This should not be seen as the absolute limit on
level. This means that as you advance in levels, you will what weapons you can use, but merely the beginning. You
become stronger in their class abilities. For magic users, spell can use a weapon that you are not proficient in, however you
progression is based upon level as well. will suffer an untrained penalty of -3 to all of your attacks.
After attempting 20 attacks with an untrained weapon in
Expertise combat versus a real opponent (e.g. not a training dummy),
This is a task that defines your class in the eyes of other you will gain proficiency with that weapon.
people. These are often attribute tests where your current
level is added to the result. For example, a knave receives a Dungeon Throws
to-hit bonus equal to their level and deals double damage Dungeon throws have similar numerical values and are
when backstabbing an opponent. resolved using a d20 in the same way as a saving throw. There
are six of them; climb, force, locks, notice, sneak and traps.
Identify They are almost always made at the request of the Judge. It
Every class has something that they are particularly attuned is assumed that all characters are highly competent at these
to noticing about the world. For example, the cultist is always tasks. Throws are only made when there is a single chance
on the lookout for converts and can get a rough estimate of to accomplish it. Failure carries serious consequences. For
the willpower present in a person. This is an intelligence or example, failing a locks throw will jam the lock so badly
wisdom test with a difficult class (DC) of 15 minus your level. that it cannot be retried. Dungeon throw use is described in
greater detail under mechanics.
Companions
Your character has talents that attract similar individuals. As Note: The mundane classes can advance
you gain levels, you attract even more of these people. They on their dungeon throws as they gain
may travel with you on your adventures or serve you in some levels. This makes them far more
other way. Some classes can even create companions. competent at dealing with the
problems of dungeon exploration
If you don’t want them to travel at your side, you can send than spellcasters. All spellcasters
your companions out on their own. Just give them a few have a standard of 17+ in every
directives and the Judge will determine what happens on dungeon throw and they never
their journey. The Judge may have you roll to test attributes advance, however they can
or make throws if the companion encounters challenges. benefit from racial bonuses.

Mundane Classes
Class Expertise Identify Companions Weapon Proficiencies
Brigand Pickpocket Goods Footpads Axe, Bow, Club, Dagger, Spear, Swords
Knave Backstab Voice Spies Bow, Dagger, Club, Spear, Swords
Knight Honor Heraldry Huskarls Any Melee Weapon
Ranger Tracking Nature Scouts Axe, Bow, Club, Dagger, Quarterstaff, Spear
Savage Charge Weakness Thralls Axe, Club, Dagger, Flail, Mace, Spear

Magical Classes
Class Expertise Identify Companions Weapon Proficiencies
Conjurer Binding Symbols Imps Club, Dagger, Quarterstaff
Cultist Sacrifice Willpower Disciples Dagger, Mace, Swords
Priest Salvation Divine Curates Club, Flail, Mace, Quarterstaff, Warhammer
Shaman Remedy Disease Spirit Guides Club, Quarterstaff, Sling, Spear
Sorcerer Counter Spells Neophytes Club, Dagger, Quarterstaff, Swords

20
Character Creation Class

Brigand
Brigands are criminals that live in the dark and dangerous Climb Force Locks Notice Sneak Traps
shadows beyond the reach of the law. Some are highwaymen 17+ 17+ 15+ 16+ 16+ 15+
that waylay the travellers along the road and relieve them
of their valuables. Other brigands are common burglars that Character Points
slip into undefended buildings and make off with anything
All the mundane characters begin play with three character
they can find. However, it can be difficult to live on the
points. They will gain another three character points every
wrong side of the law. For this reason, quite a few become
time they gain a level. These points can be spent in four
adventurers to stay ahead of the gallows.
different ways;
Expertise ➢ Spend 1 point to gain another permanent hit point
Brigands have exceptional sleight of hand and grace. They
➢ Spend 1 point to reduce a dungeon or saving throw by 1
can pickpocket an unsuspecting person to relieve them of
(down to a minimum of 1+)
their portable wealth. Against a target that is unaware of the
attack, you can make a dexterity test against a DC 15 minus ➢ Spend 2 points to gain proficiency in a new weapon
your level. Unless you are working a busy street, being in ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
such close proximity will arouse suspicions. You can avoid
This stacks with all other to-hit bonuses.
this by using the sneak throw to creep up behind the subject.
In this way, you can customize the growth of your character
Identify over time. Design the character you want to play.
As they are often acquiring unusual possessions, brigands
are familiar with the type and breadth of goods available Companions
in the marketplace. You can assess the value of anything, You can recruit and train footpads. Roll a set of attributes
even highly unusual items like ancient figurines. This is an for each one. They have 1d6 hit points. They also come with
intelligence test against a DC 15 minus your level. a single weapon proficiency and they can wear armor if their
strength supports it. A footpad will fight in combat with 6
Proficiencies morale. When sent out on their own, footpads are capable
Brigands are proficient with the following weapons; axes, characters that can do many things on your behalf.
bows, clubs, daggers, spears, and swords. You can use armor
At first level, you have only recruited a single footpad to your
and shields if your strength is high enough.
service. You can manage an additional footpad every time
Other Abilities you gain a level. The first one has already received training to
A brigand brings a little bit of extra coin to the table. This is have 17+ on their dungeon throws. All subsequent footpads
the dirty money they have been saving for a rainy day. You must recruited and trained individually. This is a process that
begin play with an extra 50 gold pieces. takes six weeks. At the end of training, they will have 17+ in
all six dungeon throws. You can later spend three weeks of
As members of the criminal class, brigands are extremely intensive training to improve a dungeon throw by one point
familiar with that sub-culture. In any settlement with at least (but not beyond your own level of ability).
five hundred residents, you have a 4 in 6 chance of finding a
fence or blackmarket trader with which to conduct business Footpads must be paid a base salary of 3 gold pieces per
(double the odds of a knave). This can be very useful if you week. For each point of dungeon throw reduction through
need to buy or sell illicit goods. training, add 1 gold piece to their salary. This salary is
required because the footpad take many risks. Since they
Due to their unsavory interactions with the law, brigands will fight in combat, they are frequently in danger. Since they
have also learned to escape from all manner have dungeon throws, you can send them out on missions to
of bonds. This includes being tied up with infiltrate locations and steal objects.
cord or rope, bound in manacles, and
similarly restrained. You have a 4 in 6 For example, you might direct a footpad to infiltrate the
chance of escaping restraints within Duke’s castle to steal the ducal seal. They leave and the
about 15 minutes. If this fails, you campaign progresses through several weeks of game time.
are stuck just like anyone else The Judge makes a sneak throw and it fails. A few days later
until they receive some kind of (in game time), the Judge might describe how you hear from
assistance. a town crier that the Duke recently executed someone for
trespassing in the castle.

21
Character Creation Class

Conjurer
Conjurers are magicians trained in the control and creation Climb Force Locks Notice Sneak Traps
of living beings, inert material, or energy out of thin air. They 17+ 17+ 17+ 17+ 17+ 17+
typically have a sublime confidence in their ability to shape
reality. After all, when you are going into a negotiation with a Spell Progression : Memorization
demon, the last thing you want to do is show weakness.
Level 1 2 3 4 5 6 7
Expertise 1 2 - - - - - -
Conjurers can create a binding circle of runes and symbols 2 3 - - - - - -
to trap creatures. It can be constructed anywhere with a 3 3 2 - - - - -
stable flat floor and no wind, but requires an hour of work
4 3 3 - - - - -
and 5 lbs. of fine gold dust (valued at 20 gp per lb.) to use
as a drawing medium. Some of the dust (1d4 lbs.) can be 5 4 3 2 - - - -
recovered after the ritual is complete. 6 4 3 3 - - - -
7 4 4 3 2 - - -
Any creature summoned or tricked into moving inside of
the circle cannot escape the boundary. If summoned, the 8 5 4 3 3 - - -
spell duration is ignored and the creature will remain in the 9 5 4 4 3 2 - -
mortal world indefinitely. If the creature is intelligent, you 10 5 5 4 3 3 - -
can make a deal with them to secure release from the circle. 11 6 5 4 4 3 2 -
You must make a reaction roll and negotiate your terms 12 6 5 5 4 3 3 -
with the Judge. Based on that, the Judge will decide if they
13 6 6 5 4 4 3 2
agree or not. The average agreement is that the creature will
agree to serve as an unpaid retainer for up to 1d4 days per
1st level spell selection
level of the conjurer.
Automatic: Summon Elemental & Read Magic
If no agreement can be made, it will remain trapped in the Choose three spells from the following list: Beam of Light,
circle until the dust is disturbed. Once that happens, it will Burden, Detect Magic, Hummingbird, Rebellious Tongue,
hunt you down to seek retribution. If a summoned creature Shockwave, Storage, & Summon Beast
is reduced to zero hit points (inside or outside of the circle),
it returns to it’s native plane of existence. Companions
You can create imps to serve as your eyes and ears in the
Identify
world. This is a winged humanoid creature that weighs about
A conjurer’s knowledge of binding 25 lbs and stands roughly 2 feet tall. An imp has a look similar
symbols to control summoned creatures to a gargoyle and is sometimes mistaken for one. It has no
allows them to identify unknown combat skills, 3 morale, and only 1 hit point. It can only
magical symbols, runes, and glyphs. perform basic tasks and fly at your normal walking speed.
This is an intelligence test against a DC
15 minus your level. An imp can hold up to 3 lbs of items in its hands, allowing
the use of many small tools. As a result, conjurers often use
Proficiencies imps to maintain their residences, carry messages on their
Conjurers are proficient with the following weapons; clubs, behalf, and serve as lookouts or spies. Imps can also be left
daggers, and quarterstaves. Just like any other character, behind to preserve the integrity of a binding circle.
you can wear armor and shields if you are strong enough. At first level, you can only create a single imp to serve you.
However, this is not recommended as the weight of such You can control an additional imp every time you gain a
items interferes with spellcasting and can cause spell failure. level. The first imp is free, but creating another takes 3 days
Spellcasting of rituals and consumes 100 gold pieces worth of magical
materials. If an imp dies, you take 1d4 damage.
You are able to learn new spells from scrolls and spellbooks.
Each morning, you must prepare spells in your mind for You can communicate telepathically with your imps across
casting later in the day. The spell progression table shows any distance. You can also possess the imp through this link
the number of spells that you can memorize each day. You and gain complete control of its body. Doing this requires
can add your intelligence modifier to this daily casting limit. your absolute concentration. While possessed, the imp can
Once cast, a spell is removed from your memory. use magical items as if it had your characteristics.

22
Character Creation Class

Cultist
Cultists are magicians that receive their powers from a young Climb Force Locks Notice Sneak Traps
deity that demands sacrifices and followers. They are always 17+ 17+ 17+ 17+ 17+ 17+
on the lookout for new converts to their religion, speaking
eagerly to anyone who is ignorant of their faith. They may Spell Progression : Spontaneous
even softly pressure other party members to convert.
Level 1 2 3 4 5 6 7
Expertise 1 4 - - - - - -
Cultists are able to perform sacrifices to capture the life 2 5 - - - - - -
force of their victims. The sacrifice must be a humanoid. The 3 5 4 - - - - -
subject must be bound in a ritualistic manner on an altar or
4 6 5 - - - - -
in an open area of at least 10 square feet. They must also be
healthy (no toxins, no diseases, etc.) and possess over 50% of 5 6 5 4 - - - -
their maximum hit points. 6 7 6 5 - - - -
7 7 6 5 4 - - -
The sacrifice kills the subject and transfers their
life energy into the escaping blood, which can be 8 8 7 6 5 - - -
stored for future use. For every hit die possessed by 9 8 7 6 5 4 - -
the subject, a pint of infused blood (16 ounces) can 10 9 8 7 6 5 - -
be captured. Consuming a pint will recover 1d6 hit 11 9 8 7 6 5 4 -
points or heal 1 points of attribute damage. It remains 12 10 9 8 7 6 5 -
potent for up to a week.
13 10 9 8 7 6 5 4
If the drinker and the subject share the same race,
double the curative effect. However, if you sacrifice
1st level spell selection
a victim with strong faith, their deity may interfere
to corrupt the blood that is drawn (10% chance). Choose three spells from the following list: Charm,
Instead of healing, it deals 1 point of random Cripple, Deep Breath, Detect Magic, Distraction, Emblazon,
attribute damage. False Cure, Peek, Rumors, & Seal

Identify Companions
When they observe a group of people in conversation, the You can attract disciples. These are not normal religious
cultist can identify the character with the weakest willpower. followers. A disciple is a true believer with an unabiding
This is a wisdom test against a DC 15 minus your level. The conviction and faith in your deity. They are the future; the
person identified is often an ideal target to convert to your foundation of what your religion will become in time.
religion. It can also be useful in determining who to cast At first level, you have only attracted a single disciple to your
mind-affecting spells upon, as the one with the weakest will- faith. They only have 1d4 hit points and no combat skills.
power will often have the worst saving throw. You attract an additional disciple every time you gain a level.
Proficiencies
The first one has already seen the light, but all subsequent
disciples must found and convinced of the truth.
Cultists are proficient with the following weapons; daggers,
maces, and swords. Just like any other character, you can Disciples can convert characters to your religion on your
wear armor and shields if you are strong enough. However, behalf. To find new converts, you can send tell them to
this is not recommended as the weight of such items inter- choose their own target (DC 10) or you can choose a specific
feres with spellcasting and can cause spell failure. person (DC 15). After about a month, make a charisma test
(your charisma) against the chosen DC to learn the results.
Spellcasting
The Judge may adjust the DC to reflect the circumstances. For
Cultists are granted spells by their deity and cannot learn
example, you might give the disciple resources to improve
new spells through study. The numbers on the spell progres-
their chances of success. You can also tell them to be more
sion table are the number of spells that you can spontane-
aggressive in their methods. Just remember that if they are
ously cast each day. You can add your wisdom modifier to
sufficiently agitating to the local power structure, they might
this daily casting limit. However, you can only learn new
be killed. Note that the Judge can also raise the DC to reflect
spells when you gain a level. Each time, roll 1d4 and pick
a target that is more resistant to your message; such as an
that many spells to acquire (any spell level you can cast).
educated person or a stubborn old man.

23
Character Creation Class

Knave
Knaves are the spies, thieves, and assassins of the nobility. Climb Force Locks Notice Sneak Traps
They are tools used in the very real politics of the street. 17+ 16+ 15+ 17+ 15+ 16+
On occasion, a tool is discarded and that is typically how a
knave ends up as an adventurer. They become too dangerous Character Points
politically and get sacrificed like a pawn on the chess board.
All the mundane characters begin play with three character
A dangerous existence far from the splendor of courtly life
points. They will gain another three character points every
is infinitely preferable to death in the grand political game.
time they gain a level. These points can be spent in four
Expertise different ways;
Knaves are practiced assassins and can backstab their ➢ Spend 1 point to gain another permanent hit point
opponents for massive damage and quick death. Against
➢ Spend 1 point to reduce a dungeon or saving throw by 1
an unaware target, you enjoy a to-hit bonus equal to your
(down to a minimum of 1+)
level and deal double damage. Once you reach 7th level, the
target must also make a death throw or perish immediately. ➢ Spend 2 points to gain proficiency in a new weapon
A knave concealed from view due to a successful sneak ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
throw maintains their concealment if the target dies from
This stacks with all other to-hit bonuses.
the backstab and no foes are directly observing them. The
deadly strike is silent and undetected. In this way, you can customize the growth of your character
over time. Design the character you want to play.
Identify
As they are often plying their trade in dark streets with Companions
people intent on concealing their identity, knaves teach You can recruit and train spies. These are clandestine agents
themselves to rely as much upon their ears as their eyes. You that can acquire information that people are trying to keep
can attempt to recognize the voice of any person you have hidden from the public eye. If used properly, spies can allow
heard in conversation before. This is a wisdom test against a you to become a powerful information broker.
DC 15 minus your level. At first level, you have retained a single spy. They only have
Proficiencies 1d4 hit points and no combat skills. You attract an additional
spy every time you gain a level. The first one has already
Knaves are proficient with the following weapons; bows,
received training to have a sneak throw equal to your own.
daggers, clubs, spears, and swords. You can use armor and
All subsequent spies must recruited and trained individually.
shields if your strength is high enough.
This is a process that takes six weeks. At the end of training,
Other Abilities they will have a sneak throw equal to yours. Whenever you
Knaves are familiar with members of the criminal class and reduce your own sneak throw, all of your spies’ sneak throws
their unique sub-culture. In any settlement with at least five will improve by the same amount.
hundred residents, they have a 2 in 6 chance of finding A spy is paid a base salary of 10 gold pieces + another 10 gold
a fence or blackmarket trader with which to transact for each point of sneak throw improvement below 15+. For
business. This can be very useful if you need to buy or sell example, a spy with a 13+ sneak throw would be paid 30 gold
stolen, illicit, or otherwise unconventional goods. When you pieces. This is paid per month, in advance.
need to liquidate the silver breastplate you stole from the
local temple, a normal merchant just won’t do the job. Spies can infiltrate settlements and/or organizations. When
infiltrating, you can send them to just learn anything they
Knaves are also familiar with can (standard sneak throw) or choose a specific piece
members of high society and their of information that you want to learn (sneak throw at -5
unique sub-culture. They know penalty). For example, you could send your spy to infiltrate
which fork to use and what the mage’s guild organization to learn where the secret high
to say at appropriate times. council meetings are held (specific information).
In any interaction with
a noble or wealthy The spy will feed information back until you tell them to
individual, they have a 4 withdraw. Letters will be placed in dead drop locations for
in 6 chance of being able to pick up. The Judge will make sneak throws to make progress.
fake wealth or nobility. If a throw fails, they are discovered and take 1d4 damage. If
they survive, they will return to you for new orders.

24
Character Creation Class

Knight
Knights are members of the nobility that lack formal Climb Force Locks Notice Sneak Traps
titles, often raised to noble status through military service. 15+ 15+ 16+ 16+ 17+ 17+
The younger children of these noble families often do not
receive an inheritance. This is a strong impetus to leave the Character Points
household in an attempt to make a name for yourself in the
All the mundane characters begin play with three character
world. The long-term goal of every knight is to gain a title.
points. They will gain another three character points every
Expertise time they gain a level. These points can be spent in four
A knight has honor; a reputation that your word has value. In different ways;
a world without effective law enforcement, honor is necessary ➢ Spend 1 point to gain another permanent hit point
to be treated as an equal. In order to maintain their honor,
➢ Spend 1 point to reduce a dungeon or saving throw by 1
the knight must preserve a reputation for combat prowess,
(down to a minimum of 1+)
keeping their word, and proper behaviour towards other
nobles. Your word must carry weight. If you say that you are ➢ Spend 2 points to gain proficiency in a new weapon
going to do something, it must be done. If anyone says or ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
does something that would cast doubt upon your honor, you
This stacks with all other to-hit bonuses.
must be willing to defend it with cold steel. This should not
be confused with good in the modern sense of the word. You In this way, you can customize the growth of your character
can be very evil in the modern sense and still have honor. over time. Design the character you want to play.
A knight with honor is a member of noble society. They can Companions
get an audience with another noble and attend exclusive You can recruit and train huskarls. Roll a set of attributes for
social functions. You also enjoy a +2 bonus on reaction rolls each one. They have a +1 to-hit bonus and 1d8 hit points.
and gain a +2 bonus to favor when dealing with someone Each has two weapon proficiencies and they can wear as
who is aware of your cultural status. much armor as their strength allows. They have 9 morale.
However, your honor must be protected. Any insult must Huskarls are soldiers that swear absolute loyalty to your
be met with a defense of honor. This can be done openly person. Unlike other types of companions, they cannot be
through a challenge to a duel, during which you gain a +2 sent out on their own to perform tasks for you, unless that
bonus to all combat rolls to represent your righteous anger. task is indispensable to the maintenance of your honor.
It could also be performed clandestinely through courtly
intrigue, where you benefit from a +2 bonus to all charisma At first level, you have attracted a single huskarl. You can
tests in pursuit of retribution. retain an additional huskarl every time you gain a level. When
recruiting a new huskarl, you must spend six weeks training
Identify them to have a +1 to-hit bonus and 1d8 hit points. When
As members of the noble order, knights have extensive you gain a level, any huskarl that has been in your service for
knowledge of heraldry. You can try to discern the nature of the majority of the previous level will gain another +1 to-hit
a damaged or unknown heraldic symbol that you encounter. bonus and 1 additional hit point.
This is an intelligence test against a DC 15 minus your level. A huskarl is paid a base salary of 3 gold
Proficiencies pieces per week + another gold piece
for each hit point. For example, a
Knights are proficient with all melee weapons and they can
huskarl with 6 hit points would be
use all kinds of armor and shields, even if their strength is
paid 9 gold pieces per week. As
not high enough to justify it.
they gain hit points through
Other Abilities experience, you must raise
A knight comes from a privileged heritage, even taking their their salary. You are also
lack of title into account. You begin play with an extra 200 responsible for equipping
gold pieces to reflect this advantage. and healing your
huskarls. These costs
The knight is also fearsome fighter. You are calm and cannot be deducted
confident in melee, never yelling or showing fear. You inflict from their salary.
a -2 penalty to an opponent’s morale. This reflects the awe-
inspiring terror of a silent killer encased in steel.

25
Character Creation Class

Priest
Priests are the empowered members of a large established Climb Force Locks Notice Sneak Traps
religion that already has many temples and followers. You 17+ 17+ 17+ 17+ 17+ 17+
do not seek converts as much as you desire real power in this
world. You aspire to establish a new benefice over which you Spell Progression : Memorization
will have near absolute control of religious life.
Level 1 2 3 4 5 6 7
Expertise 1 2 - - - - - -
A priest can offer salvation to the dying. This calls upon 2 3 - - - - - -
their deity to intercede in the affairs of mortals and rescue 3 3 2 - - - - -
an unfortunate soul from permanent death. It can only be
4 3 3 - - - - -
performed on someone who has just failed a death saving
throw, typically triggered by falling to zero hit points as 5 4 3 2 - - - -
a result of combat injuries. Anyone below -10 hit points 6 4 3 3 - - - -
cannot be saved. The ritual takes a full turn (10 minutes) to 7 4 4 3 2 - - -
perform and it must be initiated within 3 turns of failing the 8 5 4 3 3 - - -
death save. This is an intelligence test against a DC 15 minus 9 5 4 4 3 2 - -
your level. If successful, the dying soul cannot transit to the
10 5 5 4 3 3 - -
netherworld and they are restored to 1 hit point.
11 6 5 4 4 3 2 -
However, salvation carries a cost. Those saved must give up a 12 6 5 5 4 3 3 -
piece of their life energy to the priest’s deity. The priest must
13 6 6 5 4 4 3 2
reduce the attributes of the fallen by 3 points. They can decide
to take all three points from a single attribute or distribute
them among different attributes. However, the fallen cannot 1st level spell selection
make this choice because they are unconscious at the time it Automatic: Emblazon & Read Magic
is made. Choose three spells from the following list: Curative
Identify
Touch, Deathwatch, Detect Magic, Eternal Slumber, Icy Touch,
Overwhelm, Prismatic Armor, & Reflected Vision
Their religious studies have also given priests extensive
knowledge of the divine. They can attempt to identify any Companions
divine being, symbol, or artifact. This is an intelligence test You can recruit curates to your service. This is a person who
against a DC 15 minus your level. serves a supporting role within your congregation. They have 1d4 h
Proficiencies
are drawn to the faith by their minor magical talent. They
can heal 1 hit point of damage per day by laying on hands.
Priests are proficient with the following weapons; clubs, flails,
maces, quarterstaves, and warhammers. Just like any other At first level, you have only attracted a single curate. You
character, you can wear armor and shields if you are strong attract an additional curate every time you gain a level.
enough. However, this is not recommended as the weight of The first one has already been recruited, but all subsequent
such items interferes with spellcasting and can cause spell curates must found and convinced to serve.
failure. The primary use of curates is to administer your church. They
Spellcasting can build and maintain a shrine in a settlement to spread
your religion. This requires at least 100 gp in construction
You are able to learn new spells from scrolls
material. The conversion process is slow. Every month, a
and spellbooks. Each morning, you
shrine will create 1d4 new believers per 1,000 citizens in the
must prepare spells in your mind
settlement. Each believer will tithe a single silver coin per
for casting later in the day. The
month to the curate. The curate can also construct larger
spell progression table shows
buildings to increase the size of their conversion die. How
the number of spells that you
much you need to invest to raise your die is left to the Judge.
can memorize each day. You
can add your intelligence If two different religions clash over believers in a city, your
modifier to this daily casting curates may be threatened or killed. You may want to finance
limit. Once cast, a spell is guards or even get personally involved if politics grow toxic.
removed from your memory.
26
Character Creation Class

Ranger
Rangers are protectors of the woodland. They roam far from Climb Force Locks Notice Sneak Traps
the centers of civilization, into regions that lack the law and 15+ 17+ 17+ 15+ 16+ 16+
order provided by knights and priests. Rangers fight to keep
the woods clear of bandits and monsters. The long-term goal Character Points
of the ranger is to create a quiet reserve where evil creatures
All the mundane characters begin play with three character
are absent and people live in harmony with nature.
points. They will gain another three character points every
Expertise time they gain a level. These points can be spent in four
A ranger is an expert woodsman and can track almost different ways;
anything through the wilderness. You can make a dexterity ➢ Spend 1 point to gain another permanent hit point
test against a DC 15 minus your level to find and follow
➢ Spend 1 point to reduce a dungeon or saving throw by 1
tracks. The Judge may adjust the DC up or down to reflect
(down to a minimum of 1+)
the nature of the tracking path, such as recent snowfall or
passing through a rocky area. As soon as they locate the ➢ Spend 2 points to gain proficiency in a new weapon
quarry, the ranger can make a sneak throw to approach ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
undetected.
This stacks with all other to-hit bonuses.
Identify In this way, you can customize the growth of your character
As a result of their life in the wilderness, over time. Design the character you want to play.
rangers have extensive knowledge of
nature. You can attempt to identify Companions
any rare plant or animal. This is an You can recruit and train scouts. Roll a set of attributes for
intelligence test against a DC 15 minus each one. They have 1d6 hit points. They also come with
your level. A successful result will a bow proficiency and can wear armor if their strength
also reveal any potential hazards, such supports it. A scout will fight in combat. However, they will
as that a plant is poisonous or that an hold back and try to avoid melee. They have 6 morale. They
animal carries disease. also have a sneak throw of 17+. You are also responsible for
equipping and healing your scouts.
Proficiencies
Scouts are frontier folk that have committed to your goals.
Rangers are proficient with the
They will serve as your eyes and ears in the wilderness. Scouts
following weapons; axes, bows, clubs,
are essential to controlling and clearing large territories
daggers, quarterstaves, and spears.
of monsters and adversaries. At first level, you have only
You can also use armor and shields
recruited a single scout to your service. You can retain an
if your strength is high enough.
additional scout every time you gain a level. The first one
Other Abilities has already been trained, but all subsequent scouts must
Rangers have become hardened by a rough life. Your hit recruited and trained individually.
die is one step larger than the standard for your race. For All of your scouts must be paid a base salary of 5 gold pieces
example, this would raise a d4 to a d6. It will even raise a hit per week. When you gain a level, any scout that has been in
die from d10 up to d12, despite the fact that no race naturally your service for the majority of the previous level will reduce
has a d12 hit die. their sneak throw by 2 points (down to a minimum of 1+),
Rangers are familiar with the habits of the world’s creatures, gain 1 hit point, a +1 to-hit bonus with their bow, and raise
both the normal and monstrous varieties. You have a 4 in 6 their salary by 5 gold pieces.
chance to identify the type of animal that left a particular You can send a scout into a region to survey it and report back.
track. If a lair is discovered, you can roll again to determine When they return, they will bring a crude map of the areas
what has been living there. This ability can also determine that they explored, showing the location of important sites,
what kind of creature left behind a particular piece of and they can provide a general idea of the area’s inhabitants.
evidence, such as gnawed bones, spoor, urine, scratches, etc. If the scout encounters a serious challenge while carrying
Finally, if you detect a noise being made by a creature while out their survey, the Judge will make the appropriate die rolls
using the notice throw, you can roll this ability to determine and use the results to inform the final outcome. In dire cases,
what kind of creature is making the noise. you may never hear from them again.

27
Character Creation Class

Savage
Savages either belong to or have lived among barbarian Climb Force Locks Notice Sneak Traps
races. They are even more uncouth and animalistic than their 16+ 15+ 17+ 15+ 16+ 17+
primitive fellows. Savages embrace their natural energy and
power to live short and brutal lives of hedonistic abandon. Character Points
Most have no desire to live in cities or towns, preferring the
All the mundane characters begin play with three character
natural world and the ringing sounds of battle in their ears.
points. They will gain another three character points every
If a savage has a long-term goal, it is likely to be carving out time they gain a level. These points can be spent in four
their own chiefdom. They are more comfortable exerting different ways;
their will through force instead of law. For obvious reasons, ➢ Spend 1 point to gain another permanent hit point
such governments rarely last long.
➢ Spend 1 point to reduce a dungeon or saving throw by 1
Expertise (down to a minimum of 1+)
A savage is a wild and unpredictable warrior. This vigor
➢ Spend 2 points to gain proficiency in a new weapon
makes them exceptionally powerful early in a fight. They
charge into battle like a whirlwind. During the first two ➢ Spend all 3 points to gain a permanent +1 to-hit bonus.
rounds of combat, you can add your level as a bonus to-hit This stacks with all other to-hit bonuses.
and damage. This only works during that initial clash of
In this way, you can customize the growth of your character
arms, dropping away in the third round as your opponent
over time. Design the character you want to play.
gets a feel for your strength.
Companions
Identify
You can capture thralls. These are enemy combatants from
The chaotic and unrestrained combat style of the savage
which you demand servitude as a condition of surrender.
generally cannot stand up against an organized enemy
The terms of their surrender can include a wide array of
formation. To account for this drawback, they have learned
obligations, but are subject to final approval by the Judge. In
to identify weakness in their enemies. This is a wisdom test
general, service for more than a year is considered excessive.
against a DC 15 minus your level. A successful result will tell
the savage which combatant is the weakest; a combination of At first level, you have not captured any thralls but have the
both armor class and hit points. potential to manage one if you can effect a capture. It takes
great talent to keep an eye on them and make sure they are
Proficiencies living up to their part of the bargain. You can control an
Savages are proficient with the following weapons; axes, additional thrall every time you gain a level.
clubs, daggers, flails, maces, and spears. You can also use
Any hostile non-player character can
armor and shields if your strength is high enough.
be turned into a thrall. This essentially
Other Abilities an unpaid retainer. They may or
Savages are able to deliver brutal force where it is needed may not have combat training,
most. You can make a 2nd force throw after you or someone magic ability, or other skills.
else has failed one. When others might give up and just The thrall may or may
consider something too tough to break through, you can try not be able to keep their
to make another attempt. equipment as a part of
their surrender. They
By spending your entire life in the barbarian world, you have retain all their current
a highly developed sense of smell. You are able to detect attributes, hit points, and
slight variations in scent, giving a 4 in 6 chance of being able experience level (if applicable).
to identify unknown smells. The Judge is free to rule that You are responsible for providing
some smells are too unique to already be known, such as the everything they need while they are
smell of a rare monster. However, after being exposed to the in your service.
smell you can try to detect it when encountered in the future.
Note that some cultures will refuse to recognize your contract
As a fringe member of society, the savage has less material with the thrall as legitimate. You are not guaranteed the right
wealth at the start of the game in comparison to their to move through such regions without someone attempting
comrades. They begin play with 25 fewer gold pieces. to “liberate” your captive. Be prepared to defend your rights.

28
Character Creation Class

Shaman
Shamans are religious figures with a deep connection to the Climb Force Locks Notice Sneak Traps
spirit world. They draw magical energy from the spirits and 17+ 17+ 17+ 17+ 17+ 17+
they can even seek their guidance when other measures fail.
A shaman typically has a very close relationship with a tribal Spell Progression : Spontaneous
group for which they provide both religious and consultative
services. However, on occasion they leave this group behind Level 1 2 3 4 5 6 7

to go adventuring in the wider world. Sometimes this is 1 4 - - - - - -


because they are looking for a deeper truth or magical power. 2 5 - - - - - -
Their aim may also be to establish a new, stronger tribe. 3 5 4 - - - - -
Expertise 4 6 5 - - - - -
The shaman knows that diseases and afflictions have mystical 5 6 5 4 - - - -
origins that must be resolved before the suffering can be 6 7 6 5 - - - -
alleviated. They have the ability to consult the spirit world 7 7 6 5 4 - - -
to remedy the harmful effects of a toxin. They must first 8 8 7 6 5 - - -
identify the toxin, as described below. A shaman can then 9 8 7 6 5 4 - -
enter a trance that allows them to step outside of their body
10 9 8 7 6 5 - -
and into the spirit world where they examine the subject’s
spirit form. The trance lasts 1 turn (10 minutes) and the 11 9 8 7 6 5 4 -
shaman’s body appears to fall unconscious during that time. 12 10 9 8 7 6 5 -
13 10 9 8 7 6 5 4
When the shaman regains consciousness, they can treat the
afflicted by manipulating the magical energy within their
bodies. This is a wisdom test against a DC 15 minus your 1st level spell selection
level. Success will remove the toxin from the body. Any Choose three spells from the following list: Blink, Deep
attribute damage suffered will heal within a day’s time. Breath, Detect Magic, Dragon’s Breath, Erosion, False Cure,
Identify
Halt, Hex, Infection, & Shadow Walk
A shaman’s familiarity with sickness and disease allows Companions
them to identify what kind of toxin is affecting someone. You attract spirit guides. These are the spiritual forms of
This is an intelligence test against a DC 15 minus your level. totemic animals that are important in your culture. Most
Proficiencies
spirit animals are large mammals: great cats, bears, wolves,
elk, etc. You can decide what form they prefer.
Shamans are proficient with the following
weapons; clubs, quarterstaves, slings, The guides remain in the spirit world and protect you against
and spears. Just like any other attacks in that realm. In game terms, they will defend you as
character, you can wear normal animals of their type on the ethereal plane. Each spirit
armor and shields if you are guide has 2d6 hit points and a +1 to-hit bonus. However,
strong enough. However, they can only attack and/or damage magical creatures or
this is not recommended natives to the ethereal plane. They cannot wear armor or
as the weight of such items carry equipment.
interferes with spellcasting At first level, you have only attracted a single spirit guide to
and can cause spell failure. protect you. You will attract an additional spirit guide every
Spellcasting time you gain a level. They do not need to be trained or
convinced of your faith. They simply appear from the ether.
Shamans are granted spells by the spirits and cannot learn new
spells through study. The numbers on the spell progression Spirit guides cannot communicate with you directly, unless
table are the number of spells that you can spontaneously you are on the ethereal plane. However, they will occasionally
cast each day. You can add your wisdom modifier to this daily provide guidance in the form of omens. For example, a wolf
casting limit. However, you can only learn new spells when spirit guide might leave wolf tracks in the snow for you to
you gain a level. Each time, roll 1d4 and pick that many spells follow. Alternatively, a bear spirit guide might leave deep
to acquire (any spell level you can cast). claw marks on trees. The exact form that these omens take
is left to the Judge.

29
Character Creation Class

Sorcerer
Sorcerers are domineering magicians that have taken to the Climb Force Locks Notice Sneak Traps
study of magic as an academic pursuit. They tend to dress in 17+ 17+ 17+ 17+ 17+ 17+
ostentatious style and speak in bold language. Sorcerers take
magic very seriously and study everything about it that they Spell Progression : Memorization
can find. They are almost always adventuring in a quest for
more power, more magic, and more wealth. Level 1 2 3 4 5 6 7
1 2 - - - - - -
Expertise
2 3 - - - - - -
Their academic studies allow sorcerers to keep a little bit 3 3 2 - - - - -
of each spell in their minds. This lets you counterspell the
4 3 3 - - - - -
magic of other casters. If an opponent is casting a spell, you
can use your combat action to counter it. You must first be 5 4 3 2 - - - -
able to identify the spell being cast, as described below. 6 4 3 3 - - - -
Since you need to overpower that caster, you also needs a 7 4 4 3 2 - - -
higher initiative and have an equal or higher experience level 8 5 4 3 3 - - -
than the opposing caster. If you meet these conditions, you 9 5 4 4 3 2 - -
counter the spell.
10 5 5 4 3 3 - -
There is no roll required. Their spell simply fizzles to no 11 6 5 4 4 3 2 -
effect. Countering a spell does not remove a memorized spell 12 6 5 5 4 3 3 -
from your mind, nor do you even need to have the spell that
13 6 6 5 4 4 3 2
you are countering in your spellbook.
Identify 1st level spell selection
A sorcerer’s familiarity with the academic nature of magic Automatic: Detect Magic & Read Magic
allows them to identify any spell as it is being cast. This is an Choose three spells from the following list: Cleanse,
intelligence test against a DC 15 minus your level. It is rolled Distraction, Halt, Icy Touch, Nap, Passage, Prismatic Armor, & Sho
during casting declarations, however it does not count as
your action for the round. You can only make one roll per
round, so you will need to pick a spell to focus on if there are Companions
multiple opposing casters. You can teach magic to neophytes. These are people with
Proficiencies
minor magical talents that wish to become a spellcaster. Roll
a set of attributes for each one. They have 1d4 hit points, 3
Sorcerers are proficient with the following weapons; clubs, morale, and they are only proficient with a quarterstaff. They
daggers, quarterstaves, and swords. Just like any other char- will refuse to wear armor and risk spell failure. If you choose
acter, you can wear armor and shields if you are strong to bring a neophyte into combat, they will only cast spells
enough. However, this is not recommended as the weight of and defend themselves. They can memorize and cast up to
such items interferes with spellcasting and can cause spell one spell per day plus their intelligence modifier. Once they
failure. are exhausted, they will withdraw to the rear.
Spellcasting At first level, you have only attracted a single neophyte. You
You are able to learn new spells attract an additional neophyte every time you gain a level.
from scrolls and spellbooks. Each The first one has already been trained, but all subsequent
morning, you must prepare spells neophytes must found and trained to cast magic.
in your mind for casting later in
When recruiting a neophyte, you must spend six weeks
the day. The spell progression
training them to cast their first spell (choose a 1st level spell
table shows the number of
from your spellbook). When you gain a level, any neophyte
spells that you can memorize
that has been in your service for the majority of the previous
each day. You can add your
level can be trained in an additional 1st level spell. Once they
intelligence modifier to this
have learned five 1st level spells, the neophyte will leave your
daily casting limit. Once
service to study on their own. If you attempt to deny them
cast, a spell is removed
this freedom, all your neophytes will band together and leave.
from your memory.
30
Money & Equipment

The Importance of Equipment Starting Equipment


The world of the game exists in your mind. The most Every character begins play with 5d6 x 10 gold pieces to
important game rules are at the intersection of the world spend on equipment. The knight adds 200 gold pieces to that
as you imagine it and the world as the Judge imagines it. result. The brigand adds 50 and the savage subtracts 25. This
Equipment is the largest of those intersections. represents the accumulated property of someone with your
circumstances. Many of the items you purchase could have
For example, you might say your character has a torch. In your
been bought years ago. They are not necessarily the result of
mind, this is a great blazing stick of hellfire. It illuminates
a recent shopping spree.
everything around you like the light of the sun. However, the
Judge might very well imagine your torchlight as weak and What should you buy? For many players, their primary
limited. Your torch is a tiny star twinkling in the darkness of concern is security. All characters benefit from having
a great black expanse. Who is right? some weapon on hand, even if it is just a club. If you plan
on a lot of melee combat, you will need armor. If you are a
Equipment rules exist to harmonize these expectations. They
memorization-based spellcaster, you will need a spellbook to
ensure that different people can imagine the same thing
store your spells.
without misunderstanding. Thus according to the rules, the
torchlight extends out 30 feet and could flicker out with a Your next concern might be utility purchases. Almost
strong breeze. Even though you might still imagine a brighter everyone needs a backpack to carry their extra gear. If you
torch than you really have, these hard numbers ground you plan on dungeon delving, you should stock up on items like
to reality in a way that the Judge can grasp. They act as a acid, lockpicks, and torches. If you plan on a long overland
common language of imagination. Because of these numbers journey, stock up on food, a tent, and survival gear. If you
we know that even with your torchlight, you cannot see the have special abilities dependent upon equipment, you might
monster crouched behind a rotten barrel 50 feet away. The want to pick up those items as well. For example, a dark elf
imaginary world is made real. could benefit from buying a few poisons.
Equipment is also important because your items will serve as Backpacks are useful because they allow you to quickly drop
a list of tools that you can mobilize to solve problems in the a lot of weight. You might be heavily encumbered while
game. When you are stumped about how to proceed, check wearing a backpack full of gear, but have the ability to drop
your backpack for possible solutions. the backpack and retreat with only a light encumbrance level.

31
Money & Equipment Encumbrance

Encumbrance
Your character can only carry so much equipment before they
become burdened down by the weight. This is represented
as an encumbrance status. There are four status levels, each
representing an increasing burden. As your weight load rises,
your speed is reduced as described in the chart at the bottom
of this page. If you try to carry more than your extreme
weight, you will collapse. Running Away
There are three different speeds listed in the chart: There is a tendency on the part of players to believe
➢ Exploration speed is the movement rate to use when that every battle can be won. There is a strong aversion
you cautiously walk through a dangerous area, such as to retreat. However, this is not a video game where
your opponents are being generated with an algorithm
a dungeon. This assumes that you are being very careful
based on your current capabilities. There will be some
and looking out for any potential dangers, such as traps. opponents in the game world that are simply beyond
➢ Combat speed is the movement rate to use when you your capability.
are engaged in combat or acting under pressure. This You may need to retreat from battle so that you can
assumes you are being somewhat cautious about where return with better odds. You may need to prepare, get
you are stepping and making efforts to dodge attacks. help from others, and return later. Many people feel
like retreat reflects a failure on their part and will not
➢ Sprint speed is the movement rate to use when you are
consider the option until it is too late. Try not to laugh
pushing yourself to the maximum. You are running as when you are looting their corpse.
fast as possible and giving minimal attention to where
your feet are hitting the ground.
Dropping Equipment
A favorite strategy of many players is to place the vast
majority of their carried items in a backpack. When they
think that combat is about to begin, they drop the backpack
to the ground. This does not require a combat action and it
Strength Requirements
often dramatically increases their speed.
Your character can also wear Type of Strength
If you win the combat, you can just pick up your backpack a variety of armors, carry a Armor Requirement
and keep moving. If you are losing the combat, you can flee shield, and wear a helmet. Heavy 15
at a higher movement rate. Some players will even drop their However, these items have a
shield when fleeing battle if it will give them more speed. Medium 12
strength requirement. This is
After all, a shield and backpack can be replaced. Your life is Light 9
the minimum strength score
not so easily restored. you must have to wear that
Clothing 3

Breakage Throws piece of equipment.


Some items are easily broken. We model this with breakage For example, you can carry a light shield with a strength of
throws. Whenever someone carrying such items falls more just 9, but if you want to carry a medium shield you need a
than 3 feet or is hit by a large heavy object, they must succeed strength of 12. If you have a strength of 11, you will just have
on a breakage throw or the item breaks. The exact throw to forget about using the medium shield. It is too heavy for
value (15+, 17+, etc.) is determined by the Judge. you to use for more than a few minutes.

Encumbrance and Speed Rates


Level Weight Carried Exploration Speed Combat Speed Sprint Speed
Light Up to 35 lbs + 1x Constitution 100 feet x Dexterity per turn 4 feet x Dexterity per round 12 feet x Dexterity per round
Moderate Up to 50 lbs + 2x Constitution 75 feet x Dexterity per turn 3 feet x Dexterity per round 9 feet x Dexterity per round
Heavy Up to 65 lbs + 3x Constitution 50 feet x Dexterity per turn 2 feet x Dexterity per round 6 feet x Dexterity per round
Extreme Up to 80 lbs + 4x Constitution 25 feet x Dexterity per turn 1 foot x Dexterity per round 3 feet x Dexterity per round

32
Money & Equipment Coins and Gems

Coins and Gems Silver Standard


The world is in a dark age. There are a few stable kingdoms The silver piece is the basis of economic activity. An average
and the large-scale empires of the past are long gone. In person could expect to earn a single coin for a day’s labor.
many ways, you will be adventuring in the ruins of the old However, you will notice that the pricing is listed in gold
order. In the absence of those kind of stabilizing forces, the pieces for almost all items. This is to reinforce the scale of
people have resorted to the classic store of values: metal your wealth over the average person. You will always need to
coins, precious gems, and commodities. keep a stockpile of silver coins on hand to pay for day-to-day
items and services in towns.
There are five basic coin types that are in circulation; copper,
silver, electrum, gold, and platinum. Exchange rates are listed If you have extra gold from your starting money, you should
in the chart below. consider converting some of them to a lower coinage; silver
being the most useful for day-to-day expenses. There are
Exchange Rates only a few pieces of high value currency circulating in the
Coin in CP in SP in EP in GP in PP economy. If you still have a lot of coinage, use it to purchase
a few gems and hide them in a small pouch beneath your
Copper (cp) 1 0.10 0.02 0.01 0.001
clothes. Very few people will be carrying around large sacks
Silver (sp) 10 1 0.25 0.10 0.01
of gold coins, both because it is impractical and dangerous.
Electrum (ep) 50 5 1 0.5 0.05
Keep this scale of wealth in mind when you start trying to
Gold (gp) 100 10 2 1 0.10
sell large quantities of equipment. A small town will not be
Platinum (pp) 1,000 100 20 10 1
able to purchase a hoard of items. In fact, transporting a large
hoard to a major city may become it’s own adventure. Many
Additionally, some mercantile associations and guilds rely
types of unsavory folk will hear about your good fortune and
upon trade bars to conduct their business. Trade bars come
come to relieve you it. The local government might also be
in all five coin types and typically represent 500 coins in value
interested in taking a portion in taxes.
and weight. The Judge may introduce unique trade bars into
their world, perhaps as a form of treasure. Gemstones
At a certain point, however, the weight of these carrying metals In the course of your travels, you will likely find gemstones
becomes prohibitive. Then it may become advantageous to in the treasure hoards that you uncover. The values on
switch to precious gemstones as a store of value. The values the charts below represent fairly standard stone sizes, but
on the gemstone chart later in the chapter represent fairly you may find larger or smaller gems in your adventures.
standard values, but you may find larger or smaller stone in Ultimately, the Judge decides upon the exact value of any
your adventures. Ultimately, the Judge decides upon the exact gemstone. Whether you can
value of any gemstone. Whether you can get that price trying get that price trying to sell
to sell it is another issue entirely. The Judge will sometimes it is another issue entirely.
call for a charisma test to set a price. Gemstone prices are often
subject to negotiation.
Finally, some types of goods retain their value when sold.
They do not depreciate in the process of the sale. These are
Gemstone Cost Gemstone Cost
called commodities. Oak barrels full of Dwarven ale are an
example of a commodity. Agate 22 gp Malachite 10 gp
Alexandrite 450 gp Obsidian 12 gp
The Weight of Coins
Amber 90 gp Onyx 55 gp
Most people don’t carry Coin 1 Pound
Amethyst 120 gp Opal 750 gp
enough coin in their day-to- Copper (cp) 50 coins Aventurine 70 gp Pearl 300 gp
day life to notice the weight, Silver (sp) 50 coins
but in very large quantities Carnelian 75 gp Peridot 60 gp
Electrum (ep) 20 coins Diamond 1,200 gp Ruby 1,000 gp
coins can be difficult to move.
Copper and silver coins Gold (gp) 20 coins Emerald 900 gp Sapphire 800 gp
weigh very little, coming in Platinum (pp) 10 coins Garnet 275 gp Tiger’s Eye 35 gp
at about 50 pieces per pound Jade 100 gp Topaz 500 gp
of weight. Electrum and gold coins weigh substantially more,
Jasper 40 gp Tourmaline 125 gp
coming in at about 25 and 20 pieces per pound respectively.
Platinum is by far the heaviest at 10 pieces per pound. Lapis Lazuli 25 gp Turquoise 20 gp

33
Money & Equipment Equipment Charts

Weapons
Weapon Damage Range Weight Cost
Battleaxe 1d8 2x STR 4 lbs. 20 gp
Bow 1d4 100 feet 1 lb. 5 gp
Club 1d4 - 1 lb. -
Crossbow 1d6 250 feet 4 lbs. 120 gp
Dagger 1d6 2x STR 1 lb. 4 gp
Flail 1d8 - 4 lbs. 30 gp
Greataxe 1d10 - 5 lbs. 50 gp
Greatsword 1d10 - 4 lbs. 150 gp
Hand Axe 1d6 3x STR 2 lbs. 12 gp
Javelin 1d6 5x STR 1 lb. 2 gp
Longsword 1d8 - 3 lbs. 120 gp
Mace 1d6 - 2 lbs. 15 gp
Morningstar 1d8 - 3 lbs. 30 gp
Quarterstaff 1d4 - 1 lb. 2 gp
Polearm 1d10 - 5 lbs. 40 gp
Rapier 1d6 - 2 lbs. 180 gp
Sap 1d3 - 1 lb. 5 gp
Scimitar 1d6 - 3 lbs. 80 gp
Short Sword 1d6 - 2 lbs. 75 gp
Sling 1d4 100 feet 1 lb. 1 gp
Spear 1d8 3x STR 2 lbs. 3 gp Ammunition
Trident 1d6 3x STR 2 lbs. 5 gp Ammunition Weight Cost
Unarmed 1d2 - - - Arrows (20 in Quiver) 2 lb. 2 gp
Warhammer 1d8 - 4 lbs. 24 gp Bullets (20 in Pouch) 1 lb. 1 gp
Whip 1d4 15 feet 1 lb. 6 gp Quarrels (20 in Quiver) 3 lbs. 5 gp

Armor
Armor Armor Type Armor Class Sneak Throw Weight Cost
Banded / Lamellar Heavy +5 +3 55 lbs. 800 gp
Chainmail Medium +4 +3 40 lbs. 450 gp
Hauberk Medium +3 +2 30 lbs. 320 gp
Helmet Light - - 3 lbs. 8 gp
Leather / Hide Light +1 - 10 lbs. 30 gp
Padded / Linen Light +1 - 20 lbs. 15 gp
Plate, Field Heavy +6 +4 60 lbs. 1,200 gp
Plate, Full Heavy +7 +6 75 lbs. 1,500 gp
Shield, Buckler Light +1 - 8 lbs. 26 gp
Shield, Round or Kite Medium +2 +1 3 lbs. 10 gp
Scale / Ringmail Medium +3 +2 40 lbs. 250 gp
Studded Leather / Brigandine Light +2 +1 15 lbs. 100 gp

34
Money & Equipment Equipment Charts

Adventuring Gear Adventuring Gear (continued)


Item Weight Cost Item Weight Cost
Acid (1 flask) 1 lb. 15 gp Mortar & Pestle - 50 gp
Air Bladder - 1 gp Mule - 25 gp
Backpack 2 lbs. 24 sp Muskhorn 1 lb. 120 gp
Barrel (20 gallon) 7 lbs. 12 sp Musical Instrument 1 lb. 80 gp
Bedroll 1 lb. 8 sp Oil, Jellied (1 flask) 1 lb. 10 gp
Belladonna (1 pouch) - 5 gp Oil, Lantern (1 flask) 1 lb. 25 sp
Belt Pouch - 1 gp Paper (1 sheet) - 5 sp
Birthwort (1 pouch) - 2 gp Parchment (1 sheet) - 2 sp
Blanket, Winter 1 lb. 4 sp Pickaxe 2 lbs. 25 sp
Blightshade (1 vial) 1 lb. 60 gp Pole (10 ft) 2 lbs. 3 sp
Block & Tackle 5 lbs. 3 gp Pot, Iron 3 lbs. 12 gp
Caltrops (1 bag) - 5 gp Quill Pen - 15 sp
Candles (10) 1 lb. 1 sp Rations (1 day) 1 lb. 3 sp
Chain (10 ft) 5 lbs. 25 gp Razorweed (1 vial) 1 lb. 25 gp
Chain (50 ft) 25 lbs. 140 gp Rope (10 ft) 2 lbs. 1 gp
Chalk (10 pieces) - 1 sp Rope (50 ft) 10 lbs. 5 gp
Chest, Ironbound 20 lbs. 15 gp Sack, Large 1 lb. 12 sp
Chest, Standard 12 lbs. 8 gp Sack, Small - 4 sp
Clay Jug (1 gallon) 1 lb. 2 sp Saddle 25 lbs. 30 gp
Clothing (common) 1 lb. 3 sp Saddle Bags 1 lb. 18 sp
Clothing (wealthy) 1 lb. 20 gp Scroll Case 1 lb. 12 sp
Clothing (winter) 2 lbs. 12 sp Shovel 1 lb. 2 gp
Crowbar 3 lbs. 18 sp Signet Ring - 12 gp
Fishing Hook - 1 sp Sledge 3 lbs. 3 gp
Fishing Rod 1 lb. 3 sp Snare Trap 1 lb. 15 sp
Flask, Empty - 1 gp Snarlroot (1 plant) - 100 gp
Flint & Steel 1 lb. 24 sp Soap (1 bar) - 1 sp
Garlic Bulb - 4 sp Spellbook (blank) 2 lbs. 50 gp
Grappling Hook 4 lbs. 6 gp Spikes, Iron (10) 1 lb. 4 sp
Hammer 1 lb. 8 sp Spyglass - 1,200 gp
Hand Saw 1 lb. 14 sp Tent, Large 40 lbs. 80 gp
Holy Symbol - 25 sp Tent, Small 15 lbs. 25 gp
Holy Water (1 flask) 1 lb. 5 gp Torches (10) 4 lbs. 2 gp
Horse - 50 gp Wagon 250 lbs. 10 gp
Hourglass 1 lb. 75 gp Wailing Moss (1 pouch) - 18 gp
Ladder (10 ft) 16 lbs. 15 sp Waterskin 1 lb. 15 sp
Lantern 1 lb. 10 gp Wax (1 block) 1 lb. 1 gp
Lock (basic) - 25 gp Whistle - 16 sp
Lock (exceptional) - 100 gp Wine, Bottle of 2 lbs. 5 gp
Lockpicks - 45 gp Wolfsbane (1 pouch) - 300 gp
Manacles 3 lbs. 10 gp Wooden Stakes (4) 1 lb. 3 sp
Mirror, Small - 14 gp Writing Ink (1 vial) - 12 gp

35
Money & Equipment Weapons

Weapons Greataxe
Battle Axe This is a large axe designed specifically for
The battle axe is a simple and easy weapon to make. It is a combat. It deals comparable damage to the
common weapon among barbarian tribes without access to greatsword, but lacks the armor penetration
large quantities of high-grade iron or quality blacksmiths. It of that weapon. It also lacks the reach,
functions normally in combat, with no special modifiers. It making it much less effective against cavalry
can also be thrown a short distance. or large monsters. However, it costs a third
of the price. You get what you pay for. This
Bow is always used as a two-handed weapon.
A bow is used to hit targets at a distance with arrows. Most Greatsword
bows are used in mass combat contexts, not close quarters.
Shooting a long distance in a dungeon is The greatsword is a very large version of a longsword. It is
very hard. The range amount listed is a symbol of great power. Though the greatsword is not a
considered the reliable range of the ranged weapon, it can be used to attack a target up to 10 feet
weapon. Firing beyond that distance away. The weapon also has great thrusting power and thus
always carries some kind of negative ignores the armor class bonus of any light armor; such as
modifier determined by the Judge. This is studded leather, plain leather, hide, and padded armors. This
always used as a two-handed weapon. is always used as a two-handed weapon.

Club Hand Axe

This is the most simple and basic weapon available, essentially This serves as a standard basic weapon as well as an all
a large stick. Clubs have a 5% chance of breakage every time purpose tool. It is common among people who live in the
they are used to attack someone in combat, but this does forest. It also has very good range and damage as a thrown
not affect the success or failure of that attack. Despite being weapon. Some warriors carry a hand-axe to throw as they
free, you must invest some time searching for a solid piece of approach the enemy. They will then draw a heavier weapon
wood in a forested area to find a good club. for use in melee.

Crossbow Javelin

The crossbow is a hand-cranked mechanical weapon used This is a short spear balanced for throwing. It does not deal
to hit targets at a distance. No one begins play proficient in as much damage as a long spear, but it can fly much further.
this weapon by default, but it is worth the investment of time Anyone proficient with spears can use a javelin as if they
and energy. The crossbow’s low angle of trajectory makes were trained.
it a much more useful that a bow in environments like a Longsword
dungeon. The range amount listed is considered the reliable
The longsword is a classic heroic weapon. Its high cost and
range of the weapon. Firing beyond that distance always
combat utility also make it a symbol of noble status. The
carries some kind of negative modifier determined by the
longsword also has great thrusting power and thus ignores
Judge. This is always used as a two-handed weapon.
the armor class bonus of any light armor; such as studded
Dagger leather, plain leather, hide, and padded armors.
The dagger serves as a standard basic weapon as well as Mace
an all-purpose tool and utensil. Daggers can be used in
This is merely a metal version of the club, but the weight
conjunction with a rapier to parry blows. They can also be
is much higher and it swings differently. The difference is
thrown, but cannot be used two-handed.
substantial. The extra weight and hard edges give it much
Flail better striking power. The mace is a classic weapon that has
The flail is an unusual weapon with a special quality. If you no special modifiers.
roll a natural 20 on an attack roll with a flail, in addition Morningstar
to max damage it will become entangled with the enemy
Essentially a mace with a spiked head, the morningstar is
weapon. This renders both weapons useless in combat
specifically designed to penetrate armor and deal more than
until untangled, a process that takes two combat rounds of
just impact damage. It is a more powerful version of the
focused attention to complete. You can, of course, simply
mace and anyone proficient in maces can use a morningstar
drop the flail and draw another weapon while your opponent
as if they were trained.
struggles to free theirs.

36
Money & Equipment Weapons

Quarterstaff Sling
The quarterstaff is a simple weapon that can be acquired at The sling is the weakest ranged weapon available. It uses the
no cost, like the club. They also have a 5% chance of break- centrifugal effect to throw a small stone called a bullet. It has
age every time they are used to attack someone in combat, the same range as a bow, but requires a clear 5 foot radius
but this does not affect the success or failure of that attack. A around your body to use. Anyone standing within 5 feet
quarterstaff also gives you a +1 bonus to armor class against when you use this will be hit by the swinging arc of the straps
a melee opponent, due to its excellent parrying abilities. It is (for no damage) and render your shot useless.
always used as a two-handed weapon.
Spear
Polearm The spear is a classic weapon that has a variety of uses in
This is a long spear with a sophisticated head resembling an combat. It has significant length and can be used to attack
axe. The weapon is very long and cannot be used to attack someone up to 10 feet away, though it is not a ranged
a target within 5 feet. However, it can be used to strike +2 bonus
weapon. to-hit
When used damage.
andagainst mounted
A spearopponents,
can also beitwielded
grants a
opponents up to 15 feet away. Furthermore, any target more like a quarterstaff, gaining an armor class bonus but losing its
than 5 feet away that attempts to move inside the range of the reach and bonus against mounted opponents.. It is always a
polearm must first endure an attack from you. This attack is two-handed weapon.
considered free and does not count as your normal action
for the round. Due to the unique nature of the design, you
Trident
must be proficient in both axes and spears to use a polearm
without penalty. The trident is a small light weight spear with a three-pronged
head. It lacks the throwing balance of a javelin, but it can still
Rapier be thrown. It’s great strength is as a disarming weapon. If
A rapier is a sword specifically designed for parrying blows you roll a natural 20 on a melee attack roll with a trident, in
in combat. If used in conjunction with a dagger in the off- addition to max damage their weapon will become entangled
hand, the rapier grants a +2 bonus to armor class against with the trident and twisted out of their hands. It is randomly
any melee opponents. However, it’s thin design results in a thrown up to 10 feet away. However, you will still keep your
20% chance of breakage when used to block a weapon that grip on the trident. Anyone proficient with the spear can use
deals 1d10 or higher damage. You can decide to not block a trident as if they were trained.
a strike if you are afraid of this possibility, but you lose the
Unarmed
armor class bonus.
These combat statistics are used when you are fighting with
Sap just your bare fists and feet.
The sap is a weapon designed to knock someone unconscious
Warhammer
without seriously injuring them. When used against an
unaware combatant from behind, they will take normal The warhammer is a strong weapon that
damage and then fall unconscious for a full turn. Anyone is roughly comparable to a battleaxe.
proficient with a club can use a sap as if they were trained. However, it is too imbalanced to be an
effective throwing weapon, hence the
Scimitar slightly lower cost and lack of a range
This is a cavalry weapon that is sometimes value. Anyone proficient with the mace
used on foot. It functions as a standard or the axe can use a warhammer as if
+3 bonus
weapon to hitcircumstances,
in other and damage when
but grants
used a they were trained.
from horseback.
Whip
The bullwhip is designed for livestock management but
Shortsword it can be used as a weapon in combat if required. No one
A shortsword is a basic weapon of proven begins play proficient in this weapon by default, but it can
reliability. It has great thrusting power and be worth the investment of time and energy. It makes a good
thus ignores the armor class bonus of any short range weapon that also requires no ammunition. Any
light armor; such as studded leather, plain time you strike with a whip and roll a 4 (maximum) on the
leather, hide, and padded armors. damage die, the target is wracked with severe pain and is
forced to make a morale check on the spot.

37
Money & Equipment Armor

Armor Plate, Field


Banded / Lamellar This is an incomplete set of plate mail armor. It is designed
This kind of armor is made from riveting plates of metal onto to be put on in only 12 combat rounds instead of a full five
a leather base armor. It lacks the impenetrability of actual turns. It can be taken off in only 6 combat rounds instead of
plate mail, but comes close. Constructing a suit of armor like a full 18 rounds. The most difficult plates to add/remove are
this takes a long time as each piece of metal must be riveted dropped from the set, especially around the knees & elbows.
into place. This kind of armor is typically used for soldiers in Plate, Full
the standing armies of wealthier principalities.
This is a complete set of plate armor. It takes five turns to put
Chainmail it on by yourself (one turn with an assistant) and it takes 18
This kind of armor is made from interlocking metal rings rounds to remove. Anyone wearing this armor is treated as
that together form a dense mesh of metal. It is extremely having an additional +1 charisma bonus due to the respect
hard to penetrate. However, this protection comes with a that it affords the wearer.
heavy weight and a steep price. The term chainmail is used to Shield, Buckler
describe a full suit of mail. The hauberk is just a portion of it.
This is a small shield that is roughly 2 feet in diameter. It is
Hauberk the standard for infantry soldiers everywhere. The buckler is
This term describes the portion typically carried in the left hand and thus mostly protects the
of a chainmail suit that covers the left side of the body. However, the ability to move it around
shoulders, chest, and upper thigh. gives you a lot better chance to avoid a hit in combat. Using
It is by far the heaviest piece and this inexpensive shield is comparable to wearing slightly
it protects the most important better armor for a much lower cost.
portion of their body. However, Shield, Round or Kite
wearing it alone will leave the arms
This is a very large shield.
and lower legs unprotected.
It is either taller than wide
Helmet and shaped into a triangle
A helmet is worn on the head to or simply a large circle. Both
provide protection. It does not varieties often also feature
provide any armor class bonus. a metal boss in the center.
However, it does provide a +2 The shield is strong enough
bonus on your blast throw because to stop a lot of attacks and
a lot of blast damage is caused by provides more protection
small bits of debris and shrapnel. than the buckler. However,
Wearing a helmet stops that kind it is much heavier and could
of material from hitting your head. potentially slow you down.

Leather / Hide Scale / Ring

This kind of armor is composed of hardened animal skins. It This kind of armor is composed of overlapping pieces of
provides decent baseline protection for a soldier. The main metal and was a precursor to chainmail armor. It lacks the
drawback is that cleaning and treating the animal skin takes protective value of chainmail but weighs the same amount.
time and the use of chemicals. It is cheaper and faster to make It is a decent intermediary armor but you should probably
padded armor instead. For this reason, peasant infantry is upgrade it eventually to either chainmail or heavier armor, if
often equipped in padded armor instead of leather or hide. only to lighten your burden.

Padded / Linen Studded / Brigandine

This kind of armor is made up of thick cloth layers to provide This kind of armor is composed of hardened animal skins or
minimal protection. It is common among the peasantry and cloth that is covered with a network of small metal fittings.
light infantry. If submerged in water or exposed to heavy These fittings deflect blows some of the time. When they fail,
rain, the cloth layers will soak up a lot of water. Double the the strikes fall into the underlying leather. This armor strikes
armor’s weight under such conditions. a good balance between protection, weight, and cost.

38
Money & Equipment Gear

Gear Birthwort
There is a lot of miscellaneous adventuring gear in the game This is an herb that can be consumed to slow the onset of a
world that can be used to create a wide range of effects. This toxin and reduce it’s damage. The leaves must be chewed raw.
should just be considered a taste of what awaits you when A pouch of birthwort will double the incubation and interval
you venture into the wild. time for an exposed toxin. It will also halve all damage dealt,
so long as this would not be retroactive. For some toxins,
Acid
birthwort can also reduce the severity of symptoms.
This can be thrown in combat, dealing 1d4 damage to anyone
struck and 1 splash damage to anyone standing within 5 feet. Blanket, Winter
It can also be carefully poured onto a locked door or chest This is a thick blanket for winter insulation. It does not give
to burn away the structure and make it easier to force open. you a specific bonus of any kind, but may allow you to avoid
Each application of acid gives a +4 bonus to die results on cold damage in certain circumstances. A clever character can
subsequent force throws. also think of many alternative uses.
Air Bladder Blightshade
This is a soft waterproof bladder that can be used to This is a thick liquid that looks like molasses or syrup. It is the
store liquid when carried or a pocket of air for breathing sap from the rare blightshade tree. One vial contains 4 doses.
underwater. It is often made from an actual animal bladder. It is extremely bitter and anyone who tastes it will take 1 hit
point of damage from the revulsion alone. When applied to a
Backpack
weapon, it becomes a powerful damage magnifier.
This is a cloth backpack that can carry up to 40 lbs of weight.
Quality Blightshade
It can be dropped at any time to lighten your load.
Exposure Injury from coated weapon
Barrel
Incubation 1d8 rounds
This is a 20 gallon barrel. It is watertight and can be used to Damage 2d6 strength, 3d8 hit points
securely transport liquid cargo over long distances.
Interval 1 every round, alternate between damage types
Bedroll Symptoms painful spasms, muscle weakness, exhaustion
This is a bundle of thick linens that can allow you to sleep
comfortably, even on a stone floor. Anyone sleeping on a Block and Tackle
bedroll heals 1 additional hit point during the night. This is a system of pulleys that can be used to make it much
easier to lift a very heavy object like a stone statue.
Belladonna
This is a flower that can be transformed into poison. A pouch Caltrops
of belladonna is enough to make dose for a single person. These are small iron spikes shaped to land with a point facing
The leaves can be soaked in hot water to create a bluish-black up when dropped upon the ground. Each bag covers an area
tea. It must be ingested to have an effect. It has a pleasantly of about 10 square feet and deals 1d4 damage to anyone that
bitter taste similar to coffee. sprints through it.
If the victim survives the poison, this will cure lycanthropy. Candles
Unfortunately, the constitution damage is permanent so this These provide about 5 feet of illumination, just enough to
is a cure that few are willing to risk. read. This is a weak source of light, but can still be very
useful. Candles are typically made from tallow (animal fat).
Quality Belladonna Tea
Exposure Ingested Chain
Incubation 3d8 minutes This is a thick iron chain used to secure very heavy objects or
Damage 2d6 constitution provide an excellent climbing surface. It can support nearly
Interval 1 every turn 3,000 pounds before snapping.
Symptoms blue skin tone, disorientation, delusions Chest, Ironbound
This is a wooden chest with iron bands to reinforce the
Belt Pouch structure. It imposes a -5 penalty to any force throws to
This is a leather pouch worn at the waist, often used to carry break into it. You must purchase your own lock and install
loose coins. It holds up to 5 lbs. it separately.

39
Money & Equipment Gear

Chest, Standard Hammer


This is a wooden chest for storing goods. It can be broken This useful tool is designed to
with a standard force throw. You must purchase your own be used for assembling and/
lock and install it separately. or disassembling wooden
furniture. Clever players
Clay Jug
will think of many
This is a piece of clay pottery that holds one gallon of liquid. other potential uses.
There is no lid, but you can seal the top with wax or cork if
you have those materials on hand. Handsaw
This is a saw designed for cutting small pieces of wood. It
Clothing, Common
can also be used to cut through other materials. Gnomes are
This is a standard set of clothing for a common person. It known to use the reverberations on a saw’s blade to make
may be worn by someone of high station when they are trav- spooky noises at night. Consider yourself warned!
elling, as the low cost will allow it to be disposable.
Holy Symbol
Clothing, Wealthy
This is a small symbol of a deity. It can ward against some
This is a standard set of clothing for a wealthy person. It has undead creatures. Religious spellcasters may need a holy
no special qualities, aside from identifying your social class. symbol to cast certain spells or use certain abilities.
It may be required to gain admittance into certain social
functions; balls, galas, receptions, weddings, and so on. Holy Water
This can be thrown in combat, dealing 1d6+1 damage to
Clothing, Winter
any undead struck and 2 splash damage to undead standing
This is a standard set of clothing for winter work or travel. within 5 feet.
It provides protection from the elements, reducing all cold
damage by 1 point. In particularly harsh conditions, the Horse
Judge may grant you bonuses or ignore certain penalties if This is a standard riding horse. It can perform normal tasks
you are properly attired. and carry up to 300 lbs, but it is not accustomed to combat. If
you need a combat mount, a warhorse can be bought for 10x
Crowbar
this price. A warhorse can carry up to 500 lbs.
This basic tool reduces your force throw by 2.
Hourglass
Fishing Rod & Hook
This is the best method of tracking the passage of time at
This is standard fishing equipment. It is very useful when this point in history. However, very few people need to keep
living off the land. Additionally, you may find it useful in track of time at this level of precision and building an hour-
reaching out to grab or pull on distant objects in a dungeon glass takes a lot of time and craftsmanship. The listed price
environment. Clever players can find many uses for a small reflects these factors.
hook that can be tugged from a distance.
Ladder
Flask, Empty
This is a standard 10 foot wooden ladder. It is much more
This glass flask holds about 4 ounces of liquid. It can be useful easily climbed than a simple rope. However, carrying a
for holding water, alcohol, or magical potions. ladder around underground can be quite cumbersome.
Flint & Steel Lantern
This is used to start a fire, light a torch, or ignite a lantern. This provides a directional beam of light that extends out to
Garlic Bulb
40 feet but is only about 5 feet wide. It requires lantern oil to
function.
This is believed to be an effective ward against vampires.
Lock, Basic
Grappling Hook
This is a standard lock on a door or chest. It can be picked
This is used to secure a tether in an with a locks throw. If forced, use the quality of the door or
unstable location without an easy chest to determine the modifiers for your throw. Note that
tie down spot. It can be thrown up the list price is for a brand new lock. Don’t be fooled into
to twice your strength in feet, both ripping the locks out of dungeon doors thinking you can
vertically or horizontally. take them back to town for a big score.
40
Money & Equipment Gear

Lock, Exceptional Musical Instrument


This imposes a -5 penalty to any attempt to pick it with the This entry covers a range of handheld wind and string
locks throw. If forced, use the quality of the door or chest instruments; the lyre, the mandolin, the flute, etc. A musical
to determine the modifiers for your throw. Note that the list instrument could be used to entertain a tired party at the end
price is for a brand new lock. Don’t be fooled into ripping the of a rough day on the trail. It could also be used to distract
locks out of dungeon doors thinking you can take them back a crowd or party goers. Anyone who uses a musical instru-
to town for a big score. ment can make a charisma test against a DC set by the Judge.
Success means that the crowd responds as you intended.
Lockpicks
Failure can range from displeasure to throwing rotten fruit.
These are used to pick locks. They reduce your locks throw
by 2 when used. However, if you fail the throw by more than Oil, Jellied
5 points then the picks are broken in the attempt. This is oil blended with a soft medium like sawdust. It can be
thrown in combat, dealing 1d8 damage to anyone directly
Manacles
struck and 1d4 splash damage to anyone standing within 5
These are heavy steel bindings used to restrain a prisoner. feet of the target.
They can be attached to a wall or floor anchor with a chain.
Wriggling out of a set of manacles requires a dexterity test Oil, Lantern
against DC 20. This is a flask of oil used to keep a lantern burning for 6 turns.
It can also be used to boost a normal fire in tough conditions.
Mirror, Small
This is a small metal mirror that can be used for personal Paper
hygiene or to take a peek around corners. This is a single sheet of paper. It does not endure as long as
parchment, but is preferred by the wealthy for its sharp and
Mortar and Pestle
polished look.
This a ceramic tool used to crush
raw components into a powder Parchment
or paste. Those components can This is a single sheet parchment.
then be turned into a usable toxin, It lacks the crisp fresh look of
drug, or alchemical compound by a paper, but documents written
skilled practitioner. on parchment will often endure
for centuries.
Mule
This is the offspring of a horse and donkey. It can perform Pickaxe
normal tasks and carry up to 400 lbs, but a mule will become This is an axe with a narrow, pointed head. Either a pickaxe
terrified in combat and flee. It performs much better as a or a shovel is required to dig through debris or rubble at the
pack animal than an actual mount. maximum pace.
Muskhorn Pot, Iron
This is a piece of antler from the rare muskhorn moose. It This is a standard cast-iron cooking pot. It is useful for both
can be ground into a fine powder and used as an airborne preparing food and bashing the heads of people who attack
toxin. A single horn yields enough powder to fill 15 cubic you while you are preparing food.
feet of air with the toxin. The preferred method of delivery is
Quill Pen
squeezing an air bladder filled with the powder or dispersing
it from above. This is a standard writing implement. It is required to write
anything; from composing a letter to a friend to a scribing a
Quality Muskhorn Powder magical spell into your spellbook.
Exposure Inhaled
Rations
Incubation None
This is a single day’s worth of light-weight dried food. It is the
Damage 1d6 Charisma, permanently turns eyes red
equivalent of 3 individual rations. If you don’t want to have
Interval 1 every round to stop to forage, this is required for long-distance travel.
Symptoms continuous heavy coughing (treat as stun)

41
Money & Equipment Gear

Razorweed Sledge
This is a fragrant weed that grows in the southern plains. This is a heavy hammer used to smash a lock. A sledge
About two centuries ago, a clan of gnomes discovered that reduces your force throw by 5, but it makes a lot more noise
it could be smoked to provide a truly memorable evening. than a crowbar (roll twice for attracted monsters).
Spellcasters have been known to abuse the substance,
Snare Trap
addicted to the insights that it brings.
This is a twine trap used to catch animals. It can be set up
Quality Razorweed with a standard traps throw and will catch small game to eat.
Exposure Smoked in a pipe It must be checked every day to minimize the chances that a
Incubation 3d6 rounds wandering predator might eat the capture.
Symptoms relaxation, poor muscle control Snarlroot
Effects +3 Wisdom, +3 Intelligence, -6 Dexterity This is a dark purple root from the Kysia flower. It is called
Duration 8d6 turns the snarlroot because of the dramatic changes in combat
Addiction 1d12 prowess as a result of consuming the root. It can be chewed
raw, but the taste is horribly bitter. This can be made much
Withdrawal Headaches, Nausea, Sensitivity to Light/Sound
more palatable when mixed with other vegetables in a stew.
A single root can be used to create a stew that gives 4 people
Rope a large enough dose to have the listed effect.
This is a thin climbing rope. It can support about 400 pounds
before snapping. Quality Snarlroot Stew
Exposure Ingested
Sack, Large
Incubation 1d4 turns
This a large cloth sack made from burlap. It can hold up to
100 lbs. or one very agitated goblin. Symptoms feelings of anger and aggression
Effects +2 Strength, +2 Constitution, -2 Wisdom
Sack, Small
Duration 2d6 turns
This is a small cloth sack that can hold up to 25 lbs. It is often Addiction 1d8
hung from the belt for easy carrying.
Withdrawal feelings of jealousy and suspicion
Saddle & Saddlebags
This is a standard set of tack for a horse or mule. If you Soap
attempt to ride an animal bareback for more than a few This is a bar of soap. Personal hygiene is not a major social
miles, you may accidentally injure the animal. factor at this point in time, but soap can far more uses that
Scroll Case simply cleaning your body.
This is a small tube used to safely store up to 25 scrolls. It can Spellbook
be sealed with wax at one end to protect the scrolls from a A memorization-based spellcaster
short submersion. needs one of these to store their
Shovel written spells. Each one can
hold up to 100 spells.
This is a wooden shaft with a steel shovel head. Either
a pickaxe or a shovel is required to dig through debris or Spikes, Iron
rubble at the maximum pace. These can be hammered into a door frame with a sledge. This
Signet Ring will raise the force throw to break down the door by 2.
This ring bears a unique insignia that can Spyglass
be used to seal written correspondence This can be used to see up to a distance of 5 miles, provided
with wax in a way that confirms the there are no obstructions. It is an excellent tool when engaged
identity of the sender. This is a guarantee in scouting expeditions. A spyglass is also a very useful item
to the recipient of the letter that the to give to a companion or retainer that is scouting ahead or
contents are secure. standing on guard.

42
Money & Equipment Gear

Tent, Large Whistle


This canvas tent provides basic protection from the wind and This can be used to signal others from up to a mile away. Of
rain for up to six people. It can hold up to a low or moderate course, it does not just alert your friends. You may be calling
snowfall, but it will collapse under heavy snow. Additionally, down an avalanche of pain and suffering with a whistle.
the tent’s large size makes it more vulnerable to high wind. Think carefully before you raise it to your lips.
Tent, Small Wine
This canvas tent provides basic protection from the wind and This is a bottle of red or white wine. Like any alcohol, it
rain for up to two people. It is much lower to the ground than can create an evening of happiness and a morning of pain
a large tent and can endure higher wind speeds. However, it if consumed to excess. The red variety is particularly useful
is vulnerable to snow due to the weak supports. because it leaves dark stains that are very easy to see and very
difficult to remove.
Torch
This provides a light that extends out Wolfsbane
to 30 feet in all directions. It burns at This is a flower that can be either be wielded to intimidate
an uneven speed. Roll 1d6 every turn. and/or wound lycanthropes or ground into a toxic powder.
If you get a 1, the torch burned out. Each process works differently.
Wagon The contents of pouch of wolfsbane can be pulled out and
This is a large four-wheeled wagon designed to be pulled by a held in front of your body as if a brandishing a holy symbol.
team of horses, mules, or oxen. It can carry up to 2,000 lbs of As long as you do this, any lycanthropes within 20 feet of
equipment and trade goods. The speed of the wagon is based you must make morale checks every round. If a lycanthrope
on the number and quality of your working animals. actually comes into contact with the wolfsbane, they take 1d6 st
A pouch of wolfsbane is also able to be ground into powder
Wailing Moss
with a mortar and pestle. The powder can then be blended
This is a rare plant that grows in the shade at a certain alti- into food or drink. If an unsuspecting person ingests it, the
tude. It is called the wailing moss because it relieves pain effects are downright devastating.
(e.g. it stops the wailing). One pouch is enough to treat a
single large wound. After being applied, the moss takes effect
relatively quickly. It is very useful for managing pain on
someone that must be transported a significant distance to Quality Wolfsbane
receive medical help. Exposure Ingested
Quality Wailing Moss
Incubation 1d6 turns
Exposure Pressed into open wound Damage 3d6 strength, 2d6 dexterity
Incubation 1d6 rounds Interval 1 per round, alternating by type
Symptoms Blurry vision, lucid dreaming Symptoms painful choking and muscle deterioration
Effects Complete pain cessation
Wooden Stakes
Duration 6d6 turns
It is believed that stabbing a wooden stake into the heart of
Addiction 1d8
a vampire will kill or paralyze it. Maybe that is true. Then
Withdrawal phantom pains, headaches again, it may just make the vampire angry.

Waterskin Writing Ink


This allows you to carry up to 5 drinks worth of water. Each This is necessary to write scrolls,
drink adds 4 lbs of weight. spells, or normal correspondence.
Each vial has enough ink for 20
Wax pages of text.
This is used to seal correspondence with a signet ring. It can
also be used for a wide variety of improvised uses by a clever
player. You can use wax to seal containers against water.

43
The Rules of Play

Levels of Choice What is an Adventure?


A roleplaying game is difficult to describe because it happens An adventure is a segment of gameplay with a clear over-
on a multitude of levels and it can change significantly within arching goal, a variety of paths to achieve that goal, and a
a short period of time. However, it is important to think certain level of commitment from the players. Some players
about the nature of play, both as a player and as a Judge. We prefer to borrow from the video game lexicon and use the
are going to discuss the flow of the game on three distinctive word quest. Unfortunately, that implies a fairly linear plot
levels of choice; campaigns, adventures, and encounters. structure and we try to avoid that in our design work.
What is a Campaign? For example, your characters might discover a castle where
A campaign is the life of your adventuring party. It begins an evil vampire rules over the surrounding countryside. You
from the moment that the player characters decide to work cannot simply walk into the castle and kill the vampire, as
together and it ends the moment that they disband or retire. they are too powerful. You must first figure out a weak point.
Ideally, the flow and tempo of the campaign should be dic- So you root out the vampire’s many lieutenants and defeat
tated by the will of the players. them. Then you can raid the castle during the day for pow-
erful magic and supplies. Only after a lot of work, can you
The Judge might present you with a broad map of the realm finally destroy the vampire. This would be a grand adventure.
and the player collectively decide to go to a particular
region. Within that region, the players decide where to go In the context of a campaign, this castle could be something
and what goals to pursue. The role of the Judge is to provide that the players heard rumors about and decided to pursue.
meaningful options at this level. This is hard because no At any time, the players could decide to cut their losses and
Judge wants to design three different regions and then have retreat to pursue other options. This adventure is merely one
the players choose one. This is a part of the game where tributary in a flowing river of choice.
prepared modules can help. What is an encounter?
If the Judge is not able to provide this kind of choice, then The encounter is a smaller chunk of play that represents one
you can abandon the campaign level and follow a series of of the many smaller steps in an adventure. Going after one
prepared adventures. However, be aware of the choice that of the vampire lieutenants might be an encounter. They are
is being lost. You are following a path, not forging your own. described in greater detail on the next page.

44
The Rules of Play Encounters

Encounters
The encounter is the basic building block of play. The Judge Reaction Rolls : 3d6
will use encounters to craft their adventures and campaigns.
Die Result Reaction of the NPC
They are pulled from the imagination of the Judge or included
in source material the Judge is using to run the game. We use 3-4 Immediately Hostile
the word encounter to describe a game scene with options 5-8 Aggressive & Opportunistic
for player agency. 9 - 12 Cautious & Evasive
An encounter is a game scene. This is a framed interaction 13 - 16 Indifferent & Aloof
with specific characters. Encounters are typically constructed 17 - 18 Warm & Friendly
in a memorable way that is easy to recount later, similar to
a scene in a movie. Hey, do you remember the time when we
encountered those goblins on the road to the lost city? If you study the chart, you will quickly realize that a lot of
reaction rolls should result in relative neutrality. Just like
However, an encounter must also have opportunity for when you meet someone in the real world, you tend to greet
player agency. Agency is your ability to make meaningful them with neither anger or friendship. Most intelligent
choices for your character. To stick with our goblin example; beings don’t greet every new person with a drawn blade. You
the goblins do not appear right next to the party. They are don’t need to go around making enemies out of potential
spotted at a distance and this allows time to make decisions friends. Consider diplomacy as an alternative to violence.
about fighting, retreating, offering parley, or a host of other
actions by the player. Dungeons & Linked Encounters

From a certain perspective, some of the relevant choices The classic dungeon is a series of encounters connected by
have already been made. For example, the distance at which corridors and doors. Some dungeons are large enough to
they are spotted may depend on a notice throw. The odds of serve as an adventure, but many can simply be considered
success on such a throw are strongly tied to your choices at linked encounters. This is a collection of encounters that are
character creation and your marching order along the road. not truly independent from each other, but can be seen as
However, those are just a few choices in a stream of decisions independent from the wider world.
that are made in every encounter. Random Encounters
Reaction Rolls There will be many times during the game when you will
For some encounters, the Judge will simply decide how be travelling through areas where dangerous creatures
the non-player characters or monsters feel about you. This and hostile humanoids roam freely looking for trouble. A
should be fairly rare, but as an example; most wild animals dungeon is one such location, but so is a primeval forest or
are not going to be friendly to you. Thus the Judge can simply any number of wild areas. In those circumstances, the Judge
decide their reaction. may make occasional rolls to see if you happen to run into
one such wandering encounter.
However, in many of cases the Judge should not know in
advance how the encounter will play out. Especially in the These rolls are made using a d6 and a result of 1 means that
case of intelligent beings, they should not know what is going you have encountered something. The frequency of these
to happen in advance. They will leave that decision to the rolls is based on the openness of the area. An area with highly
dice and model their behavior on the results. The players are constricted movement like a dungeon might result in a roll
not the only people roleplaying, after all. every 3 to 6 turns while travel across an open plain might
only result in a roll every 6 to 12 turns.
To randomly determine their initial reaction towards you,
the Judge will roll 3d6 in secret and then roleplay the NPCs The Judge can also make a roll in this manner every turn if
appropriately. You will not know the die results. As in real you are engaging in extremely noisy activity, such as bashing
life, you won’t know their true intentions until they start to down a door. This is called an attracted encounter.
take action. Why care about encounters?
Your charisma modifier is added to the die results. A few Many people bring the baggage of video games and past RPG
special abilities (such as the gnome’s friendly nature) can experiences into their campaigns. They think of the game as
also have an impact. Make sure the Judge is aware of these having a plot that proceeds along an arc. However, we want
factors before they make their secret roll. When travelling as you to think about encounters as the building blocks of a plot
a group, only the party leader can have an impact on these that you build for yourself. The game is not a plot laid out in
rolls. Be sure to decide upon a leader in advance. advance, but the result of your conscious choices.
45
The Rules of Play Taking Control

Taking Control Non-Player Character Ambitions


Now that we have defined the basic elements of the game This is not a player concern, but you should know the Judge
structure, let’s talk about the direction of your character in is strongly encouraged to give their NPCs ambitions instead
this flexible medium. Your character has choice at every level of scripted activities. For example, it may be tempting for the
about what kind of experience they are having. You have Judge to think “the evil Vizier is going to kill the captured
influence in determining the course of the campaign, the townsfolk in 10 days”. We encourage that to be restructured
approach to overcoming the challenges of adventures, and towards “the evil Vizier desires X” and then determine his
the way in which each individual encounter plays out. reasoning for capturing townsfolk in that light. Characters
are much more realistic when they have goals and act in line
The first step to taking control of your destiny is to define
with their goals.
ambitions for your character. Write them down and refer
to them frequently. Think about whether the current course Keep this in mind when you are interacting with NPCs. Don’t
of action is in line with your ambitions. Before you make a think about them like a dialogue tree in a video game. These
decision to head to a new town or dungeon, evaluate how are real people with real goals. Find out what they need and
this decision will match your goals. Ask the Judge questions then try to chart a course that will best solve those problems.
to get more details and make better decisions. There may be times when someone simply must be killed
to eliminate the threat they pose to the world. However,
When you are making decisions within the structure of an
that is not always the case. You may find that after you solve
encounter, think about how this encounter fits into the big
the larger problem, the immediate concerns fade away. For
picture. How does this encounter fit into the objectives of
example, the Orc raiders might stop plaguing the village after
the adventure? Is this something you should face or is this
you clear the mountain pass and allow them to migrate to the
something you could avoid and save your resources for a
east. But you would only know that if you took the time to
better cause. Will a certain kind of outcome help your future
talk to them about their problems. If you walk in to the Orc
goals or hinder them? What should you be pushing for? Try
camp with your sword drawn, it would turn out differently.
to think in positive terms rather than negative ones.
When choosing a path to follow at the campaign level, think
about the ramifications of your choices. If you head towards
a particular city or region, are you prepared for that choice?
Do you have the winter clothing to make it through the high
mountain pass? Do you have the magic spells to best handle
the kind of monsters you expect to find there?
These questions seem so obvious in the abstract, but it is very
easy to find yourself having hastily made a decision that you
later come to regret. Always keep this question at the front of
your mind; what’s in it for me. That is only a selfish question
if the well-being of others has no impact on your life.
Political Ambitions
As you interact with people in the world, you will form
attachments and friendships. Despite being a travelling soul
in many ways, your companions will provide numerous
opportunities for you to interface with the political systems
of the game world. You will almost inevitably be drawn into
the political arena. Be prepared to play a role in the lives of
those around you.
For example, a priest can build a shrine in a town and leave
it under the care of a curate companion. This creates an
attachment to that town and a reason to care about it’s future.
Perhaps later, the town will turn to the priest for help when
threatened by attacks from bandits in the nearby forest. If
you chose to shirk such duties, you may return to find the
curate dead and the town burnt to the ground.

46
The Rules of Play Advancement

Advancement Leveling Up
The long term ambitions of almost every character can only Every character has a level. It is a rough measure of how
be accomplished by improving your capabilities. If you run powerful they have become. Higher level characters have
into problems that are beyond your current potential, you more resources and abilities at their disposal than a lower
should consider pursuing other options until you advance. level character. When your character accumulates enough
experience points to reach the next level, they will increase
Experience in power in the following ways:
Experience points are used to measure the progression of
➢ Additional Hit Points: Each race has a hit die listed in
your character’s power and skill over time. The method and
reason for receiving experience points is left to the Judge. the racial description. When you reach a new level, roll
The most common reasons are listed below, however your a die of the indicated size. Your constitution modifier is
Judge can do whatever they want. This may include their applied to this roll. Add the final result to your hit point
own special system or a combination of all three. maximum. If you are currently injured, you are healed
for that many hit points (but not fully healed).
➢ Recovered Treasure: When you recover treasure from
➢ Reduce Saving Throws: All characters can reduce one
a wilderness location, the lair of a monster, ruins lost
to time, or similar locales, the Judge may award you an of their saving throws by 1 point every level. Remember
amount of experience points equal to the gold piece that mundane classes can spend character points to
value of the treasure recovered. This is an abstract accelerate this process.
measure of progress because you can get the treasure ➢ Raise Attributes: All characters can raise one attribute
by overcoming challenges through non-combat means. by one point every third level; 3rd, 6th, 9th, and 12th.
For example, you might steal it instead of fighting for it. If this moves you up into a higher bracket, change your
➢ Defeating Monsters: Whenever a monster is defeated modifier as well. You cannot raise an attribute above 18
in combat, the Judge may award experience points to in this manner.
all characters that survived. Divide up these experience ➢ Increase Applicable Modifiers: Each character also has
points equally. As more characters participate in the a number of modifiers that are dependent upon their
combat, each individual will receive less experience. level. For example, many class abilities provide a bonus
➢ Quests and Puzzle Solutions: When you complete a that is based on character level. Raise these modifiers.
quest or solve a particularly difficult puzzle, the Judge ➢ Class Abilities: Mundane characters gain 3 character
may award experience points to represent the challenge points to spend every level, as detailed in their class
of the task. They may make the players aware of what descriptions. Magical characters that cast spells
potential rewards exist or they may keep that secret spontaneously gain new spells every level.
until the quest or puzzle is completed.

Levels
Level XP Needed Attribute Bonus
1 1,000 -
2 3,000 -
3 6,000 +1 to an attribute of your choice
4 10,000 -
5 15,000 -
6 21,000 +1 to an attribute of your choice
7 28,000 -
8 36,000 -
9 45,000 +1 to an attribute of your choice
10 55,000 -
11 66,000 -
12 78,000 +1 to an attribute of your choice
13 91,000 -

47
The Rules of Play Health

Health
Your number one ambition will probably be to stay alive, so
let’s talk about health. Your character has two metrics that
track their physical health. The first are your hit points.
These represent your capacity for enduring injuries. They
are the most commonly way to be hurt in the game. Unless
stated otherwise, any time you are told that your character
takes damage, that is a reference to hit point damage. Notes on Timekeeping
The second are your core attributes. These represent your The rules refer to game time using two units. Whenever
capacity for enduring system shock. This kind of damage time is not referenced using these two units, it is
comes from poisons, toxins, magic, and similar attacks that malleable and subject to interpretation by the Judge.
strike at you from within. Attribute damage is extremely
A turn is a period of 10 minutes. This is the standard
hard to recover. unit of time for non-combat tasks like movement or
Hit Point Injuries how long it takes to thoroughly search a room. It is
also used to define the duration of many spells.
You have a maximum hit point value. You can lose hit points
through damage and heal them back. However, you cannot A round is a period of 6 seconds. This is the standard
exceed your hit point maximum except through the use of unit of combat timekeeping. An attack with a weapon
takes 1 round. Casting a spell takes 1 round. Many
magic. Your hit point total can be represented as a fraction, if
combat-oriented spells have their effects and durations
that makes it easier for you (e.g. 8/10, 5/6, etc). defined in rounds.
Most of the time you are struck for damage by a weapon or a
spell, one or more dice are rolled. Your current hit point value
will then drop by that amount. If you fall all the way down to
zero hit points, you must make a death throw. Failure results
in permanent death (unless saved from death by a priest).
Success on the death throw means that the character is
unconscious until they return to positive hit points. They At the end of a day of complete rest, you can roll your rest die
will take 1 more point of damage every day until they drop (based on constitution). You recover that many hit points. If
below -10 hit points, at which point they will perish. Below you are unconscious, you will regain consciousness once this
-10 hit points, the only way back into the world is through a process returns you to positive hit points.
resurrection spell.
Attribute Damage
Recovering Hit Points Although it is rare, attribute damage can occur. Treat your
By far, the easiest way to recover hit points is through magical healthy attribute value as a maximum and deduct damage
means. If you are at negative hit points, it is the only way to from that amount. You are treated as if your attribute value
get back on your feet quickly. However, there will be times is equal to your current state of injury. Reduce the attribute
when magical healing is unavailable or too expensive. The modifier to match your new attribute value.
only other recourse is through rest.
For example, a poison might deal 1d6 damage to your
You can recover 1 hit point per day of light duty. This is a strength attribute. Perhaps that results in 3 point of damage,
day that involves no combat or exploration. You may travel moving you down from 14 to 11. This not totally crippling,
by riding in a wagon or similar conveyance, but not by riding but it does represent serious harm. You have lost your +1
your own horse. You can also cook a few light meals, organ- to-hit and damage modifier to every melee or thrown attack.
ize treasure, and so forth. However, you are not pushing the
Attribute damage takes a lot of time to heal naturally. If you
envelope. You are taking it easy.
continue to go on adventures, attributes heal at a rate of 1
If you want to heal faster, you can recover more hit points point per season (e.g. winter, spring, summer, fall). However,
spending a day at complete rest. This is a day of complete if you take a full month of light duty then you will recover
relaxation; no work allowed. Someone must provide your 1 point. If you are at complete rest, you will recover 1 point
meals and attend to your basic needs. A day spent in bed at a every 3 weeks. Since this process is so slow, you will often
nice inn would qualify as complete rest. Obviously, this is the be driven to seek magical healing instead of resting. Just be
only type of rest available to unconscious characters. prepared to pay the price for spellcasting.

48
The Rules of Play Hazards

Hazards Falling Damage


The achievement of your character’s ambitions will likely You may accidentally fall from a height. You will suffer 1d6
take you into locations that the average person would do points of damage per 10 feet of distance fallen. A reflex
well to avoid, such as old abandoned castles or dank caverns. throw will let you roll as you land and take half damage. Any
While moving around these places, in addition to the very fall of 100 feet or greater is automatically fatal, unless you
real possibility of encountering wild monsters and villains, have some kind of magical protection.
you could encounter the following non-combat hazards.
You may also occasionally slip on a wet, loose or uneven
Searching floor. This is not as dangerous as falling a long distance. You
It is assumed that your character is always looking around only take 1 hit point of damage when abruptly falling to the
cautiously. You never have to declare proactively that you are floor from a standing position.
doing it. The notice throw is to detect something quickly, Collapsed Structures
like a tripwire before you step on it. It is not a searching
When travelling in underground areas, it is possible that
throw. If you say “I look in that barrel” or “I look in the back
you will disturb the stability of the structure. You might be
corner of the room,” the Judge will tell you what is there.
in a tunnel when the shock of your footsteps shakes loose a
There are no rolls required to search an area thoroughly. If support beam and cause the ceiling to fall down. This blocks
you conduct a good search, you will find whatever is there. the way forward and it may even trap you in an area with
However, it will take up your time. The general rule is it takes limited oxygen. Quick action is required to save yourself.
about 1 turn to thoroughly search a 20’ by 20’ room. Torches
You can dig through heavy material at a rate of up to 1 cubic
and lanterns burn fuel, magic wears off, and monsters come
yard per turn. However, you can only maintain that pace
wandering around. Be sure it is worth your time.
with some kind of reliable tool, like a pickaxe or shovel. You
Traps can only dig out half of a cubic yard per turn with your hands
Sometimes intelligent creatures can set up traps to injure or when using an improvised tool like a dagger or hand-axe.
those who try to sneak up on their lairs or hideouts. These Digging out entire portions of a collapsed structure and
traps can range from simple deadfalls and pit traps to replacing the bracing so that it becomes safe for future travel
complex mechanical triggers that shoot poisoned darts. requires significant time. Ultimately, this is up to the Judge
When you are approaching a trap, the Judge will often ask based on the composition of the dirt. However, a general rule
you to make a notice throw. They might add a bonus or of thumb is that 50 cubic yards of tunnel can be cleared and
penalty reflecting the degree to which the trap is concealed. braced with new materials with a day’s labor.
If successful, you will see the trap in plenty of time to stop Doors
and avoid triggering it. If you fail, you only notice the trap
Doors are common obstacles in the world, especially in
after you trigger it. Magical traps are typically undetectable
dungeon locations. They can be made from a wide range of
unless you use spells like detect magic.
materials; wood, stone, steel, or even magical energy. Some
Even at the point where a doors will be locked. In that case, you will need to roll a
trap has been triggered, you locks throw to pick the lock. The quality of the lock may
may be able to make a reflex give you a bonus or penalty to the throw. You can also gain a
throw to dodge the effects. bonus from using certain tools. If you fail the roll, the lock is
Some traps cannot be dodged jammed and you cannot pick it again. Your only resort at that
because they hit a large area point will be a force throw.
with their effect, such as
You may not be able to open a door because it is stuck, locked,
poison gas or falling rocks.
or otherwise held fast. If you really want to get through, you
Thus you have two possible must use a force throw to break down such a door. Tools like
chances to avoid traps; noticing crowbars can help. This is not a quiet process either, nor does
them and dodging them. If you it represent a single blow. Deciding to use force means that
fail both of those, you might you are going to be bashing repeatedly and loudly against
still survive if you can endure the obstacle. The Judge will roll for attracted encounters and
the damage. this completely ruins the chance of having surprise against
anyone on the other side of the door. Don’t decide to force a
If a trap is detected but not triggered, you can then disarm
door without considering the consequences of your actions.
it using the traps throw. Failure will usually trigger the trap.

49
The Rules of Play Hazards

Toxins Drugs
A toxin is a substance that inflicts attribute A drug is similar in many ways to a toxin, but it has a mix of
damage on the victim. This must be treated positive and negative effects. Therefore, you may want to take
with magic or through extensive rest. It the drug. They can affect the mind, the body, or both. They
could be a poison or a disease, but the can also create physical and or psychological dependency.
rules are the same for both. However, a Using drugs is risky, but it can have some beneficial effects.
disease does often play out over a longer
Alcohol is an example of a drug. It has obvious and easily
period of time than a poison.
understood side effects. Some people become addicted to it’s
A toxin is introduced through the body via an exposure good qualities. It fulfills a role in the culture of many societies.
method. If you want to avoid the toxin, you may be able to Despite it’s hazardous downsides, alcohol is a major fact of
protect yourself by preventing exposure. For example, you life for many people. However, alcohol’s effects are truly mild
cannot inhale a respiratory toxin if you are holding your in comparison to some of the more potent drugs that exist
breath or swimming underwater. So if you can breathe in the world.
underwater or hold your breath, jumping into a pool of water
A drug has the exposure, incubation, and symptom char-
might be a good way to avoid a toxic cloud.
acteristics of a toxin, but does not deal damage to you over
When you are exposed, the Judge will call for a toxin throw interval periods. Instead, it has a simple duration after which
to avoid the harmful effects. They may make this roll in the effects expire. All of the drug’s effects turn on at a certain
secret, if appropriate. If you fail the toxin save, it will spread point (after incubation) and they will turn off when the dura-
through your body and become active after a period of time tion expires. A drug can raise or lower any number of your
called incubation. This delay may give you some time to characteristics; from attributes to saving throws and so on.
react to the danger, assuming you are even aware that you Exactly what a drug does to your body can vary widely.
were exposed.
Drugs also have the potential to be addictive. The likelihood
Once active, each toxin has symptoms that will begin to that the user will become addicted to the drug is represented
express themselves when the incubation period is over. This by an addiction factor. This is a die that is rolled per dose of
may be one of the first indications that you are even infected, the drug consumed with the user becoming addicted if they
so pay attention if the Judge starts talking about strange or roll a 1. For example, an addiction factor of 1d4 means that
painful feelings that you are experiencing. they have a 1 in 4 chance of becoming addicted per use. A
drug with a 1d12 addiction factor is much less likely to form
The toxin will also inflict damage to one or more attributes.
an addiction, but continued use will likely eventually cause
The amount of damage is based on the toxin. The damage will
your character to develop an addiction.
occur 1 point at a time at an integral frequency. The example
toxin below deals constitution damage in 1 turn intervals. Someone who is addicted to a drug must consume it once
This means that the Judge will reduce your constitution by 1 per week or suffer withdrawal symptoms. The withdrawal
point every turn (up to the damage result). effects intensify, plateau, and eventually fade. This rise and
fall occurs over 2d6 days for all drugs. During this time, you
Once all the damage has been dealt, the toxin is considered
will feel a strong compulsion to consume the drug.
to have run it’s course and you are no longer affected by it. Of
course, the damage will endure until you receive some kind The Judge can allow a paralysis throw to see if you can resist
of magical restoration or you rest for a long period of time the temptation. If you fail, you will to do almost anything to
(see attribute damage recovery). get your fix. If you succeed, you ride out the withdrawal.

Example Toxin Example Drug


Quality Belladonna Tea Quality Snarlroot Stew
Exposure Ingested Exposure Ingested
Incubation 3d8 minutes Incubation 1d4 turns
Damage 2d6 constitution Symptoms feelings of anger and aggression
Interval 1 every turn Effects +2 Strength, +2 Constitution, -2 Wisdom
Symptoms blue skin tone, disorientation, delusions Duration 2d6 turns
Addiction 1d8
Withdrawal feelings of jealousy and suspicion

50
The Rules of Play Combat Rules

Combat Initiative
As a part of the game, you will find yourself in situations Each individual in the conflict rolls 1d10 for initiative. Each
that may become violent. Special rules apply to the use of individual can then add their wisdom modifier as well as any
violence to make sure that the game is adjudicated fairly. You applicable bonus (such as a racial bonus) to their roll result.
may wish to use miniatures in combination with a battlemat The final modified result is called their initiative count.
to represent the battle.
The Judge will make a single initiative roll for each coherent
Combat is divided into rounds that represent about six group within the opposition. For example, let’s imagine that
seconds of game time. Each round has four phases; the party gets in the middle of a fight between Ogres and
➢ Casting Declarations Trolls. The Judge would roll an initiative count for the Ogres
and a different initiative count for the Trolls.
➢ Rolling Initiative
Taking Actions
➢ Taking Actions
Once every combatant’s initiative count is determined, then
➢ Checking Morale characters can take actions. Actions are taken in order from
the highest initiative count to the lowest. Individuals with
After completing this sequence, you can start the next round.
the same initiative count act simultaneously.
Surprise
You can accomplish one of the following actions in a round;
If either side has the potential to surprise the other with
➢ Move up to your combat movement rate and make a
their presence, the Judge can call for a surprise roll. Anyone
with the potential to be surprised rolls 1d10 and adds their standard attack, either with a melee or ranged weapon.
wisdom modifier. Some racial bonuses may also apply. On a ➢ Move up to your combat movement rate until you are
result of 4 or less, they are surprised. Surprised characters right next to your opponent and make a touch attack
cannot take actions or benefit from their dexterity modifier or begin a grappling attack.
during the first round of combat.
➢ Move up to your combat movement rate and make a

Turn Sequence fighting


Move up retreat. ➢
to your sprint movement rate.
➢ Stand firm and make an aimed attack with a ranged
Let’s examine each phase of the turn sequence in detail. or thrown weapon.
Casting Declarations ➢ Finish casting a spell that you declared earlier in the
Any spellcasters who want to cast a spell during round. You can change the target at this point, but not
the round must declare the exact spell they the spell that you are casting.
are casting before initiative is rolled.
In addition to these actions, you can say a few short sentences
This timing is very important. If the
to your comrades in arms. This takes no measurable amount
spellcaster takes damage from any attack
of time. However, if you break into a full blown monologue
before their spell comes into effect,
then that becomes your action. You could also perform a
the spell is disrupted
few minor actions like kicking over a chair or dropping your
and lost. However, the
backpack. All of these would be called free actions because
casting will still counts
they take no measurable time.
against their daily
casting limit. Despite Additionally, you can choose to forgo an action during your
having no effect, initiative count and wait until a lower count to act. This is
the spellcaster is also called holding. There are many reasons for holding; waiting
considered to have already for spells to take effect, waiting to see if another character
taken their action. takes a combatant out of the fight, and so on.
Note that a sorcerer’s Finally, you can move up to your combat movement rate and
counterspell ability then hold an attack (melee or ranged, but not aimed) to use
requires making a against anyone moving within reach of your weapon. This
spell identification latter tactic is a great way to protect an exposed flank.
roll at this time.

51
The Rules of Play Combat Rules

Checking Morale
Morale checks are only made by non-player characters
(NPCs) and they are made under special circumstances.
The Judge will make a morale check at the end of a round in
which one of the following has occurred;
➢ The leader of the opposition is killed
➢ The strongest / most powerful opponent is killed
Spell Failure
➢ Half of the opponents are killed
A magical character can wear armor, but they run the
➢ The opponents are greatly outnumbered risk of spell failure. Casting magic with only a light
level of encumbrance is always successful. However, as
Every NPC in the game has a morale score. This ranges from the chart below illustrates, the chance of failure rises as
2 to 12. A morale score of 2 indicates the NPC is a com- more weight and armor is used.
plete coward. It is actually impossible for such an NPC to
If a chance of failure exists, the Judge will make a d100
succeed on a morale check without a positive modifier to roll. This roll is made after the spell target has been
bolster them. A morale score of 12 indicates chosen, an area of effect designated, and any other dice
suicidal commitment to battle. It is are rolled (such as damage dealt or hit points healed by
often reserved for only the most the spell). That way if you do fail, you will feel the pain
crazed enemies, such as undead of watching your efforts fizzle before your eyes.
that will fight to the cold bitter If the Judge rolls the chance of failure or less on their
end. The average person has a d100, your spell fails. The Judge is free to narrate this
morale score of 7. Animals are however they want. They are encouraged to redirect or
often on the lower end of the change the spell, rather than simply vaporize it.
range and monsters are typically
For example, you might blast your friend in the face
on the higher end. instead of hitting the enemy. Alternatively, you might
A morale check involves the Judge melt something instead of freeze it or harm instead of
rolling 2d6. If the die results heal. Whatever the final result, it should be something
are equal to or higher than the that works against your interests. This might sound
harsh, but magic is not a force to be taken lightly.
morale score of the combatant,
they will attempt to flee from
battle rather than continue to fight. Spell Failure
If an intelligent creature cannot plot a path of escape from Conditions Risk

the situation and believe you will accept it, they will offer Light Encumbrance +0%
their surrender. You may want to close off escape routes if Moderate Encumbrance +10%
you want an enemy to surrender or leave a path open if you Heavy Encumbrance +30%
would prefer that they flee the field. If they do not believe Extreme Encumbrance +50%
you will honor their surrender, they will cower defensively or
Wearing Light Armor +5%
try to push their way forward until they can escape.
Wearing Medium Armor +20%
If an unintelligent creature cannot plot a path of escape, they Wearing Heavy Armor +40%
will panic and lash about randomly. Anyone in their path
Using a Shield +10%
will either be trampled or pushed aside. For particularly
large creatures, this might prove to be a crushing hazard.
Example: A character wearing medium armor and
When fighting very large monsters or animals, be prepared
using a shield with a moderate encumbrance level will
for that possibility and try to keep an open avenue of escape have a spell failure chance of 40%. This means that on
for them to move towards. a d100 roll, a result of 40 or less will ruin the spell.
Remember that the knight has an ability that lowers morale
scores in their opponents. Some spells have similar effects.
This should always be taken into account by the Judge when
making morale checks.

52
The Rules of Play Attacks

Attacks
Standard Attack Firing into Melee
The standard attack involves rolling a d20, adding relevant You can make ranged attacks into a melee, but you risk hitting
modifiers, and comparing the result to the armor class of one of your own party members. To represent your caution
your target. If your result is higher than their armor class, in such matters, a -3 penalty to-hit. Astute players will notice
it is a hit and you deal damage. If not, then you miss and that an aimed attack essentially negates this penalty.
nothing occurs. This is also referred to as a to-hit roll.
Grappling
If you get a natural 20 result on your die when rolling to-hit, A grappling attack means you are attempting to wrestle your
this is a critical hit. You automatically deal the maximum opponent to the ground. Resolve a grapple by first making a
damage possible. Do not roll the damage dice. touch attack. The margin of success on this roll becomes a
Two-Handed Attack penalty to all future d20 rolls by the target, until the grapple
is broken or abandoned.
This is an attack made with a weapon
you are holding in both hands. Some For example, you succeed on your touch attack by 4 and grab
weapons are always used two- your opponent. They now suffer a -4 penalty to all actions
handed (like a quarterstaff). while you have them in your grip. While you are grappling,
When fighting this way, you you can make another touch attack every subsequent round
can double your strength to further tighten your grip using the same logic as above.
modifier to-hit and You can also attack them with a small weapon (e.g. dagger).
damage. Additionally,
Your opponent can also attack you with a small weapon and
when fighting with a
they can make touch attacks against you, with the margin
two-handed weapon you
of their success (if they succeed) being removed from the
will get a critical hit on a
penalty you are imposing against them. If they completely
natural 19 or 20 die result.
remove the penalty in this manner, they can choose to
Using Two Weapons either break free of your grip or return the grapple against
You can use a one-handed weapon in each hand instead you. Grappling penalties can be combined by the grappling
of using a shield. You still only get to make a single attack. efforts of several combatants.
However, using two weapons grants you a flat +2 bonus If the total penalty becomes larger than the target’s strength,
to-hit. If you hit, only roll damage for the better weapon. they are pinned and completely unable to take actions. Thus
a conventional wrestling match would consist of a series of
Aimed Attack
successive grappling rolls until one wrestler is completely
This can only be performed with a ranged weapon. You must overwhelmed and pinned to the mat.
declare the aimed attack against an opponent during your
initiative count. However, the attack does not occur until Fighting Withdrawal
after all other actions that round are adjudicated. An aimed A fighting withdrawal is the act of moving towards an exit
attack means that you are taking your time to carefully fire. from the area while continuing to threaten the enemy. You
When it does occur, you gain a +3 bonus to-hit. can move up to your combat movement rate, but you do
not make targeted attacks against any particular enemy. You
Touch Attack
do not deal damage, but you are brandishing your weapon
This is an attack roll made against a target that ignores their aggressively so that enemies will think twice about attacking.
armor class bonus from wearing armor on their body. It is As a result, you gain a +2 bonus to armor class during the
used to deliver magic spells with the touch range in combat round. A fighting withdrawal is an excellent way for a heavily
and is used to grab and hold your opponent when grappling. armored character to defend retreating allies.
A touch attack does not ignore bonuses from shields or
from their dexterity modifier. For example, if an opponent is Casting a Spell
wearing chainmail armor (+4 AC) and using a buckler shield If you declare that you are casting a spell at the beginning
(+1 AC) their normal armor class would be 15. However, if of the round, it will come into being on your initiative
you make a touch attack against them you only have to beat count. Some spells are always successful. Some spells allow
an 11. This is often much easier than a standard attack. the target to make a spell saving throw to resist the effects.
Additional details on casting are found in the magic chapter.

53
The Rules of Play Retainers

Retainers
Sometimes you are incapable of handling a situation with Hiring Roll : 2d6
the skills available in your party. Perhaps you need a bit of
Result Accept Demands Morale
knowledge that you do not have or help carrying some-
thing too heavy for the characters in the party. Maybe you 2-5 No - -
need someone to build a home for you, paint it, or care for 6-7 Yes 200% 5
it while you are away. Non-player characters in the world can 8-9 Yes 150% 6
perform these tasks for you, but not for free. These people are 10 - 11 Yes 125% 7
called retainers.
12+ Yes 100% 8
You can directly interact with a number of retainers up to
your charisma score (do not count companions). To control
larger numbers of people, you will need to give freedom to Wage Benchmarks
your retainers to hire and control their own subordinates. Type of Job Benchmark
This is how a large organization is made.
Unskilled labor / almost no risk of combat 1 gp / week
Retainers must be paid a wage that is subject to negotiation. Skilled labor / combat unlikely or avoidable 3 gp / week
There is no true standard wage in this world and ultimately Dangerous work / combat possible 10 gp / week
the base wage for a particular type of retainer is up to the
Highly dangerous work / combat assured 25 gp / week
Judge. However, the benchmarks shown in the chart to the
right can give you a good idea of what to expect. If the job
involves danger and risk, the price will go up. If it involves Common Types of Retainers
leaving home for an extended period, the price will go up. If Architect Clockmaker Interpreter Sapper
you cannot pay the wage demanded, people will not work for
Armorer Cobbler Locksmith Scribe
you. It’s that simple.
Arrowsmith Cook Mason Ship Captain
To employ the retainer, you must make a hiring offer to Assassin Cooper Mercenary Shipwright
determine the final wage and how happy they are about
Astrologer Farrier Messenger Skinner
working for you. Roll 2d6, add your charisma modifier, and
consult the table to the right. If accepted, adjust the base Barrister Fletcher Miner Soapmaker
wage provided by the Judge by the percentage listed under Blacksmith Furrier Minstrel Spy
demands. This is the wage the retainer demands from you. Bookbinder Gemcutter Navigator Tailor
You can accept it or walk away from the entire affair. Bowyer Glassblower Painter Tanner
Morale Brewer Goldsmith Ploughman Teamster
If the retainer accepts the offer, they will gain the morale Butcher Groom Porter Torch-bearer
score that is indicated in the hiring table plus your charisma Carpenter Guide Potter Trapper
modifier. This functions the same as any other NPC’s morale,
Cartwright Herald Saddler Vintner
as described in the combat section. If you have been a good
employer, the Judge may give them a bonus to their morale. Chandler Herbalist Sage Weaver
If you have been a bad employer, they may impose a penalty. Clerk Huntsman Sailor Wheelwright
The Judge may also check the retainer’s morale if you ask
them to perform a risky action, such as being the one who
opens a door and leads the party into battle. Failure means
that they get upset and refuse.
Mistreatment
People talk and gossip spreads. For misdeeds, this process
is very quick. If you abuse your retainers or place them in
unjustifiably risky situations, word will get out that you are
a terrible employer. The Judge may impose penalties to the
hiring roll to reflect any negative reputation that you might
accrue in this manner.

54
The Rules of Play Survival

Survival
All of the rules in this section are optional. Using them will
make your campaign more realistic, but they involve tracking
resources, time, and other variables. If you feel that detracts
from your game experience, don’t use these rules. Make this
decision as a group, not individuals.
Daily Sustenance
Each character must consume at least one ration and one
drink per day in order to stay alive. You must consume three
of each per day in order to heal hit points normally. Rations
and drinks can be purchased from the equipment lists for
fixed costs or they can be generated by foraging.
The Judge will assign a die value to each region of the world
to indicate the relative abundance of food in that area and
another die value to indicate the presence of water. A rich
lowland might have a value of d10 for both food and water
while a frozen tundra might have a food value of d4 but a
water value of d12.
Fatigue
A character can forage by devoting an entire day to the
Physical exertion in a punishing environment causes fatigue.
process and rolling the food and water die for the region.
While exploring in a dungeon or traversing rough terrain,
Their labor yields rations and drinks equal to the die results.
you must rest for 1 turn (10 minutes) for every 5 turns
If you have a ranged weapon and use it to hunt for food, you engaged in activity. If you are engaging in a lot of combat
may add your dexterity modifier to the result on the food die. during that time, the Judge may demand more frequent rest.
However, you must expend an amount of ammunition equal Every time you avoid necessary rest, you lose 1 hit point to
to twice the final food result. Thus if you rolled a d6 for food represent the strain. If this reduces hit points to zero, you will
while using a bow and got a result of 3, which is raised to 5 collapse in exhaustion.
with your dexterity modifier; you expend 10 arrows.
Long-Distance Movement
Sleep Long-distance travel is extremely difficult at this technol-
A character needs 6 hours of sleep every day in order to ogy level. The fastest method of travel is by sea, but the most
function effectively. Any time you fail to meet this standard, well-travelled sea lanes are plagued by pirates. The same can
temporarily lower all attributes by 1 for the entire following often be said for well-travelled roads and the corresponding
day. If you fail to get enough sleep for two days in a row, threat of brigands. To make matters worse, good maps are
temporarily lower all attributes by 5 for the entire following both very rare and expensive. Finding a map could be it’s
day. Each successive day without sleep results in another -4 own quest.
cumulative penalty applied, so the third day reduce attrib-
Cities are few and far between. The technology to support
utes by 9, by 13 on the fourth day, and so on.
large concentrated populations is lost, where it existed. The
If these penalties reduce strength, dexterity, or constitution roads that do exist are often overgrown and poorly tended.
to zero, the character falls asleep despite the desires of the Only members of elite social classes will be familiar with the
player. If you are forced to sleep in this manner, you will road network. A commoner does not travel more than a few
sleep for a number of hours as dictated by the Judge unless dozen miles from their home in their entire life. How much
you are forcefully shaken awake or doused in water. could they possibly help you?
If these penalties reduce intelligence, wisdom, or charisma When travelling, you will need to make rolls to come up with
to zero, the character becomes insane and is transferred to a plan for how to reach your destination. The Judge might
Judge control until they are restored above zero. Long term require intelligence tests for this. Once on the move, you will
sleep deprivation can have extreme consequences on the need to make wisdom tests to keep on your heading. Failure
mind. in either a planning or execution sense can leave you lost in
dangerous country!

55
The Rules of Play Survival

Athletics Time Pressure


There will be a number of tasks in the game that will be taxing There are a lot of rules in the game that relate to time. Fire
on your body. Some tasks will be so simple that they do not consumes fuel, moving and searching takes time, and magic
require a roll. For others, there are applicable rules such as spells only last for a certain amount of time. Time is an
the climb throw. For anything else, you will be challenged by important variable in the game.
the Judge to an attribute test. The Judge can apply a penalty
However, out of convenience many of you will decide to
to these rolls based on your encumbrance level.
essentially ignore time. You will buy a few torches and say
For example, every character is assumed to have swimming “we have light.” You will search every room from top to
ability. Swimming in calm waters without encumbrance bottom, without concern for how long it might take. The
requires no rolls. The Judge can call for either a strength or only reason why you will be able to do this is because the
dexterity test if you are encumbered, the water is dangerous, Judge isn’t holding you to account.
or if you are wearing constrictive clothing. Alternatively, if
If the Judge makes you keep track of your torches and lantern
you swim in normal conditions for an extended period of
oil, asks you how much weight you are carrying, and has a
time they might call for a constitution test to determine your
few random monsters show up while you are searching an
endurance. You might grow exhausted and drown.
empty room; you might change your behavior. We strongly
Vision and Light encourage them to do exactly that. So unless you want to
A large portion of an adventurer’s life is not spent in brightly end up deep in an underground cavern when your last torch
lit open areas. They tend to go into caves, castles, dungeons, flickers out, you would be wise to save the Judge some time
buildings, and heavily wooded areas. They camp out in the and track these things on your own.
wilderness at night. They find themselves in situations where Hex Map Travel
things within their normal range of vision may be obscured,
Some Judges prefer to use hex maps for overland movement.
distorted, or completely hidden.
There are several rules that can be helpful in making the
The light of a torch extends only 30 feet in every direction most of this playstyle.
before fading away. A lantern is much better, providing up
When you move from one hex Terrain you are
to 40 feet of illumination but only in a narrow cone about 5 DC
towisdom
the next,test
thefor
Judge
youwill
against
makea a moving through
feet wide. A candle only illuminates a 5 foot radius, barely
DC from the chart to the right. 5 Plains, Grassland
enough to read. A large campfire could create a very big light
If you fail this test, you drift off 10 Hills, Swamp
radius depending on it’s size. All of these exhaust fuel over
your heading by one hex face.
time, so take that into consideration. 15 Forest, Jungle
This may not be immediately
20 Desert, Mountains
If your race has infravision, you can see heat out to about 60 obvious to you.
feet. This only works in the dark. Normal light sources are
Look at the example below. This party was trying to reach the
so bright that they override your infravision. For example, if
marked target location. However, they failed their travel roll
you are standing next to someone carrying a torch then you
while moving through the hills. This pushed them one hex
will not be able to use your infravision because the heat of
face off, coming out to the south. Of course, the party did
the torch.
not realize this until they got close to the far mountain and
If you cannot see clearly, the Judge may impose penalties. saw that they are on the wrong side of it. They now have to
The standard consequence of taking actions with impaired choose whether they are going to go around the mountain or
vision is a -3 penalty on d20 rolls. If something is completely climb over it. It could be dangerous either way.
outside of your light radius, the Judge won’t even mention it
to you. They can also impose penalties to your notice throws
if you are not able to see clearly. If you cannot see at all, you
will miss almost everything. You may even be a danger to
your own party members. If you start swinging a sword
around in the dark, anyone could be hit; friend or foe.
For all of these reasons, you would be wise to bring your own
light sources into dark environments. If your light sources are
dependent upon fuel, you may want to carry a fuel reserve in
case you are delayed. You don’t want to run out of lantern oil
while lost deep underground.

56
Magic

What is magic? Cosmology


The civilized folk toil endlessly to craft the world. They clear There are two dominant religious perspectives that exist
forests and plant fields. They harvest crops, erect buildings, in the societies in the world. The practitioners of each side
and form societies. These things are bound together by the are often in conflict and accuse the other as being behind a
labor of hard working people and the laws that they create to wide range of bad events. Both sides are able to draw magical
govern the mundane life. energy from their belief system, something they point to as
proof of their grasp on the truth.
Magic bypasses this order. It sidesteps the endless rules and
steady cadence of mundane life. Magic is the suspension of The first is animist; the belief that the world is controlled
natural law. It creates flame where there is no fuel. It heals the by invisible spirits. Every rock, tree, animal, and person has
sick where medicine fails. It can even bring someone back a spirit. The only way to understand the world is through a
from the grave. However, magic has a very dark side. It can shaman, witch, or other leader who can speak to the spirits.
be dangerous, pernicious, and wicked. As a result, those who
The second is polytheist; the belief that powerful deities
practice magic are both respected and feared.
exist that can act upon the world in ways that the mundane
To the average person, many things are simply unknown. cannot. These deities are constantly at war with each other,
Why does the sun rise and fall each day? Why do the rains forming shifting alliances as a part of their battles, and
come and where do they go during the long dry months? pushing people around in the mundane world as pawns in
What lies beyond the northern mountains? What happens to their conflicts. Unlike spirits, these gods can be slain and
the dead? The absence of true understanding is no barrier to there are many who aspire to such a feat. New gods can also
assumptions and accusations. be created, often by a powerful existing god that believes
they can control their young progeny. Each deity speaks to
For what is truly the difference between the religious and the
the world through their servants; priests, cult leaders, and so
magical? Some say it is only that a deity cannot be burned
on. Through these servants, their desires take mortal form.
alive for their crimes. For most people, it is better to know
nothing of these things lest they be accused of foul sorcery or The common people practice a mixture of these beliefs. In
worse. Anyone who uses magic openly will quickly find the the heart of empires, the polytheist view dominates. The
bad fortune of the world laid on their doorstep. Step lightly, animist view grows stronger as you drift from the civilized
else you find yourself tied to the stake. lands into the wilderness.

57
Magic Casting

Casting Spellbooks
There are two different methods of casting spells. Each caster A spellbook is a bound book where memorization casters
uses one of these methods exclusively, depending on their record their spells. In an effort to protect their knowledge,
class. The two methods are spontaneous and memorization. spellcasters invented wards long ago to prevent people from
reading their spellbooks. These have been duplicated and
Spontaneous casters have a list of spells they can cast. They
modified other casters over the years. At this point, every
also have a daily limit to the number of times they can cast.
spellbook is warded against being read.
At any time during the day, they can choose one of those
spells and cast it. However, once they have reached their Unless you are using the read magic spell, the spellbook of
daily limit, they cannot cast spells again until the next day. a caster with a higher level than you will appear to be total
nonsense when you try to read it. Some casters can even
Casters who must memorize their spells have a spellbook.
craft wards that will target a reader with a prepared spell,
They must spend an hour each morning meditating and
almost like a trap. It is therefore highly recommended that
reading from their spellbook. At the end of this hour, they
you handle any unknown spellbooks with caution.
can pick an assortment of spells from their spellbook to cast
that day. These spells are memorized and stored in the mind Scrolls
for use. They cannot change their choices later in the day. A scroll is a written version of a single spell. It is designed to
When a memorization caster casts spells, the spells are be quickly read and cast in a single combat round, without
cleared from the mind and forgotten. They must study their prior memorization or tapping into your daily casting limit.
spellbook again the next day before more spells can be cast. Both types of spellcasters can use scrolls. However, when
If they lose their spellbook, they cannot memorize spells. If casting from a scroll you cannot add your character level to
you cast spells through memorization, take extreme caution the spell saving throw of a target. This makes scrolls easier
to keep your spellbook safe. to resist than normal spells.

The Casting Process A spellcaster can read the first few lines of a scroll in order
to determine what spell is written on it. If they read more
When you are casting a spell outside of combat, you can
than a few lines, they will actually use the scroll. They have
often simply declare your intent and the spell is immediately
to choose a target for the spell immediately (if applicable).
cast. When you are in combat, you must declare that you are
A memorization-based caster can also transcribe the spell
casting a spell before initiative is rolled.
written on a scroll into their spellbook, but this will consume
If you are struck for damage before your initiative count, the scroll in the process unless they cast read magic first.
you are disrupted. If you are a memorization caster, the spell
is still lost from your mind. If you are a spontaneous caster, Creating Scrolls
the spell still counts against your daily casting limit as if you A memorization-based spellcaster can create scrolls when
had cast it. The spell just never materialized. Keep this in they reach 3rd level. Writing a scroll requires 250 gold pieces
mind when you are casting in a close melee or under fire. of special materials (inks, gem dust, etc.) per level of the spell
written. Thus a 5th level spell would cost the caster 1,250
The casting process also involves moving your arms and
gold pieces to create.
hands in particular ways while speaking words to unlock
the magical energies. You may hold an object, however you You must have the spell memorized at the time you begin
need at least one hand free. If you are burdened with weight, writing. The writing process is a roll made in secret by the
you may suffer from spell failure. The Judge can give you Judge. They will roll against a DC 10 plus the level of the
a spell failure chance ad-hoc to represent being restrained spell being written. The Judge will add both your intelligence
or limited in some way. Consult the spell failure chart for a modifier and your character level to the die result. Success
complete list of the effects of wearing equipment. will result in a normally functioning scroll.
Failure yields a scroll that has the potential for spell failure.
The spell failure percentage is equal to 5% multiplied by your
margin of failure on the creation roll. Thus if you got a result
of 15 against a DC of 18, then the resulting scroll would have
a 15% chance of spell failure when read.
You may be able to buy spells from NPC spellcasters.
However, the Judge should make the writing roll in secret
using that NPC’s modifiers and build profit into the price.

58
Magic Spells

Spells
Each spell has four characteristics listed in the header before
the full description. These are common to all spells
➢ Spell Level: This is a rough gauge of the power and
utility of the spell. You cannot cast spells of a particular
level until you reach the appropriate character level to
do so, as detailed in your class description.
Identifying Magic Items
➢ Save: This is a yes or no value. If it is yes, then the target
of the spell can make a spell throw to resist it’s effects. You will find magical items in the course of your
The target of a spell must add the caster’s level or hit die adventures. Their magical nature will be immediately
to their saving throw value. Thus if they have a spell obvious unless the item is cursed or one of it’s magical
effects is to appear to have no magical properties.
save of 14+, a 3rd level caster who casts a spell upon
them would trigger a roll against a 17+. A member of a magical class can attempt to determine
what the item does by making a wisdom test (for
➢ Duration: This determines how long the spontaneous casters) or an intelligence test (for
magic stays in effect. Some spells have a memorization-based casters) against a DC 15 minus
permanent duration, meaning that their their level. This roll can only be made once for free.
effects never end naturally. Damage dealt The first success will give the caster a good sense of the
by spells is permanent in duration, but item’s primary properties.
can be healed normally. If it fails or you just want to spend more time examining
➢ Range: This determines how the the item, you must spend 500 gold pieces and two
spell is targeted. If the range is self, weeks of research time to make another attempt. You
gain a cumulative +1 bonus for each research session.
then you do not have to consider range
Even in failure, some insight is gained.
at all because you are the target. If the range is touch,
you must actually touch the target in some way to affect Some items may have secondary properties that will
it. This is usually done with your hand, but it could be only show up in follow-up research sessions. It is quite
any body part. This may be challenging in a combat possible that you could carry an item for years without
ever knowing it’s true nature.
situation, where you must land a touch attack on the
target in order to satisfy the range requirement. If the
range is sight, you must simply be able to see the target
to affect it. Finally, some ranges are listed with exact
distances (such as 10 feet). In this case, the target can
be up to that far away from you, whether you can see
them or not. Of course, you will still need to be
aware of their presence. Learning New Spells

First Level Spells Spontaneous casters receive their spells from a deity or the
spirit world. When they gain a level, this divine source
Spontaneous casters begin play knowing how to cast three
grants them additional spell knowledge. They can roll 1d4
1st level spells. They do not need a spellbook to remember
and choose that many spells. They can choose spells from
these spells.
) or the
They
wild
arespirits
given of
to the
themworld
each(shaman).
day by either a deity (cultist
any spell level that they can cast. For example, once they
Memorization casters begin play knowing how to cast five 1st reach 3rd level they can choose to gain access to 2nd level
level spells. They must write these into a spellbook that they spells that they just acquired an ability to cast or they can
have purchased with their starting funds. Remember that a keep choosing from the 1st level list.
spellbook is required to memorize spells each morning, so it
However, memorization casters do not gain spells as a part
is extremely important to protect it.
of the levelling process. They can copy spell texts into their
Your choice of spells at first level is limited by class. Check spellbook for later memorization at any time. They can copy
your class description for a list of what is available. As you spells from both scrolls and other spellbooks. The read magic
advance in levels, you can widen your spell selection to spell is very useful for this purpose. Without read magic, the
include any spells that you want. spellbook of a caster at a higher level than you will appear to
be complete nonsense. With read magic active, copying a
spell from a scroll will not consume it.
59
Magic Spell Lists

1st Level Spells 2nd Level Spells


Name Short Description Name Short Description
Beam of Light Creates a quarterstaff of pure energy Anonymity Makes you unidentifiable and forgettable
Blink Teleport a short distance Bolt of the Heavens Strike for 2d4 damage at a distance
Burden Create invisible weight upon another Bravery Raises the morale of your allies
Charm Convinces a person that you are their ally Consecrate Creates a symbol to drive away undead
Cleanse Removes dirt and filth from an area Conversation Allows telepathy with any thinking being
Cripple Causes 1d6 attribute damage to a target Crafted Clay Creates a small golem from clay
Curative Touch Heals a single target for 1d8 hit points Deconstruction Breaks a small physical object apart
Deathwatch Allows you to see death auras Delay Toxin Extends the interval of a toxin
Deep Breath Removes the need to breathe for 3 turns Divine Hammer Creates a hammer of pure energy
Detect Magic Allows you to see the glow of magic Dominate Undead Take control of an undead monster
Distraction Causes someone to lose focus Flame Grasp Deals 2d6 fire damage to a target
Dragon’s Breath Breathe flames to cause 1d4 damage Fortification Hardens a surface against penetration
Emblazon Forces opponents to make morale checks Giant’s Power Enlarges body and gives physical strength
Erosion Weakens a physical object Green Thumb Communicate with and control plants
Eternal Slumber Protect a dead body against magic Hearth & Home Creates warmth and comfort in an area
False Cure Makes a wounded person look healed Hold Fast Magically locks a door or container
Halt Stops all mundane objects flying at you Infravision Grants infravision to a target
Hex Imposes an attribute penalty on a target Insomnia A target is unable to sleep for a week
Hummingbird Conjures a small magical bird Inspection Time stops while you examine an area
Icy Touch Deals 1d6 ice damage to a target Jumper Allows multiple short range teleports
Infection Infects a target with a magical disease Magic Shell Provides protection against magic effects
Nap Get a full night’s sleep in 1 hour Mangling Grasp Mangles the body of a foe
Overwhelm Creates powerful emotions in a target Mirage Creates a complicated illusion
Passage Creates a magical door through a wall Oakheart Covers your body in protective bark
Peek Allows you to look through a wall Potent Cure Heals a single target for 2d6 hit points
Prismatic Armor Conjures a set of colorful magical armor Probing Question A question must be answered truthfully
Read Magic Allows you to read magical symbols Reconstruction Recreates a smashed or broken object
Rebellious Tongue The target cannot tell the truth Silent Void Sounds are destroyed within an area
Reflected Vision Gives you visions of previous events Slumber Put a single target to sleep
Rumors Creates a contagious false belief Stormfront Brings harsh weather to a region
Seal Fuses a door into the wall around it Strike Still Paralyzes a number of targets
Shadow Walk Transforms the body into living shadow Summon Monster Summons a monster to fight for you
Shockwave Blasts a target with air for 1d4 damage Summon Shade Summons a shadow to serve you
Storage Summons a magical treasure chest Torchlight Causes torchlight to project from an object
Summon Animal Summons a magical animal to help you Wall of Flames Creates a 30’ long wall of fire
Summon Elemental Summons an elemental to fight for you Web Fills an area with thick sticky spider webs

60
Magic Spell Lists

3rd Level Spells 5th Level Spells


Name Short Description Name Short Description
Animate Dead Animates a corpse as an undead servant Create Matter Creates a large amount of basic matter
Ball of Acid Creates an acid ball that deals 3d8 damage Disintegrate Destroys a physical object
Consumption Steals the life force from a sacrifice Feeblemind Corrupts the mind of a single target
Dismissal Banishes a summoned creature Hurricane Creates a powerful windstorm around you
Empowerment Grants magical powers to a weapon Necrostasis Prepares a corpse for undead rebirth
Enervation Inflicts a harsh curse on a target Petrification Transforms a creature into stone
Fireball Deals 3d4 fire damage within a 30’ radius Polymorph Other Transforms a target in a major way
Flight Allows you to fly around at will Refuge Creates a safe space for rest and recovery
Haste Grants you an extra action per round Regeneration Restores 1d6 hit points per round
Invisibility Grants invisibility against natural sight Scrying Allows you to spy upon a location
Neutralize Toxin Completely removes a toxin from the body Shape Earth Moves a large quantity of soil and rock
Restoration Heals either hit points or attribute damage Summon Souls Summons a horde of undead
Shield of the North Creates a flying shield of ice to protect you Telekinetics Lifts and moves objects with your mind
Summon Demon Summons a demon to bargain with Warding Circle Creates a protective barrier against magic
True Sight Allows you to see through all illusions
Watery Grave Animates a massive volume of water
6th Level Spells
Name Short Description

4th Level Spells Enchantment Creates a magical item


Name Short Description Enslavement Forces a summoned creature to serve you
Abomination Transforms a captive into an abomination Holy Mantle Protects you with the power of the divine
Analyze Magic Understand what a magical effect does Immunity Grants immunity to an elemental form
Augury Consults a divine agent for answers Resurrection Brings back a deceased humanoid
Dispel Remove a magical effect from a person Summon Devil Summons a devil to bargain with
Ethereal Form Shifts your body to the ethereal plane Sunburst Creates a massive explosion
Fell Cloud Creates a toxic fog that chokes victims Teleport Move instantly to a distant location
Glyph Creates a magical symbol that store spells
Grand Design Creates an enormous adaptive illusion
Insect Swarm A swarm of insects attacks your enemies 7th Level Spells
Mesmerize Convinces monsters that you are their ally Name Short Description
Polymorph Self Transforms your body in a major way Curse Curses an item to cause negative effects
Portal Creates stable teleport for group travel Disenchant Remove magical properties from an item
Reanimate Brings back a recently deceased humanoid Gate Creates a stable portal between planes
Summon Beast Summons a beast to serve you Immortality Prevents death from old age
Wall of Ice Creates a massive wall of ice Permanency Makes a temporary spell permanent
Wreath of Flame Consumes an enemy with fire Summon Deity Summons a deity to bargain with

61
Magic Spell Descriptions

Abomination Augury
Level: 4 Save: No Level: 4 Save: No
Duration: Permanent Range: Touch Duration: 1 turn Range: Self
This spell transforms a living humanoid into a grotesque, This spell creates a telepathic connection with a divine agent
twisted, and dangerous monster. Before casting the spell, of your choice. The typical choice is your favored deity or a
you must bind the subject and place them upon an altar in a powerful spirit. You can ask the agent as many questions as
ritualistic manner. The subject must also be at maximum hit you desire, until the spell duration expires.
points when the spell is cast.
The agent is not forced to answer honestly. They will reflect
The spell twists the nature of the subject, adding a number upon the degree to which your actions conform to their goals
of hit dice equal to your level and granting them two natural and make a decision to help you on that basis. They don’t
attacks per round (claws and bite). However, it does not make really care about your successes or failures except in relation
them into an ally. They are a wild monster and will attack to their objectives. They think about mortals in much the
anything they perceive as a threat or prey. Scholars disagree same way that you think about livestock.
about what actually happens to the soul of the subject when
Excessive use of this spell with the same
they are changed and whether or not it is possible to ever
agent can trigger divine wrath. The Judge
revert this process.
will decide upon how that manifests.
Analyze Magic Divine agents don’t mind helping you
Level: 4 Save: No from time to time, but if you become
Duration: Instant Range: Touch a nuisance then they may lash out.
This spell allows you to see the exact nature of all magical
Ball of Acid
effects that are active or dormant in an object. For example, Level: 3 Save: No
you could touch a magical sword and learn exactly what Duration: 10 rounds Range: Self
happens when it strikes an enemy. If used on a cursed item,
This spell creates a ball of acidic energy in the caster’s hand.
the curse is not activated by the touch of the caster. They can
The ball can be held in your hand without pain or injury. It
learn about the curse without becoming cursed themselves.
can be used as a tool or a weapon. It will burn through any
Animate Dead material that is vulnerable to acid, such as a metal lock.
Level: 3 Save: No
Duration: Permanent Range: Touch In a round following the casting, the ball can be thrown.
Treat such a throw as a touch attack that can be
This spell causes a touched corpse to rise as undead under
made from up to 60 feet away. The ball explodes
the control of the caster. Unless prepared for a different type
on impact, dealing 3d8 damage to the target.
of undeath by necrostasis, the undead will rise as a zombie
(or skeleton, if that is all that remains of their corpse). The The ball can also be used to make melee touch
undead can be given reasonably complex commands, but it attacks against targets for 1d8 damage. Unlike
is not dominated or directly controlled. when thrown, these attacks don’t destroy the ball.

Anonymity Beam of Light


Level: 2 Save: Yes Level: 1 Save: No
Duration: 18 turns Range: Self Duration: 6 turns Range: Self

This spell changes your physical appearance to appear as a This spell creates a solid magical beam of light in your hand.
generic version of your particular race/gender combination. The beam is slightly cool to the touch and has the texture
For example, if you are a goblin male then you will appear to of steel. It is 2 inches in diameter and 5 feet long. The entire
be an average goblin male instead of your actual appearance. beam radiates a soft white light equivalent to a torch and is
Even your closest friends will be unable to recognize you in indestructible by mundane methods.
this new form. You can wield the beam as a quarterstaff in combat. If used
Anyone who meets you while this spell is active will find you in this way, you gain an attack bonus equal to your level. A
unimpressively average and forget that they even met you hit with the beam deals 1d6 damage and you will enjoy the
within a few minutes of your departure. They are allowed a standard +1 AC for a quarterstaff. The damage is magical
spell save to remember meeting you, but this will not reveal and can injure incorporeal creatures.
your true identity or appearance. This is not an illusion, but You can also use the beam as a tool. For example, you might
a combination of transformation and mind affecting magic. use it to lever open a stone door. Just remember that the beam
is indestructible and you might need incredible strength to
actually push or pull it in a particular way.

62
Magic Spell Descriptions

Blink Cleanse
Level: 1 Save: No Level: 1 Save: No
Duration: Instant Range: Self Duration: Instant Range: Sight
This spell grants you the ability to teleport a short distance; This spell removes all non-magical toxins from physical
up to 25 yards. You will emerge facing the same direction objects, as well as clean up filth and refuse. This can be used
that you were when you made the jump. However, you will to clean up your kitchen floor, restore brackish pools to pure
be slightly disoriented upon arrival and stunned until you drinkable water, or even to safely remove the rust on an
can succeed on a wisdom test against DC 10. You can make ancient artifact. It can affect an area up to 20 cubic yards per
one test per round until successful. caster level.
Bolt of the Heavens If cast before scouring an area for hidden objects, this spell
Level: 2 Save: No effectively reduces search time by 75%. This effect will drop
Duration: Instant Range: 30 feet by 25% per day until completely gone, assuming no other
This spell projects a white bolt of lightning towards a single forces act upon the room.
target. It deals 2d4 points of holy damage to a single target
Note that this does remove toxins or diseases from the body.
(double damage to undead). If a significant obstruction
exists between you and the target, it can be hit by the bolt Consecrate
instead. If the bolt hits a conductive metal surface, the charge Level: 2 Save: No
Duration: 1 day Range: Self
can injure an indirect target.
This spell causes a brightly glowing symbol of your favoured
Bravery deity to appear floating in mid-air at a point you designate
Level: 2 Save: No
Duration: 1 turn Range: 60 feet (must be within 3 yards of where you are standing). Undead
creatures with fewer hit dice than your level cannot move
This spell raises the morale score of any NPC allies within
within 25 yards of the symbol voluntarily. This is true even
range by 4 points. This can raise their morale above 12,
through walls and other visual obstructions. Undead can
which may be very important if penalties are being imposed.
sense the power of your deity through such limitations.
Burden Furthermore, any undead within 25 yards at the time of the
Level: 1 Save: Yes
Duration: 6 turns Range: Sight casting must make a morale check at a -4 penalty. If this fails,
they will attempt to flee.
This spell creates an invisible weight that bears down on the
target. It feels like they are carrying an extra 50 lbs of equip- Consumption
ment per level of the caster. The Judge will adjust the target’s Level: 3 Save: Yes
Duration: Instant Range: Touch
encumbrance and movement rates accordingly. If the weight
is too much to bear, this may actually cause them to collapse This spell consumes the life force of a living humanoid. The
from the strain and rendered immobile. subject must be bound upon an altar in a ritualistic manner.
They must also be healthy (no toxins, no diseases, etc.) and
Charm possess over 50% of their maximum hit points.
Level: 1 Save: Yes
Duration: Variable Range: Touch The spell kills the subject and transfers their life energy to
This spell causes the touched subject to view you as a trusted you. You can hold the blood within your body and use it
friend and ally. It works on any humanoid with up to 3 hit at will to heal yourself. For every hit die possessed by the
dice. If they are being threatened or engaged in combat by subject, you can recover 1d6 hit points or heal 1 points of
you or your perceived allies; the subject gains a +5 bonus to attribute damage. Unused blood can be seen through the
their save. skin. The dark red blood is clearly visible through the skin.
While under the influence of this spell, the target views any Conversation
suggestion or request made by you as if it came from a trusted Level: 2 Save: Yes
Duration: 1 turn Range: Sight
friend. This is not mind control, but powerful influence. The
target can make a new saving throw to try and shake this This spell allows you to have a telepathic conversation with
effect once per day. a single thinking being of your choice. This can be a person,
animal, monster, or even a spirit. However, you must be able
This spell can be cast and held in the hand for up to 2 turns
to see the target. If you want to speak to invisible beings, you
until discharged by touching a target. If the target makes the
need to see them somehow (e.g. true sight). You must specify
saving throw, they know you did something but not exactly
the conversation target at the time of casting. It cannot be
what happened. If they fail the saving throw, they perceive
changed during the spell duration. If the target does not want
the touch as normal.
to talk to you, they can make a spell save.
63
Magic Spell Descriptions

Crafted Clay Curse


Level: 2 Save: No Level: 7 Save: No
Duration: 36 turns Range: 10 feet Duration: Permanent Range: Touch
This spell infuses life into raw clay, creating a small golem. This spell infuses negative magical properties into an item.
You must gather the fresh wet clay before casting. The spell When you first learn this spell, you also gain the baseline
will animate up to 10 lbs. of clay per caster level. Hardened technique called cursed weapon. This curses a weapon to
clay (e.g pottery) will shatter and cause the spell to fizzle. impose a -1 penalty to-hit for anyone using it.
The golem has no combat abilities, but if attacked it has an You can learn additional techniques to create other kinds of
armor class of 10 and 1d4 hit points. It can carry up to twice cursed items by searching for records of such knowledge in
it’s weight and perform most basic tasks. You can speak with the libraries of enchanters. There are many different ways to
it telepathically up to a distance of 10 miles and the golem harm the user of an item. The Judge may also allow you to
always understands you perfectly. experiment to create your own innovative techniques.
Create Matter Note: All cursed items are perceived by their users to be pos-
Level: 5 Save: No itive magical weapons and they will not give them to anyone
Duration: Permanent Range: 30 feet else voluntarily.
This spell creates a pure form of basic matter. It creates up to
Deathwatch
10,000 lbs. of the material that arrive in raw chunks of a size Level: 1 Save: No
that you determine. You can choose a type of matter from Duration: 2 turns Range: Self
the following list; fiber, leather, iron, resin, salt, soil, stone,
This spell gives you the ability to see death auras. Anything
water, or wood.
that is wounded has a red aura surrounding them. A darker
For example, you could create stone in the form of either one red indicates a higher degree of injury. A corpse has a very
solid boulder weighing 10,000 lbs or divide that into four deep maroon aura around it. Undead have a blue aura.
cubes of 2,500 lbs each. This spell is very useful for building Divine beings have a white aura.
projects in isolated areas or for blocking passages to prevent
The auras are visible through a single obstruction up to five
movement. A clever caster can also make good use of inclines
feet thick, but not a second obstruction (e.g. into the next
and unusual natural features to have a wide range of effects.
room but not the room beyond). They are visible out to your
Cripple normal range of vision.
Level: 1 Save: Yes
Duration: Permanent Range: Touch Deconstruction
Level: 2 Save: No
This spell causes a wound in the target to worsen and become Duration: Instant Range: 10 feet
permanently damaged. The touch reduces an attribute of
This spell unmakes an object built by an intelligent creature.
your choice by 1d6. Note that this is not hit point damage. If
This includes mechanical devices (e.g. traps, locks, and so
it reduces an attribute to zero, the target will be slain.
on), but would not include rocks, dirt, or living beings. Any
The target experiences severe pain when touched and object that meets these criteria can be targeted by the spell,
must immediately make a morale check at a -2 penalty. up to a maximum weight of 10 lbs. per caster level.
Furthermore, the attribute damage is visible. For example,
The remains of the object can be levitated to your hands as a
dexterity loss could manifest in a permanent limp while
part of the resolution. The process is directed by your mind,
wisdom loss might be damage to your eyes and/or ears.
so if you want to keep portions of the object intact that is
Note: If the target is at their maximum hit points when allowed. For example, you could deconstruct a trap in a way
touched, the spell fizzles to no effect. that keeps it intact so that it can be reused for your own pur-
poses.
Curative Touch
Level: 1 Save: Yes Deep Breath
Duration: Instant Range: Touch Level: 1 Save: No
This spell channels healing energy into a living being. The Duration: 3 turns Range: Touch
target is healed for 1d6 hit points. It can also be used against This spell removes the need to breathe from the subject. This
the undead as a touch attack, dealing 1d8 points of damage allows them to function without oxygen anywhere, such as
instead of healing them. while underwater or buried in the ground. Note that the
subject is not breathing through gills or a mutation. They
This spell can be cast and held in the hand for up to 3 rounds
simply do not feel the need to breathe.
until discharged by touching a target. While being held, your
hand will be sheathed in soft blue light.

64
Magic Spell Descriptions

Delay Toxin Dismissal


Level: 2 Save: No Level: 3 Save: Yes
Duration: 18 turns Range: Touch Duration: Instant Range: Sight
This spell stops the clock with respect to an active toxin. This This spell immediately banishes a summoned being back to
can even stop a toxin that is still in the incubation phase. it’s home plane. The caster who summoned it can make a
When the spell duration expires, the toxin begins to progress saving throw to resist this spell.
normally once again.
Dispel
For example, assume a companion has been bitten by a snake Level: 4 Save: No
with venom that has an incubation period of 2 minutes. After Duration: Instant Range: Touch
that, they begin to take 1 point of constitution damage every This spell allows you to destroy one active magical effect in
10 minutes until they hit a maximum of 2d6 damage. If you a person touched while casting. If there are multiple magical
cast this spell during the first two minutes after the bite, it effects, you can choose from any known to you. For example,
would effectively extend that time frame up to 18 turns + 2 you have an ally that is under the effect of both charm and
minutes (182 minutes; since 1 turn = 10 minutes). enervation. If you are aware of either spell, you can choose
to specifically remove it. Otherwise, there is an equal chance
Even if you couldn’t cast the spell until 15 minutes after the
of removing either magic effect (in this case, 50%).
bite, you would be able to stop the damage for 3 hours (180
minutes) before it would start again. If you can get a cure for Distraction
the subject within that time frame, they would only have to Level: 1 Save: Yes
live with that 1st point of constitution damage. Duration: 1 turn Range: Sight
This spell distracts the mind of a single target and causes
Detect Magic
Level: 1 Save: No them to pay much less attention to their surroundings. They
Duration: 1 turn Range: Self will go into a daze and perceive almost nothing around them.
If asked later, they will remember this time as simple day-
This spell gives you a feeling for the rough distance and
dreaming. They will only notice very obvious things; such as
direction of any active magical effect that is within 50 feet +
loud metal clanging, shouting or waving a hand directly in
10 feet per caster level of your current location. This includes
front of their face. Combat will always be noticed.
magical items, creatures, and active spells. Anything that
comes within your sight distance also glows softly while Divine Hammer
this spell is active. You are the only one who perceives this Level: 2 Save: No
glow. This spell does not give you any information about the Duration: 6 turns Range: Self
nature of the magical effect. This spell creates a hammer of pure magical energy in your
hand. This can be used as a weapon to deal 2d6 damage per
Disenchant
Level: 7 Save: No strike, both in melee and when thrown. Each strike causes
Duration: Permanent Range: Sight a loud boom (roll for attracted monsters each time) and
deafens the target for 10 rounds. It can also be used as a
This spell allows you to destroy all active magical effects in a
sledge to reduce your force throw by 10, but you must roll
single item, a single creature, or spells active within an area
twice for attracted monsters.
of up to 25 cubic feet. This includes removing magical curses
from items. It will not destroy the items or creatures, but Dominate undead
simply remove their magical properties. For example, it will Level: 2 Save: No
turn a magical wolf into a normal wolf. Duration: 3 turns Range: Sight
This spell allows you to take control of undead creatures.
Disintegrate
Level: 5 Save: Yes When cast, roll 2d6. You can seize control of undead up to
Duration: Permanent Range: Touch that many hit dice total, starting with the lowest hit dice.
Once under your control, you can direct the undead tele-
This spell causes the touched object or individual to dissolve
pathically up to a range of 1 mile until the end of the spell
into dust. As a general rule, up to 10 cubic feet of matter can
duration.
be destroyed by this spell. If the target is a component of a
larger object, (e.g. a load-bearing wall) gravity will have it’s For example, let’s assume you cast this spell in the presence
normal effect on the remaining object(s). Ultimately, the of three 1-hit-die zombies and two 3-hit-die ghouls. You roll
extent of destruction is determined by the Judge. 2d6 and get a result of 7. You take control of the zombies and
one of the ghouls. You cannot take control of both ghouls,
You can always choose a lesser amount than allowed. For
despite their having less than 7 hit die when taken together,
example, you could choose to only destroy a suit of armor
because you must take the lower hit die zombies first.
and not it’s wearer to deny that character a spell save.

65
Magic Spell Descriptions

Dragon’s Breath Enervation


Level: 1 Save: No Level: 3 Save: Yes
Duration: Instant Range: 5 feet Duration: Permanent Range: Touch
This spell allows you to spew forth a burst of fire from your This spell places a powerful curse upon an intelligent being.
mouth like a dragon. The flame manifests as a narrow cone This deals 2d4 damage to each of their attributes, down to a
and deals 1d4 points of fire damage to a single target. It will minimum value of 3. Roll seperately for each attribute. This
ignite nearby flammable materials and is occasionally useful damage does not occur in one burst, but instead comes down
as a tool to awe the simple-minded. The spell also creates a at a rate of 1 point every 6 turns (1 hour). To the victim,
momentary burst of light that fades with the fire. it feels like a sickness. The damage does not heal normally
through rest, it can only be removed by magic.
Emblazon
Level: 1 Save: No This spell can be cast and held in the hand for up to 2 turns
Duration: 1 turn Range: Self until discharged by touching a target. If the target makes the
This spell causes a brightly glowing symbol of your favored saving throw, they know you did something but not exactly
deity to appear in front of your body. Anyone who looks at what happened. If they fail the saving throw, they perceive
you or the symbol must immediately make a morale check at the touch as normal.
a -2 penalty. This can only be avoided by not looking in your
Enslavement
direction (e.g. they cannot attack you). Level: 6 Save: Yes
Any undead within 50 feet that has hit dice equal to or less Duration: Permanent Range: Sight
than your caster level must make a morale check at a -5 This spell seizes control of a summoned creature from
penalty every round. This is true whether or not they are another caster. The opposing caster can use their own saving
looking in your direction. They are afraid of the power of throw to resist this spell. If the save fails, the creature is now
your deity. Morale failure has normal consequences. permanently trapped in the material world. It is under your
domination. This spell cannot be used against demons or
Empowerment
Level: 3 Save: No devils, as they are simply too strong to be dominated.
Duration: 18 turns Range: Touch Keeping a summoned creature enslaved in this manner
This spell temporarily transforms a normal weapon into a drains a minor amount of magical energy from your body at
magical one. Anyone using the weapon gains a +1 bonus all times. If the creature is slain or released from your control,
to-hit and damage. You can designate a single type of enemy this drain ceases. For this reason,you can only have a number
(e.g. giants, bears, demons, elementals, elves, etc.) and the of enslaved creatures equal to your level.
bonus will increase to +3 when used against that type. This
A released creature will remember everything that happened.
weapon will also damage any opponents that are immune to
If treated poorly or simply of a foul temperament, it may try
damage from normal weapons.
to exact revenge if it sees an opportunity to do so.
Enchantment
Level: 6 Save: No Erosion
Level: 1 Save: No
Duration: Permanent Range: Touch
Duration: Permanent Range: Touch
This spell infuses positive magical properties into
This spell weakens the structural stability of an object. This
an item. When you first learn this spell, you also
can be a support beam inside of a building, a piece of cloth, a
gain the baseline technique called magic weapon.
weapon, or virtually any kind of non-living material that you
This improves a weapon to provide a +1 bonus
can imagine. It can affect a mass with a volume up to 1 cubic
to-hit for anyone using it.
yard per caster level.
You can learn additional techniques to create
The subject is weakened and in most cases unusable until
other kinds of magical items by searching for notes
repaired, but not completely destroyed. However, heavy
in the libraries of enchanters. There are a multitude
load-bearing objects may collapse after being weakened.
of magical effects that can be added to an item. The
Magical and/or enchanted materials cannot be affected by
Judge may also allow you to experiment to create
this spell. If you touch such materials, the spell will fizzle.
your own innovative techniques.
This spell can be cast and held in the hand for up to 3 rounds
Note: Everyone is able to tell that an item is
until discharged by touching a target. While being held, your
magical, unless it is cursed or one of it’s magical
hand will be sheathed in soft green light.
qualities is to appear normal. However, this does not
tell you how it works. A spellcaster can study it to
identify it’s properties.

66
Magic Spell Descriptions

Eternal Slumber Fireball


Level: 1 Save: No Level: 3 Save: No
Duration: Permanent Range: Touch Duration: Instant Range: Self
This spell grants permanent peace to the soul of a dead This spell creates a ball of fire in the caster’s hand. The ball
humanoid. The corpse dissolves into nothing as the spell is can be held in your hand without pain or injury. It can be
cast. They cannot be resurrected, raised, turned into undead used as a tool or a weapon. It will burn through any material
of any form, summoned back to be consulted, and so on. that is vulnerable to flame, such as a wooden door.
The soul can never be recovered. It is gone forever. Note: this
In a round following the casting, the ball can be thrown.
spell has no effect on undead (active or slain).
Treat such a throw as a touch attack that can be made from
Ethereal Form up to 60 feet away. The ball explodes on impact, dealing 3d4
Level: 4 Save: No damage to everyone within 15 feet of the impact point.
Duration: 18 turns Range: Self
The ball can also be used to make melee touch attacks against
This spell shifts your body to the ethereal plane, a parallel
targets for 2d6 damage. Unlike when thrown, these attacks
plane to the material world where magical beings reside.
don’t destroy the ball.
While on the ethereal plane, you are invisible to creatures
in the material world. They are not invisible to you, but your Flame Grasp
other senses do not carry over. You can only see them. You Level: 2 Save: No
Duration: 6 rounds Range: Touch
cannot interact with them in any way.
This spell causes flames to engulf the hand of the caster. This
You are also visible to the native creatures of the ethereal
deals no damage to their skin, nor does the heat of the flames
plane, many of which are hostile. They can attack you and be
harm the caster. However, the caster can then make touch
attacked in return. Stay sharp!
attacks on their enemies to deal 2d6 points of fire damage.
False Cure The heat of the flames can melt ice and snow at the same rate
Level: 1 Save: Yes as a mundane fire.
Duration: 36 turns Range: Touch
Flight
This spell makes a severely injured humanoid look and feel Level: 3 Save: No
like they have been restored to excellent health. The target’s Duration: 3 turns Range: Self
skin appears normal and unharmed. Pain is suppressed.
This spell allows you to fly in any direction at twice your
Dripping blood and other evidence of the spell’s deception
sprinting speed. You have perfect maneuverability and
are rendered invisible. However, this does not heal the injury
can change direction at any moment without taking your
in any way. A successful saving throw by the target reveals
momentum into account. However, this does not give you
that it was all an illusion. Onlookers do not receive a saving
the ability to breathe at high altitudes. Be smart about where
throw unless they closely examine the target.
you fly, Icarus.
Feeblemind
Level: 5 Save: Yes Fortification
Level: 2 Save: No
Duration: Permanent Range: Touch
Duration: Permanent Range: Touch
This spell destroys a humanoid’s cognitive ability. They will
This spell causes a wall, door, or large object to permanently
revert to a mindless state of confusion, like a senile elder. If
gain 5 points of armor class and 100 hit points. This can
this affect’s a player character, the Judge takes the character
harden up to 50 square feet of surface area. Although this
sheet from the player until the mind is restored via dispel or
spell was initially developed to bolster castle defenses by a
other magic.
cabal of court mages, it’s utility stretches far beyond military
Fell Cloud applications.
Level: 4 Save: No
Duration: 3 turns Range: Touch Gate
Level: 7 Save: No
This spell causes foul green fog to stream forth from your Duration: 1 turn Range: Touch
palm and extend out to form a roughly circular shape that is
This spell creates a magical door in a solid wall. This door
30 feet in diameter. It will disperse and/or move if affected by
will teleport anyone passing through it to another plane
strong wind. Anyone that enters the cloud area must make a
(an alternative dimension). Choose the destination plane
poison save each round or choke on the toxic fumes. During
when casting. If you have been to the plane before, you can
any round where they fail a save, they are unable to take any
choose a specific destination. Otherwise, the endpoint will
action and take 1d6 damage to every attribute (roll for each
be random. Anyone within the frame of the gate when the
attribute separately). If this reduces an attribute to zero, they
spell ends must make a reflex throw or be crushed to death.
will perish immediately.
67
Magic Spell Descriptions

Giant’s Power Green Thumb


Level: 2 Save: No Level: 2 Save: No
Duration: 3 turns Range: Touch Duration: 3 turns Range: Self
This spell increases a humanoid’s size so that they stand 10 This spell allows you to telepathically speak with and control
feet tall and have a strength modifier of +10. Any clothing, plants. It does not increase the intelligence of the plants, so
armor, or equipment worn by the target is stretched by the keep the questions simple and easy to understand. A plant
spell so that has the same proportions. can give you raw information (e.g. “he was moving north”),
but it will not be able to draw inferences about what it means.
Glyph
Level: 4 Save: No Any orders given to the plant are followed as if the plant was
Duration: Permanent Range: Touch animated, but it is unable to move it’s base. For example, a
This spell creates a symbol of magical energy on a surface. tree could grab a bystander with their branches but it could
The symbol is approximately five inches in diameter and not uproot and walk around.
glows softly (candlelight). On the following round, you can
Halt
cast a second spell into the glyph and designate the trigger Level: 1 Save: Yes
conditions under which that spell will be discharged. Duration: 6 turns Range: Touch
The trigger conditions are completely This spell stops all inanimate objects flying towards you.
up to you. The spell might be trig- While active, you can stop anything in your field of vision
gered by the next elf to walk that is moving in your general direction. You must tell the
through a nearby door. The Judge every time you want to stop something in this way. If
spell could be triggered by you try to use this power this while engaged in combat or
the next person to look at the spellcasting, you must first make a wisdom test against DC
glyph. The spell could even 15 to concentrate.
be set to trigger the next time
The size of the objects is irrelevant, everything from tiny
you touch the glyph and think
arrows to boulders are stopped. Be aware that large objects
about a target for the spell. Many
may cause indirect injuries to anyone standing beneath them
casters use this to store defensive
when they fall to the ground in this way. This spell does not
spells in their home.
affect magical items or anything that is moving at you from
Dormant glyphs are sustained by drawing a minor amount an angle outside of your field of vision.
of magical energy from your soul. This draw ceases when
Haste
they are triggered. However, because of these factors a caster Level: 3 Save: No
can only have a number of dormant glyphs equal to their Duration: 1 turn Range: Touch
level.
This spell doubles the target’s speed and allows them to take
Grand Design two actions per round in combat. Their heightened state will
Level: 4 Save: Yes be immediately obvious to any onlookers. Breathing will be
Duration: 12 turns Range: Self very rapid. Eyelids will blink much more quickly.
This spell creates a powerful illusion within a 90 foot radius
Hearth & Home
of your location. This illusion can be anything desired. It can Level: 2 Save: No
also have effects in all five senses; sight, sound, touch, taste, Duration: 48 turns Range: Touch
and feel. It will behave however you wish. This is true even
This spell creates a warm and hospitable environment that
if you are not present. You can even leave the illusion with
improves rest and relaxation. It can affect an area up to 50
behavior programming so that they act in a certain way in
cubic feet in volume. This might be a small cabin, a dungeon
response to certain stimuli.
room, or even the area around a campsite on the side of a
For example, you could create the illusion of a dragon and mountain. Environmental cold, wind, and similar effects are
provide it with instructions on how to behave. If anyone tries unable to penetrate this area.
to enter the area, the dragon is commanded to threaten them
Within the spell area, rest times are halved (including sleep-
in a particular manner and use certain phrases in an attempt
ing times). Anyone who spends the entire duration within
to drive the intruders away.
the boundary will recover 1d4 hit points on top of any other
Anyone who remains in the presence of the illusion can effects. Any wet clothes or equipment will also dry at a rapid
make a new saving throw every turn. rate, thus making the spell an effective defense against hypo-
thermia as well.

68
Magic Spell Descriptions

Hex Hurricane
Level: 1 Save: Yes Level: 5 Save: No
Duration: 12 turns Range: Touch Duration: 10 rounds Range: Self
This spell places a curse upon an intelligent being. While This spell causes winds to swirl around your body. The wind
cursed, all attribute tests (including attacks in combat) suffer will form an eye about 5 feet in diameter, centered on your
a penalty equal to twice your level. For example, a 3rd level body. It will pick up any loose objects weighing less than 20
caster would impose a -6 penalty on the target. lbs. and turn them into swirling debris. The wind is strong
enough to extinguish fires, torches, and anything else that
This spell can be cast and held in the hand for up to 2 turns
would be disrupted by such forces.
until discharged by touching a target. If the target makes the
saving throw, they know you did something but not exactly Everyone within 60 feet of you must make
what happened. If they fail the saving throw, they perceive a reflex throw each round or be swept
the touch as normal. off their feet and carried by the wind.
Simultaneously, the flying debris will cause
Hold Fast
Level: 2 Save: No anywhere between 1d6 and 5d6 damage
Duration: Permanent Range: Touch per round (Judge’s decision based on the
environment) regardless of the success or
This spell creates a magical lock on a door, container, or
failure of the reflex throw. Additionally,
similar object. The lock can only be opened by the caster.
water will condense within the swirling
It cannot be picked, but it can be removed by disenchant.
vortex and soak everyone except you.
Anyone that tries to force open the lock must raise their
force throw by 20. Outside of the 60 foot radius, there will be
weakened gusts of wind and splashes of
Holy Mantle
Level: 6 Save: No water. This will not be enough to have
Duration: 3 turns Range: Self game-relevant effects, but it may
frighten away animals and onlookers.
This spell causes you to glow with the light of the divine. This
light provides good illumination out to 120 feet and is blind- Note that if this spell is cast in a confined area, the Judge
ing to anyone within 30 feet that looks in your general direc- may simply have the spell fizzle due to inadequate space. You
tion. The light also bends weapons away from your body and cannot create a hurricane in a hallway.
grants a +5 bonus to armor class (this does not stack with
Icy Touch
other magical bonuses to armor class). Level: 1 Save: No
Undead with less than 10 hit dice will experience automatic Duration: Instant Range: Touch
morale failure as soon as they see you. Undead with more This spell creates incredible cold within a touched surface. It
than 10 hit dice must make a morale check every round at a can affect an area up to 2 square yards per caster level. Water
-5 penalty to remain in your presence. vapor in the vicinity will stick to the surface of the object and
freeze, often preventing normal interaction. For example, a
Hummingbird
Level: 1 Save: No frozen lock will not open. If you are touching the floor, this
Duration: 1 turn Range: Self can be a major slipping hazard.
This spell creates a brightly-colored hummingbird in the This spell can be cast and held in the hand for up to 2 turns
palm of your hand. It is a creature of pure magic that you until discharged by touching a target. It can be used as a
control mentally. It cannot strike for damage in combat. If touch attack on living tissue, dealing 1d6 damage. If a limb
attacked, it has an armor class of 25 and 1 hit point. It can fly is struck in this manner, it is considered crippled until fully
at a speed of up to 300 feet per round. healed. For example, you might grab someone’s arm and
cause severe frostbite. If not healed within a day, this could
The hummingbird creates a loud humming sound that can be
become a permanent injury.
heard up to 250 feet away. The sound may attract unwanted
attention. The voice of anyone within 20 feet of the bird Any ice formed by this spell will melt at a normal rate, which
simply cannot be heard due to the noise. As they get further may be quite slow in a cool underground environment like
from the bird, bits and pieces can be understood. You can most dungeons. It is possible that repetitive use of this spell
hear conversation normally at a distance of 50 feet. could undermine the integrity of underground structures
by widening cracks through the freezing and refreezing of
Anyone within 5 feet of the bird is severely impaired and
water. It is the responsibility of the Judge to determine such
suffers a -3 penalty to all d20 rolls. Spellcasters within 20 feet
an impact.
of the bird must make a paralysis throw just to cast a spell.
Failure will cause the spell to fizzle and be lost.
69
Magic Spell Descriptions

Immortality Insomnia
Level: 7 Save: No Level: 2 Save: Yes
Duration: Permanent Range: Self Duration: 7 days Range: Touch
This spell changes the caster so that they cannot die of old This spell prevents the target from getting any sleep during
age. However, their body will still continue to decay at it’s the next week. They can try to sleep, but they will only toss
normal rate. Eventually, the caster will transition through and turn restlessly. The lack of sleep will have it’s normal
looking like a zombie or vampire. When all of the flesh has effects (see the survival section for details). If compelled to
finally disappeared, they will look like an animated skeleton. sleep by magic, this spell is only suspended for 8 hours.
This can have negative effects on social interaction.
This spell can be cast and held in the hand for up to 2 turns
Immunity until discharged by touching a target. If the target makes the
Level: 6 Save: No saving throw, they know you did something but not exactly
Duration: 6 turns Range: Self what happened. If they fail the saving throw, they perceive
This spell grants complete immunity to one single type of the touch as normal.
elemental damage. Choose a type from the following list:
Inspection
acid, earth, fire, lightning, sonic, water/ice, or wind/air. Level: 2 Save: No
This applies to both damage dealt by spells and be creatures Duration: Instant Range: Self
aligned to that element, such as elementals or mephits.
This spell causes time to stop. While time has stopped, you
Infection cannot move any part of your body (including your eyes).
Level: 1 Save: Yes However, you can ask the Judge any question about anything
Duration: Permanent Range: Touch within your frozen field of vision. You have plenty of time to
This spell infects the target with a magical toxin. The toxin focus on all the available sensory data.
has a gestation period of 3d10 hours. Roll 1d6 to randomly
You can think about the data as long as you want, even up to
determine which attribute is damaged. Apply 1d8 damage
the point of making intelligence or wisdom tests to interpret
to that attribute. If this spell reduces an attribute to zero, the
it. For example, you might want see some magical symbols
target will be slain. Symptoms are up to the Judge and based
on the wall and ask what they mean. The Judge may require
on the attribute that was rolled. Damage can be healed in the
a roll before telling you the answer.
same manner as a mundane toxin.
All of this takes place while time is stopped. For that reason,
This spell can be cast and held in the hand for up to 2 turns
you cannot speak with the other players during this time.
until discharged by touching a target. If the target makes the
You can only speak to the Judge. When you are done, time
saving throw, they know you did something but not exactly
resumes normally as if you never left. To other characters, it
what happened. If they fail the saving throw, they perceive
appears as if your spell fizzled.
the touch as just a normal touch.
Invisibility
Infravision Level: 3 Save: No
Level: 2 Save: No Duration: 3 turns Range: Touch
Duration: 18 turns Range: Touch
This spell makes the target invisible to natural vision modes,
This spell allows the target to see as if they had infravision.
including infravision. They will still make sounds normally,
If cast upon a being that already has infravision, such as a
so care should be taken to avoid giving away their presence
dwarf, it extends the range of their infravision by 90 feet.
through noise (use the sneak throw for this if necessary). If
Insect Swarm they attack someone in combat while invisible, the effect will
Level: 4 Save: No cease and they will reappear.
Duration: 6 rounds Range: Touch
Jumper
This spell causes a massive swarm of insects to fly from your Level: 2 Save: No
palm and attack targets that you designate. You can change Duration: 10 rounds Range: Self
the target from round to round. Targets will be swarmed,
This spell grants you the ability to teleport up to 30 feet every
automatically stunned, and subjected to 2d6 damage per
round until the spell expires. Unlike with blink, you will
round. This does not require an attack roll and it cannot be
arrive facing the direction of your choice and you will not be
resisted. The swarm itself can move up to 30 feet per round.
disoriented. The teleport does not count as a combat action,
The swarm can be dispersed and/or destroyed by high winds, so you can make attacks before or after the jump. The Judge
flames, explosions, blasting spell damage, or any similar may decide that these jumps trigger morale failure in some
event. The Judge is a final authority on what will or will not creatures, particularly wild animals.
disperse and/or destroy the swarm.

70
Magic Spell Descriptions

Magic Shell Nap


Level: 2 Save: No Level: 1 Save: No
Duration: 3 turns Range: Touch Duration: 6 turns Range: Touch
This spell grants the target protection against magical attacks. This spell allows someone to experience more restful sleep
A spell that directly targets them has a 20% chance of spell than normal. They can get the effect of 8 hours of sleep in
failure (on top of any normal failure chance). Furthermore, a mere hour. If the target doesn’t voluntarily sleep within 1
their spell saving throw is reduced by 5 and they can make hour of the casting, the effect fizzles. This does not actually
spell saves against any magical effect, even one which they force them to sleep.
normally).cannot resist with a save (such as the damage from a fireball
Using it on the same target again before the they are able
actually sleep a full night results in a cumulative -1 penalty
Mangling Touch per casting to all actions until true sleep is experienced. You
Level: 2 Save: Yes cannot cast this spell on yourself.
Duration: Permanent Range: Touch
Necrostasis
This spell causes 1d6 damage to a target and mangles a limb. Level: 5 Save: No
It must be delivered by touch attack against that limb within Duration: Permanent Range: Touch
1 turn of being cast. The mangled limb is hideously deformed
This spell allows you to prepare a
by the attack and is treated as if totally crippled. It can only
corpse for undead service. When you
be restored by magic that heals at least 10 points of damage
first learn this spell, you also gain the
in a single casting or remove curse. The target experiences
baseline technique for a ghoul. This
immediate morale failure when they see the horror of what
involves packing a fresh corpse in a
has happened.
barrel of salt, casting this spell upon
Mesmerize it, and storing the barrel in a cool dry
Level: 4 Save: Yes location. After a year, you can remove the
Duration: Variable Range: Sight corpse and cast animate dead upon it. A
This spell causes everyone in your presence to view you as ghoul will rise instead of a skeleton/zombie.
a trusted friend and ally. It works on both humanoids and
You can learn additional techniques to create other kinds of
monsters with up to 10 hit dice or levels. If threatened or
undead by searching for records of such knowledge in the
engaged in combat with you or your perceived allies; the
libraries of necromancers. There are many different ways
subject gains a +5 bonus to their save.
to create unique undead. The Judge may also allow you to
While under the influence of this spell, a target views any experiment to create your own innovative techniques.
suggestion or request by you as if it came from a trusted
Neutralize Toxin
friend. This is not mind control, but powerful influence. A Level: 3 Save: No
target can make a new saving throw to try and shake this Duration: Permanent Range: Touch
effect once per day.
This spell completely removes a toxin from the body of the
Mirage target. Any damage that has already been dealt by the toxin
Level: 2 Save: Yes is not removed, but it can be healed normally.
Duration: 6 turns Range: Self
Oakheart
This spell creates a powerful illusion within a 30 foot radius Level: 2 Save: No
of the caster. This illusion can be anything desired; a dragon, Duration: 12 turns Range: Self
a fog bank, a pile of gold, a house, etc. It can have effects in
This spell covers your body in thick protective tree bark. You
all five senses; sight, sound, touch, taste, and feel. The illusion
can control the color of this bark. If you are clever with how
can also move or change in whatever manner you desire, so
you press your body against a living tree, this could be very
long as you concentrate on the effect while it is moving or
effective camouflage.
changing. Anyone who remains near the illusion can make a
new saving throw every turn. Anyone that strikes you for damage while the spell is active
will have their damage reduced by your level. Thus a 3rd
If you travel more than 120 feet from the illusion, it will
level caster would reduce a 5 hit point injury to only a 2 hit
revert to a static image. Anyone witnessing this reversion
point injury.
will automatically succeed on their saving throw and see the
illusion as false.

71
Magic Spell Descriptions

Overwhelm Polymorph Self


Level: 1 Save: Yes Level: 4 Save: No
Duration: 3 rounds Range: Sight Duration: 144 turns Range: Self
This spell creates an overwhelming rush of emotion that This spell changes your physical form to that of any other
shuts down a humanoid’s mental faculties. Their eyes glaze creature you desire. You can alter your form up to 10 times
over, they cease to perceive anything around them, and they your normal form (e.g. a small dragon) or down by the same
collapse to the ground. While incapacitated in this way, they proportions (e.g. a cat). No adjustment time is required to
are completely helpless against attack. adjust to the new form. You can use the body parts of the
new form as if you had them all your life. You can speak in
Passage
Level: 1 Save: No the new form, but only in languages that you know.
Duration: 2 rounds Range: Touch
Portal
This spell creates a magical door through a solid wall so that Level: 4 Save: No
you and several others to move through to the other side. It Duration: 1 turn Range: Touch
cannot be used to pass through a wall more than 5 feet thick. This spell changes a normal door into a magical passage
Anyone within the door frame when the spell ends must between two locations. The door must be closed at the time of
make a reflex throw or be crushed to death. casting and it will glow softly while the spell is active. When
opened, instead of leading to the next room the door will
Peek
Level: 1 Save: No now open to a target location that you have touched in the
Duration: 1 turn Range: Self past. The target location can be anywhere, it does not have to
fit the entrance criteria (e.g. passing through the door might
This spell allows you to look through any kind of material up
take you into a field, it doesn’t necessarily have to be another
to 2 feet thick and see what is on the other side. It can be used
doorway).
to see through thin walls, doors, foliage, into containers, and
much more. The spell does not create light on the other side, The portal is stable for the duration of the spell, allowing
so it may be too dark to actually determine what is there. multiple people to pass through with you. Anyone within the
portal frame when the spell ends must make a reflex throw
Permanency
Level: 7 Save: No or be crushed to death.
Duration: Permanent Range: Touch
Potent Cure
This spell changes the duration of any active magical effect Level: 2 Save: Yes
to be permanent. For example, you could create a portal Duration: Instant Range: Touch
between two locations and then cast this spell to make that This spell channels healing energy into a living being to
portal a permanent fixture in the world. It cannot be used on restore 2d6 hit points. This spell can also be used against
a spell with a duration of instant. the undead as a touch attack, dealing 2d8 points of damage
instead of healing them.
Petrification
Level: 5 Save: Yes This spell can be cast and held in the hand for up to 6 rounds
Duration: Permanent Range: Sight until discharged by touching a target. While being held, your
This spell turns a living creature into a stone statue. They are hand will be sheathed in bright blue light (torch equivalent).
not killed, but placed in a state of suspended animation. This
Probing Question
effect can only be reversed by dispel. If the statue is damaged Level: 2 Save: Yes
before dispel is cast, that damage will be reflected on their Duration: Instant Range: Sight
restored body. For example, if someone breaks off an arm or
This spell compels anyone who hears your next question to
leg of the statue, then it will be missing from the body when
answer it truthfully. Each individual will be allowed their
it returns to flesh and blood.
own saving throw. If you want to only target a single person,
Polymorph Other you can specify that you are speaking to them in the way that
Level: 5 Save: Yes you phrase the question.
Duration: 36 turns Range: Self
For example, “Your majesty, who is behind the attacks on
This spell changes the physical form of a living creature to
the Winterwood settlements” would only target the King.
that of any other creature you desire. For example, you could
The steward standing at their side would not think you were
turn a human into a donkey. You can also alter their from up
talking to them.
to twice their normal size or down by half. No adjustment
time is required to adapt to the new form. Use of the new If you do not ask a question within 2 turns of casting this
body parts is natural and instinctive. The subject can also spell, it fizzles to no effect.
still speak in any languages that they know.
72
Magic Spell Descriptions

Prismatic Armor Reconstruction


Level: 1 Save: No Level: 2 Save: No
Duration: 12 turns Range: Self Duration: Instant Range: 10 feet
This spell creates a colorful shimmering barrier around This spell restores an object built by an intelligent creature
your body. The barrier provides an armor class bonus equal to it’s original configuration. This includes doors, buildings,
to twice your level up to a maximum of +6. This does not or even mechanical devices (e.g. traps, locks, and so on).
stack with other magical bonuses to armor class. The armor’s However, it would not include rocks, dirt, or living beings.
colors will also either terrify or attract (50% chance either
Any object that meets these criteria can be targeted by the
way) any kind of wild animal or monster of low intelligence
spell, up to a maximum weight of 5,000 lbs. All of the object’s
that observes it. It is effectively impossible to hide, sneak or
components will levitate and then reassemble themselves.
escape notice while this spell is active.
The spell will only effect the remains of the object that are
Read Magic currently present. It cannot change the chemical state of
Level: 1 Save: No materials or create missing parts.
Duration: 3 rounds Range: Self
For example, using this on a burnt building would leave its
This spell allows you to read magical glyphs and scrolls
wood charred and its metal melted. It would also leave huge
without causing their magic to trigger. You can use this to
holes in the structure since most of the wood was actually
scribe the scroll into your own spellbook without destroying
destroyed in the fire and no longer exists.
it in the process. It can also be used to transcribe spells from
a higher level spellcaster’s spell- Reflected Vision
book. Without the aid Level: 1 Save: No
Duration: Instant Range: Touch
of this spell, the spell-
book of a higher level This spell allows you to touch an object to experience a vision
spellcaster appears of it’s past. You will experience the most extreme emotional
to be gibberish. event that occurred within 30 feet of the touched object.
Anger, arguments, and violence are typical results.
Reanimate
Level: 4 Save: No For example, you may touch an old chair and experience a
Duration: Instant Range: Touch vision of a violent argument that occurred with someone
This spell restores life to a humanoid who has died in the who sat in that chair in the past.
past week. They regain consciousness with 1 hit point. All Essentially permanent objects like rocks and metal may
of their attribute damage remains in place, unless the victim trigger largely useless memories from centuries past. It is
died from attribute damage in which case any zeroed attrib- often better to chose an object with a shorter lifetime or a
utes are raised to 3. This does not treat wounds or injured per specific use that is more likely to yield helpful information.
se, thus a victim that has been crushed or decapitated cannot
be restored. This also does not reverse the aging process, so Refuge
it cannot restore someone who dies of old age. Level: 5 Save: No
Duration: 60 turns Range: Touch
Rebellious Tongue This spell creates door in a solid surface (wall, ground, etc)
Level: 1 Save: Yes
Duration: 30 turns Range: Touch that leads to a pocket dimension. You can leave it open if you
want, but closing the door will cause it to disappear from the
This spell creates a compulsion to avoid telling the truth. material world. This can be useful when evading pursuers.
When asked a direct question, the Judge will provide a lie
as the answer instead. The responses tend to cause a lot of The pocket dimension is the size of a large mansion. It is
trouble for them. For example, a town guard might ask the filled with opulent rooms and baths filled with clean warm
target where they are going. Their reply might be to burn water. At the time of casting, you can also specify any kind
down the temple! As you can guess, being unable to tell the of standard work room that you would like built into the
truth can cause quite a few problems for someone. mansion; such as a smithy or alchemical laboratory.
This spell can be cast and held in the hand for up to 2 turns Within the pocket dimension, rest times are halved (includ-
until discharged by touching a target. If the target makes the ing sleeping times). Anyone who spends the entire duration
saving throw, they know you did something but not exactly within the refuge will recover 2d6 hit points on top of any
what happened. If they fail the saving throw, they perceive other effects.
the touch as normal.

73
Magic Spell Descriptions

Regeneration Restoration
Level: 5 Save: No Level: 3 Save: Yes
Duration: 10 rounds Range: Touch Duration: Instant Range: Touch
This spell causes the target to regain 1d6 hit points per This spell channels healing energy into a living being to
round. If the target is knocked down below 0 hit points and restore 3d6 hit points. This spell can also be used against
incapacitated, this spell will remain in effect and hopefully the undead as a touch attack, dealing 3d8 points of damage
allow them to regain consciousness quickly. While the target instead of healing them.
is at their maximum hit points, they will recover 1 point of
This spell can be cast and held in the hand for up to 12 rounds
attribute damage per round instead.
until discharged by touching a target. While being held, your
If they have maximum hit points and undamaged attributes, hand will be sheathed in brilliant blue light, equivalent in
this spell can regenerate a missing a part of their natural strength to daylight.
anatomy (such as a severed limb or missing eye). About ten
Rumors
pounds of flesh can be regenerated per round. Level: 1 Save: Yes
Duration: Permanent Range: Sight
Resurrection
Level: 6 Save: No This spell gives the target a false belief based on faulty logic.
Duration: Instant Range: Touch In order to stick, the belief must have some attachment to a
This spell restores life to a humanoid that has died. They are real event. The belief itself must draw a conclusion about the
completely rebuilt magically, restoring their hit points to true meaning of what happened.
maximum and removing all attribute damage.
For example, someone could be made to think that the King’s
The only limitation is that you need a single piece of their recent tax increase is a sign that he is being controlled by a
body to touch while casting the spell, such as a piece of bone demon. So long as the tax increase is real, the poor logic of
that has not decayed yet. This means that it is impossible the conclusion slips into the mind unexamined. The belief is
to resurrect someone who has been dead so long that their permanent, held with the same conviction as a memory and
bones are turned to dust. cannot be reversed except by more magic.
Note that this spell does not reverse the aging process, nor Once established, this delusion can spread to the minds of
can it restore someone who dies of old age. If you want that others that come into contact with the target. Anyone who
kind of survival, you might want to consider immortality. listens to their rantings is allowed a saving throw. Failing this
save means they become affected by the delusion as well. For
each degree of conversational separation from the original
target, apply a cumulative +1 bonus to the saving throw.
You are immune to the delusion. It cannot come back around
and trick you into believing the falsehood.
Scrying
Level: 5 Save: No
Duration: 1 turn Range: Self
This spell allows you to project your senses to a location that
you have previously visited. You can view what is happening
at that location. You can hear what is being said or done. You
can even perceive the odors present at the location. The real
trick is knowing when and where to look.
Seal
Level: 1 Save: No
Duration: Permanent Range: Touch
This spell causes a door to meld into the wall into which it is
set. The edges of the door are completely fused to the wall.
Any hinges or locks are melted in the process, but no heat is
generated. Anyone looking at a sealed door will still be able
to tell that there was a door there, but it can not be picked or
unstuck. The only way to get through the door is to smash it
to bits or use more magic.

74
Magic Spell Descriptions

Shadow Walk Slumber


Level: 1 Save: No Level: 2 Save: Yes
Duration: 3 turns Range: Self Duration: 48 turns Range: Touch
This spell transforms your body and everything that you are This spell causes a single target to fall asleep. Unless violently
carrying into incorporeal shadow. You can move around in shaken awake or doused with water, the target will sleep a
this form until the spell expires. Your shadow form cannot full 8 hours (48 turns). Any sounds or gentle movement that
pass through solid matter, but you can slip through tiny might normally wake them has no effect on their sleep.
cracks and holes. You also make no noise.
Storage
While shadow walking, you are not invisible. If you travel Level: 1 Save: No
into a brightly lit room, you will be plainly visible in shadow Duration: Variable Range: 10 feet
form. However, you will be essentially invisible in the dark. This spell creates a magical storage chest which can be used
to store anything you wish, so long as it fits in the chest. The
Shape Earth
Level: 5 Save: No chest is 2 feet wide, 2 feet deep, and 4 feet long. The chest
Duration: 3 rounds Range: Sight vanishes after 1 turn. However, the next casting will bring
the same chest back, along with all of it’s contents.
This spell allows you to animate and reconstruct a massive
volume of earth, up to 100,000 lbs. of soil and rock. You can The chest lid must be closed
only control the earth for 3 rounds, so think carefully about when it vanishes or it will be
how you want to rebuild things before you start moving torn apart and the contents
things around. Once the spell ends, gravity acts normally will be destroyed forever.
upon the soil and rock that you moved. Note that this spell No oxygen will be pumped
does not actually create soil or rock. into the chest while it is
gone, so any living creature
Shield of the North
Level: 3 Save: No could suffocate if left in the
Duration: 3 turns Range: Self chest for more than a turn.
This spell creates a flying shield made of thick ice. This Stormfront
shield will move around your body to block attacks from Level: 2 Save: No
your enemies. You gain a +8 bonus to your armor class. This Duration: 144 turns Range: Self
does not stack with other magical bonuses to armor class. This spell causes a storm system to form in a geographic
If anyone manages to land a hit through this bonus, their region. Within an hour of casting, the sky will darken.
damage is dealt to the shield instead. It can absorb an amount Precipitation will follow. If the temperature is cold, the storm
of damage equal to twice your level before shattering. will be a blizzard. If not, it will be a heavy thunderstorm. This
has the same effect as a normal storm of it’s type. It can cause
Shockwave
Level: 1 Save: No massive damage and destruction. The storm will last for a
Duration: Instant Range: 25 feet full 24 hours before subsiding.
This spell creates a gust of electrically-charged air that blows If you cast this spell in the same area more than once per
away from your body and strikes a single target. The target season, it will seriously upset a wide range of supernatural
takes 1d4 damage and must make a strength test against DC agents or deities. The Judge may send them out to educate
15 to avoid being knocked off their feet. If knocked down, you on the risks of tampering with nature.
they will lose their dexterity modifier bonus to armor class.
Strike Still
Standing back up takes 1 round. Level: 2 Save: Yes
Duration: 10 rounds Range: Sight
Silent Void
Level: 2 Save: No This spell allows you to paralyze a group of living beings.
Duration: 3 turns Range: Self When cast, roll 2d6. You can paralyze a number of intelligent
This spell creates a soundless void that extends out to a 30 and unintelligent creatures up to that result in total hit dice,
foot radius around you. However, it is not attached to your starting with the lowest hit dice.
body. You can leave the area to escape the effect. Anything
For example, let’s assume you cast this spell in the presence
within the radius that would normally make a sound (e.g.
of four 1-hit-die humans and a 5-hit-die monster. You roll
shouting), creates no sound whatsoever. Any sound waves
2d6 and get a result of 7. You paralyze the humans, but there
that travel through the void are destroyed. Spells cannot be
are not enough points left in the dice to stop the monster
cast within the radius of the void, since the words cannot
because you must strike the lower hit die humans first.
take form.

75
Magic Spell Descriptions

Summon Animal Summon Demon


Level: 1 Save: No Level: 3 Save: No
Duration: 6 turns Range: 10 feet Duration: 6 turns Range: 30 feet
This spell summons a magical animal to serve you. It has the This summons a demon from the underworld. The demon
shape and statistics for an animal of up to 3 hit dice (the size has 5d6 hit dice. This demon is not guaranteed to be non-
of a large horse). It has a cautious nature and will not fight in hostile towards you. For that reason, this spell is almost
combat or enter dangerous areas. exclusively cast by conjurers that can use a binding circle to
contain it.
You can communicate with the animal telepathically and
command it to perform common tasks, such as serving as You can negotiate with the demon for whatever you want. It
a mount for travel (but not for combat). If used as a pack is very strong and capable of assisting you in pursuing very
animal, it can carry up to 500 lbs. You cannot cast this spell difficult goals such as becoming King or acquiring powerful
again until the current creature returns to it’s home plane. magic items.
Summon Beast However, the demon is clever and resistant to persuasion.
Level: 4 Save: No Treat it as having 18 intelligence, wisdom, and charisma. If
Duration: 6 turns Range: 30 feet binding
you circle,
waste the demon’s
it willtime
not or
resttrap
until
them
youon
arethis
hunted
planedown
with a
This spell summons a massive wild animal with a number and destroyed.
of hit dice equal to your level. You can choose the type of
animal. Typical choices include apes, bears, boars, bulls,
Summon Devil
great cats, elk, moose, sharks, and wolves. Level: 6 Save: No
Roll hit dice when the spell is cast to determine hit points. Duration: 12 turns Range: 30 feet
You can give it orders telepathically. The beast will perform This spell summons a devil from the underworld. The devil
any task you desire, including both serving as a mount and has 10d6 hit dice. This devil is not guaranteed to be non-
fighting in combat. It can make two melee attacks per round hostile towards you. For that reason this spell is almost
with an attack bonus equal to your level. Successful hits deal 2d6 damage.
exclusively cast by conjurers who can use a binding circle
to contain it.
Summon Deity A devil is even more powerful than a demon. It is capable of
Level: 7 Save: No fulfilling almost any wish that you desire. It can create gold
Duration: Permanent Range: 30 feet pieces at will. It can bend the laws of nature. It can do almost
This spell pulls a deity to the material world from the divine anything. It can also make demands upon you for almost
plane. The deity is not guaranteed to be non-hostile towards anything in return.
you, nor can it be contained by a binding circle. The Judge is
You can negotiate with the devil for whatever you want.
free to define the qualities of the deity, but 20d6 hit dice is a
However, it is infinitely clever and virtually impossible to
general guideline.
trick. The Judge is encouraged to be absolutely maniacal
You can negotiate with the deity for whatever you want. when roleplaying them. If you waste the devil’s time or trap
However, it has virtually no reason to bargain with a mortal. them on this plane with a binding circle, it will not rest until
In fact, the deity may be so enraged that it has been trapped you are hunted down and destroyed.
in the material world that it tries to destroy you without even
making an attempt at negotiation.
Anyone who kills a deity will inherit that deity’s powers. They
may be summoned back to the divine realm by another deity.
However, it is likely that this will be offered only in exchange
for some kind of task, fealty, or alliance against another deity
in pursuit of a goal. Multiple avatars representing various
perspectives may come to the new deity with various offers
detailing how they can wade into divine politics.
Until making such a deal, you will be trapped in the material
plane despite having divine power. Just remember that you
remain just as vulnerable to death as the deity you just killed.

76
Magic Spell Descriptions

Summon Shade
Level: 2 Save: No
Duration: 18 turns Range: 10 feet
This spell summons a living shadow to serve you. The shade’s
natural form is incorporeal shadow that cannot be injured
except through magic. At will, it can change to become a
physically substantive material that feels somewhat like
jelly. In this form, it can carry up to 25 lbs but it cannot pass
through objects. In either form, you can communicate with
it telepathically and command it to perform simple tasks,
such as going into an area to scout. It will not fight in combat.
Summon Souls
Level: 5 Save: No
Duration: 36 turns Range: 10 feet
This spell summons a horde of two dozen undead skeletons
and/or zombies to serve you. You can give orders to the
horde telepathically. They can only perform simple tasks,
such as going into an area to scout or attack in combat.
Specific undead cannot be separated from the horde, they
accept orders as a single unit. Each individual undead has 1
hit die, no attack bonus, and deals only 1d4 damage per hit.
Sunburst
Level: 6 Save: No
Duration: Instant Range: Sight
This spell causes a massive explosion to erupt from a target
location. You can pick a target that you can see; a rock, a tree,
a person, a creature, or anything else you want. This is the
Summon Elemental
Level: 1 Save: No center of the explosion.
Duration: 1 turn Range: 10 feet Anything within 30 feet of the target takes 5d6 damage.
This summons a humanoid elemental with hit points equal Anything that survives that kind of damage is both blinded
to your caster level. You can choose the type of elemental. and deafened for 10 rounds, no matter where they were
Typical choices include air, acid, earth, fire, ice, lightning, looking. Anything between 31 and 90 feet from the target
mud, and water. is blinded for 5 rounds and takes 3d6 damage. Anything
between 91 and 150 feet from the target takes 1d6 damage
The elemental will perform any task, including combat. You
from the flying debris caused by the explosion.
can communicate with it telepathically. It can make melee
attacks with a bonus equal to your level and deals 1d4 The explosion creates a large amount of heat and light. It
magical damage of it’s type. You cannot cast this spell again ignites all flammable materials, destroys or melts items, and
until the current elemental returns to it’s home plane. can be seen from a great distance.
Summon Monster Torchlight
Level: 2 Save: No Level: 2 Save: No
Duration: 3 turns Range: 30 feet Duration: 24 turns Range: Touch
This summons a monster with a number of hit dice equal to This causes an object to glow as if it were a torch. You can
your level. You can choose an appropriate type of monster. choose an inanimate target up to 50 lbs., or a portion of a
Typical choices include ettins, gnolls, manticores, ogres, larger object up to that value. For example, you could make a
trolls, and worgs. pebble glow like a torch or a single 50 lb. section of a boulder
(but not the whole boulder).
Roll hit dice when the spell is cast to determine hit points.
You can give it orders telepathically. The monster will Most casters choose a small object so that it can be stuffed
perform any task you desire, including fighting in combat. It into a pouch to suppress the light when hiding. However,
can make melee attacks with an attack bonus equal to your when used in conjunction with permanency this spell can
level. Successful hits deal 2d6 damage. bring stable light to an underground structure.

77
Magic Spell Descriptions

Telekinetics Warding Circle


Level: 5 Save: No Level: 5 Save: No
Duration: 1 turn Range: Self Duration: 3 turns Range: Touch
This spell allows you to move small objects with your mind. This spell creates a circle of protection against magical attacks
You can levitate any object that weighs less that 5 lbs. and that extends 30 feet in every direction from a touched object.
move it in any direction up to a speed of 30 feet per round. A small stone is the typical target, so that it can be easily
You can simultaneously move a number of objects equal to carried. However, it is also possible to cast it upon a fixed
your wisdom attribute in this way. object so that it cannot be stolen from you.
You cannot cause damage to a living being by hitting them Anyone casting a spell that directly
with an object that you are levitating, but you could move targets a character within the circle
objects above them and then drop them as projectiles. For has a 50% chance of spell failure
example, you could lift a dozen swords up into the air above (on top of any normal failure
your enemies and then let them fall down. A few of them chance). The spell saving
might hit someone on the way down. throw of everyone within the
area of effect is reduced by 10
Teleport
Level: 6 Save: No and they can make spell saves
Duration: Instant Range: Self against any magical effect,
even one which they normally
This spell instantly moves your body and all of your carried
could not resist with a save (such
equipment to a location that you have visited previously.
as the damage from a fireball).
Distance is irrelevant. You are not disoriented upon arrival.
Watery Grave
True Sight Level: 3 Save: No
Level: 3 Save: No
Duration: 1 round Range: Sight
Duration: 1 turn Range: Self
This spell allows you to animate and control a massive
This spell allows you to see through all forms of illusion,
volume of water, up to 50,000 gallons. This is roughly the
magical and mundane. Natural camouflage is obvious to you.
amount of water in a pond. You can only control the water
You can see invisible creatures. Anything that might trick
for 1 round, so it is more like a giant push than animation.
your eyes is made plain to you.
You can use this spell to create a tsunami, pour a pond into
Wall of Flames
Level: 2 Save: No a dungeon entrance, or just empty a river bed for a few
Duration: 18 turns Range: Touch seconds. Once released from your control, gravity acts upon
the water. Note that this spell does not actually create water.
This spell causes a brilliant wall of flames to shoot from the
ground and rise to a height of 10 feet. These flames form a Web
wall that is 5 feet thick and can stretch up to 30 feet in length. Level: 2 Save: No
Duration: 3 turns Range: Sight
Anyone stepping into the wall after it forms takes 2d6 points
This spell creates a mass of webs that cover an area of up
of fire damage per round. The heat of the flames can melt ice
to 90 cubic feet. Anything caught in the area is trapped in
and snow at the same rate as a mundane fire.
the sticky strands and must make a force throw every round
Wall of Ice before they can take actions, including movement. The
Level: 2 Save: No webs are also flammable and, if ignited, deal 1d4 damage to
Duration: Permanent Range: Touch
anyone caught in the firestorm as they burn.
This spell causes an enormous wall of ice to spring from the
ground and rise to a height of up to 50 feet. The ice forms Wreath of Flames
Level: 4 Save: Yes
a wall that is 15 feet thick and can stretch up to 120 feet Duration: 12 rounds Range: Sight
in length. Any living creature in the path of the wall as it
This damage
spell causes
per round.
a targetAnyone
to burststanding
into flame.
within
The 5target
feet of the 3d6
takes
is forming is pushed gently onto the side across from the
target takes 1d6 damage per round. Any flammable objects
caster. The effect is permanent, but the ice will melt normally
will be ignited by the flames.
if exposed to temperatures above freezing.

78
The Judge

What do you need to know? Randomness and unpredictability


The job of being a Judge is both challenging and rewarding. Like most roleplaying games, Ambition & Avarice uses dice
A lot of the work is going to come down to your personal to decide outcomes. Often, the reasons for this are over-
style, so we are not going to waste a lot of space here trying looked and unexplored. Dice are used to create randomness
to tell you what your style should be. Instead, this chapter is and unpredictability. A significant part of the game is dealing
going to provide a practical discussion of what you should be with unexpected outcomes. What lies on the other side of
trying to accomplish. How you get there is up to you. this door? Will I be able to strike down that orc before it
murders our healer? Will the townsfolk greet us as heroes or
Avoiding Attachment
view our actions as villainous instead?
As the Judge, you will create a lot of things in the game world
and you will have a great deal of control over what happens In some cases, this is simply resolved through exploration.
to those things. It is tempting to become overly attached to Characters must open doors and go into dungeons to find
your creations. It is easy to become focused on your role and out what lies beyond. However, in many cases the outcomes
your desires. However, you are not the only person at the will fall to the dice. There is tension in that moment when the
table. The game should be enjoyable for all participants. The dice hit the table. Will the action succeed or fail?
player characters do not exist to live out your fantasy. If you find yourself in a situation where you don’t know the
You must work hard to cultivate a sense of detachment from answer or you don’t have a way to make a decision; just roll
the game outcomes. The whole idea of the Judge as a role is the dice. If you feel the evil necromancer could attack four
to bring fairness into the game. Two children can shoot their different towns, but don’t know which one he will chose; just
finger pistols at each other and say “I hit you,” “no, I hit you” roll a d4 and use that as your answer.
and argue about that all day. The rules framework and the The dice have oracular power. They can determine truth. As
Judge role exists to avoid that kind of self-centered decision you remove your own ego from the game, you will find that
making. Nobody wants the game to dissolve into “nuh uh” the dice are your ally. They can make the hard decisions so
and “you did too!” that your hands remain clean. However, once the dice hit the
Everyone at the table should be emotionally mature. This is table, you should live with the outcome. If you had to turn
especially true for the role of the Judge. Perform your duties to the dice for guidance, accept their judgement. Don’t rob
without bending everything to fit your whims. them of their destiny.

79
The Judge The Three tasks

The Three Tasks Description


The Judge is responsible for a lot of things. We are going to After you create the world and drop the players inside of it,
categorize their responsibilities into three general groups; you must describe to them what they find. Everything that
world creation, description, and adjudication. the players know about the world comes from you. You must
be prepared for them to ask surprising questions. Answer as
World Creation
best you can and feel free to take a moment to think about
The first task that falls within your responsibility is to create them before doing so. Maintaining consistency is important,
the world. Most of this chapter is devoted to world creation. but so is keeping your prior descriptions in mind.
The degree to which you do this is dependent upon the
scope of your campaign. In general, we encourage greater There are three things you want to accomplish with your
freedom of movement for the players. This entails a larger descriptions; direction, opportunity, and immersion.
and more detailed world. If you lack the time or focus to At the very beginning of the game, you might describe how
create something large, you are free to limit the scope. Just the party just arrived in a small mountain village where the
know that doing this removes options for the players. people are out of work because something evil has crept into
At a bare minimum, your players will need one location to the nearby mine. Resist the urge to bury the lead. Don’t force
explore. Such locations are often called dungeons, whether the players to interrogate everyone in town. Provide the kind
they fit the classic definition or not. The dungeon contains of information that will direct them towards what you want
interactive game elements; items, traps, monsters, non- them to discover. On the other extreme, don’t require them
player characters, and so on. to follow every lead you dangle in front of them. They need
to make their own choices about how to proceed.
If you intend for the game to continue for more than a few
hours of play, the characters will also need a town where Furthermore, you want to provide clues to the players about
they can safely rest and recover from their ordeals, sell excess where they can use their abilities. Don’t just focus on a single
equipment, and make preparations for the future. As with plot line where you really want them to go. The game is about
a dungeon, this does not have to fit the strict definition of choice and you need to provide the players with opportunity
a town. The town might be a tiny village, a metropolis, or to make those choices. Don’t say “as you approach the village,
anything in between. you see a large building in the center”. This focuses all of their
attention on the building and they will just follow that lead.
With these two simple elements, you can go a long way. A lot Whatever you describe to the players becomes their menu
of the world building concept is about keeping those ideas of options. So describe the central building if you want, but
fresh. The bottom line is that your job is to fill the world with also throw in a shady character that might be an underworld
lots of interesting locations and interesting people. There are contact. Talk about how there is a hut higher up on the slope
a wide variety of ways to do that. that appears to be the home of an outcast.
Finally, as they move around the village it is important to
take the time to describe the world around them. You can
describe the craggy nature of the land around the town, the
crisp the mountain air in their lungs, or the crunch of snow
underfoot. Provide the players with sensory information on
the environment so they become immersed in the setting.
Remember that you don’t want to go overboard with any of
these elements. Don’t focus on one to the exclusion of the
rest. Keep it balanced.
Adjudication
As the Judge, it is also your responsibility to be familiar with
the rules. Whenever there is a disagreement about what
a rule means or a subject that falls outside of the scope of
this text, you are the final arbiter. Be patient, fair, and try
to honestly consider things from the player’s point of view.
We cannot teach you good judgement, you must find that on
your own. Do your best and people will respect the effort.

80
The Judge The Sandbox

The Sandbox
Despite the minimal requirement of a single dungeon and
perhaps a single town, we strongly encourage a much larger
game world. This allows the players to take a strong role in
decision-making about where to go and what to do. The
general term for this kind of campaign is a sandbox. The
below description illustrates how it would be played out.
The players begin in one of five towns in the region. While
having a few drinks in the tavern, they hear a range of
rumors about the dangers, monsters, and dungeons that lurk
out in the game world. After some discussion, they decide to
pursue the rumor of a lost temple in the jungle to the west. A
few weeks later, they return to town laden with treasure and
with a level of experience under their belts. After this rest,
they begin the process anew. They seek out more rumors and
make new decisions about where to go and what to do. At
every decision-making point, the players are dictating the
path of exploration. The Judge is not directing their paths.
This kind of structure allows the players to make choices that
matter. You are not providing them with a narrative to follow.
They need to gather information and made a decision on
their own. However, it is your responsibility that you provide
them with enough information to make good choices. That
doesn’t mean every rumor should be accurate. After all, the Set a map scale that matches what you want to get out of the
players need to evaluate the merits of the rumors they hear campaign. If you want the players to stay in a small area, stay
and decide whether they can be believed. Sometimes the focused on that scale and provide detail within that bound-
challenge is not just picking a rumor to follow, but deciding ary. If you want a vast scale, expand the map out to the size
which one is the most reliable. of a continent and fill it with large wilderness areas. If you
want the players to be rolling for random encounters every
You must take the time to provide them with information.
six hours, you might want to set the hex to a size that takes
Choices without information are not choices at all. It is easy
six hours to walk across. Fit the map to your playstyle.
to slip into a habit of loading the information that you give
the players so that you can control decisions. You may be very Remember to use the hex map travel rules. If the players
attached to particular content that you created and you just fail their wisdom tests to stay on their heading, you should
want the players to experience that content. In many ways, bend them slightly off course. They tried to travel north, but
that’s great. However, you should strongly resist the urge to instead went into the northwest hex. Unless it is obvious,
use your Judge powers to heavily influence player decision- don’t tell them about their error. Let them discover they are
making. This is called railroading and it dramatically under- off-course when they arrive at the wrong destination.
mines the core values of the game; a focus on freedom of With that said, some locations should be virtually impossible
action and choice. to miss. It is hard to get lost when you are following the path
Using a Hex Map of a river or heading straight towards the only mountain for
many miles. In other situations, navigation can be extremely
For many Judges, the best way of managing a detailed
tough. Staying on a straight path through the jungle or across
sandbox campaign is with a hex map. A simple example is
a mountain range is almost impossible.
shown on this page. A map like this provides a strong visual
mechanism for the players to evaluate their options. You can Reflect the difficulty of the task in the wisdom tests that the
make a hex map as simple or as complicated as you want it to players are making. Allow them to recognize and correct
be. Some hex maps use different hex tiles for different types their orienteering failures in a reasonable time frame. Don’t
of terrain; forest, plains, desert, mountains, etc. Some are make it impossible for the players to get where they want to
illustrated by hand. Use a map that fits your personal style. go just because you don’t like their choices.

81
The Judge The Sandbox

Placing Encounters
As discussed in The Rules of Play chapter, we use the word
encounter to describe a game scene with options for player
agency. If you are using a hex map, you may place planned
encounters within certain hexes. The players can stumble
into these encounters as they travel.
For example, you might place a magical obelisk worshipped
by a small goblin clan in a hex. Almost everything that
happens outside
) andofyou
thatcan
hexwrite
has in
no your
effectnotes
on the
several ways (game scene
encounter
in which the goblins might react when the players come into
their territory.
If you are not using a hex map, you can throw encounters
into play based on either time having passed, travel through
certain general areas, or your own judgment. You can make
rolls to check for encounters at regular intervals, similar to a
random encounter roll. The pacing of those roll results will
provide semi-random deployment of the encounters.
Remember that the purpose of using encounters is to place Filling the Sandbox
the players in an interesting situation and allow them to It can be difficult for a Judge to create the content required
make meaningful choices. For this reason, we encourage you to flesh out a large sandbox. A common worry is that all
to keep the description short in your notes. You don’t want your creative efforts were spent on a single dungeon, but the
to be so invested in how the encounter is “supposed to go” players decided to avoid it. These temptations lead many to
that you deny the players a chance to meaningfully impact move the contents of the sandbox around out of sight of the
the game. Keep your notes limited and your mind open to players. You let them choose which town to travel towards,
alternatives that the players bring to the table. but just change the name of the only town you designed to
Describe the situation far enough in advance that the players match that choice. This is still railroading.
have time to make choices. For example, you might describe You have denied the player meaningful choice. Think back
how they hear the beating of the goblin drums as they near on how you made it happen. In order to make the ruse work,
the obelisk. If the players still choose to approach loudly you denied them quality information about the area. You
with swords drawn, that is their decision. They might choose kept things vague so that whichever path they chose would
a stealthier option instead. They might try to deceive the lead to your town. You didn’t say “this is a town of Halflings
goblins, negotiate with them, or simply withdraw from the that is plagued by raids from a nearby Orc encampment,”
situation. From the perspective of the Judge, the goal is to because if they had chosen a different town then you would
facilitate the encounter, not dictate the outcome. Allow the not have been able to switch it out. They would have seen
dice to make decisions. through your deceit. It is important to recognize it as such,
because every deceit like this is the theft of player agency.
The Megadungeon Therefore, you must commit to filling in all the gaps on the
There is a style of design in the RPG community called the map with either your own designs or published materials for
megadungeon. This is a large, multi-level dungeon that is those options that you did not complete. Judges are some-
a sandbox unto itself. It is packed with content. It is also times hesitant to use published materials, but this is exactly
common to see large swaths of these structures left empty for what they are designed to do. They can help flesh out the
you to add encounters that you design. Most of them even world when you are unable to do so yourself.
come with a nearby village or town for recovery between
This game is designed to be compatible with the majority of
dungeon delves and a few cities beyond the horizon to visit
existing published materials on the market. Some of them
occasionally to sell your stockpile of extra equipment.
use different saving throws or different skills systems, but you
Feel free to use these materials. Simply adjust the contents as should be able to reasonably adjust those things to match the
needed to fit A&A. It should be very easy to do so. Most of A&A chassis. This can even be done on the fly while running
them use game systems that are very similar. the game, the differences are quite minimal.

82
The Judge Dungeons

Dungeons Dungeon Rooms


The term dungeon can be used to describe any environment Each room in the dungeon is typically it’s own self-contained
with clear boundaries that contains interactive elements element. This is only partially true, as making loud noises
arranged in a fixed pattern. The classic dungeon is a large will often attract nearby creatures. It is also true that some
underground complex of stone rooms connected by winding dungeons have secret passages between rooms, very large
passages. However, you don’t have to stick with that setting. rooms that become their own kind of mini-dungeon with
different sub-rooms, and other variations on the theme.
Think of the rooms as merely nodes in an array and the
From the design perspective we will grapple with the rule
passages as lines connecting those nodes. You can use that
rather than the exception.
structure for organizing anything, not just a classic dungeon.
You might turn a castle, a cave, a town under attack, or even As such, each dungeon room should have the qualities of an
a small archipelago into a sort of dungeon. Just think of each encounter.
) to You caninteresting
design use the ideas
andpresented
engagingindungeon
the next section
rooms. (trope
singular element of that location as a room of the dungeon. As with encounters, do not pre-determine an outcome for
the room. Leave lots of space for the players to engage with
Why Dungeons?
the material and make their own choices.
The virtue of a dungeon design is that it keeps the number
of player choices at a manageable level. If you give players
too many choices, they can get overwhelmed and suffer from Connecting Space
analysis paralysis. Choosing between a couple of dungeon There are different philosophies about how to create space
corridors and tackling problems by opening one door at a between the different elements of the dungeon. Some
time is a great framework for the game. dungeon designers advocate a group of rooms packed
together in close proximity. Others design clusters of content
Getting to the Dungeon
with solid buffer space in between to allow retreat, rest, and
Most dungeons are designed from the assumption that they make the design more gameable. Some designers advocate a
are isolated from civilization. That is why there are monsters blank map with encounters randomly rolled from tables at
to be fought and treasures to be won. There should probably the moment they are discovered by the players.
not be a dungeon filled with death and despair just over the
hill from a bustling trade center. That kind of thing would We find some virtue in all of these ideas and encourage you
have already been cleared out. The existence of this place to make your own design decisions. Remember that the
speaks to it’s challenge and isolation. focus of design work should be on improving the player’s
choices, not limiting or controlling them. The connecting
You may want to make finding the entrance to the dungeon a space should not be there simply to kill time. If you are going
task in it’s own right. Maybe the players have to gather clues to spend your time detailing it and the player’s time explor-
from various non-player characters in order to determine ing it, then it needs to serve a purpose.
where to even start looking. You could even require that they
use NPC scouts or guides to help them in this task.
Entrances and Exits
It is common practice to design dungeons with only a few
entrances and/or exits. This is frequently a conceit of the
designer, as it makes it easier for them to predict where
players will enter and leave the structure. Rooms with greater
danger can be placed in the structure interior. As with all
other elements, you can follow this practice yourself or try
to resist it.
One-way passages into or out of the dungeon can be very
useful. For example, you could have a sewer drain that can
be used to leave the dungeon. However, the water pressure
makes re-entry almost impossible. Alternatively, you could
have an entrance that cannot be used to exit the dungeon. If
deployed unexpectedly, this will create a great deal of fear in
the mind of the player. Just be sure to give them a reasonable
chance of finding an actual exit within a decent time frame.

83
The Judge Tropes

Tropes Interesting Thing


The word trope is used to describe the genre conventions This is a thing that is neither dangerous nor valuable, but it
that occur throughout a particular type of media. You are could still be useful to the players in some way. It could be a
very likely to be familiar with these conventions already, but cast-iron pot, a wooden pole, a statue to an ancient god, or
giving them a name and description will help you see how even a friendly goblin that knows about the lower levels of
they permeate your creative work as the Judge. the dungeon. Those would all be interesting things to find.
The value of an interesting thing is that it allows the players
Even though we are going to use the dungeon as our primary
to bring their imagination to bear, not just on this particular
example, the tropes discussed in this section are equally
thing but on any number of related elements in the world.
applicable out in the wider world. You could treat each
portion of the world as a kind of dungeon room. Hex maps Don’t think that you need to have extremely unique objects
provide a great framework for this. Instead of placing an to create opportunities for interesting play. A simple cast-
interesting thing in a dungeon room, just drop it into a hex iron pot can be very interesting. It is not just interesting in
on your overland campaign map. the context of where it was found, it can be carried around
the dungeon and used to solve problems. You could bash
Use these tropes as the backbone of your design process.
people in the head with it, fill it with a strange liquid, or use
When you make a dungeon or an overland map, try to fill it
it as an improvised air pocket to allow you to breathe under-
with a variety of these tropes. You want the game world to be
water for a short time. It is a canvas upon which the player
more than just dangerous things protecting valuable things.
can apply their personal imagination and creativity.
That is the road to boredom. Spice things up! If possible,
invent new tropes of your own. These tropes form a starting Valuable Thing
toolkit, not the ultimate list of possibilities. This is a thing that has strong value to the character. It could
Also remember that the players will be under time pressure. be valuable in the practical sense; weapons, armor, potions,
Include empty rooms and open spaces in your design work and so on. It could be valuable to someone else; such as a
so that the cost of carefully searching each room or map hex piece of art or a family heirloom. It could also be directly
becomes a terrible time burden. The decision to stop and valuable as currency; coins, promissory notes, gemstones,
search an area must be a real choice for the player. It must and so on. The valuable thing is used to reward the players
represent the expenditure of time and resources. It must have for facing the challenges of the environment.
meaning. Otherwise, it becomes and pointless. Many Judges will use valuable things in the dungeon and/
or world as a benchmark for character advancement. They
Core Tropes will scatter these treasures in a way that rewards players
There are four core tropes that are for reaching certain objectives. However, be careful not to
Core Tropes
employed in most roleplaying games cluster all the rewards near the end of adventures. You want
Dangerous Thing
and medieval fantasy genre fiction. to scatter them throughout play to keep players attentive and
Interesting Thing engaged in the game.
If you want something basic to plug
Valuable Thing
into a game space, you can use one MacGuffin
these in their unmodified form. MacGuffin
A MacGuffin is an object that has no true value outside of it’s
Dangerous Thing importance to the plot. It could be so valuable that it cannot
This is a thing that threatens the players in some way. It could be sold because no one has the coin to purchase it. It could be
be a living being like a monster or non-player character. It obviously identifiable as stolen and thus too “hot” to sell. It
could be a trap on a sarcophagus designed to kill someone could be dangerous, but only if it falls into the wrong hands
foolhardy enough to defile it. It poses a physical danger to or it is mishandled. It can never be used, sold, or even dis-
the health of the player characters. The dangerous thing is carded.
used to create dramatic tension and challenge for the players The party gains nothing by having the MacGuffin except
in the game. the privilege of interacting with the Judge’s pre-concieved
plot design. Therefore, we strongly suggest that you do not
use MacGuffins. They are almost always used to railroad
players. We provide this description to clarify exactly why
they shouldn’t be used.

84
The Judge Tropes

Derived Tropes
There are thirty derived tropes that are detailed here. They Derived Tropes
represent the various ways of combining the three useful Ambush Magic on a Timer
core tropes (no MacGuffins!) with each other, changing their
Behind Your Back Message Left Behind
presentation, and keeping the exploration process fresh and
exciting. Don’t use the same trope too many times or your Combat Aftermath Obscuring Effect
players will be able to predict outcomes. Concealed Object Safe Haven
Dangerous Captive Secret Meeting Place
You can even combine these tropes to form even more
options. For example, you could have an obscuring magical Dead Zones Statues
effect that operates on a timer. A magical fog could fill a Deceptive Object Strange Key
portion of the dungeon a full three turns after the players Distracted Opponents Structural Collapse
walk past the guardian statues. The fog causes disorientation Distracting Object Talkative Dead
and confusion in those that breathe it. The dungeon is the Evidence of Failure Teleports
foggy grave of overconfident adventurers. Just let your own
Foreshadowing Toll Road
imagination run wild. These ideas are templates to create
Fragile Object Too Heavy
truly unique experiences for your players.
Hidden Among Copies Tricky Spell
Ambush Increasing Danger Triggered Danger
This is a well-prepared dangerous thing. The magnitude of Innocent Captive Turncoat
the danger is increased by this preparation. An ambush can
make escape difficult or impossible. It can be very deadly,
especially against an exhausted or unprepared party. Even a
kobold can be deadly if it has taken cover behind a barricade Concealed Object
and has a rack of loaded poisoned crossbows ready to fire in This is an object hidden in the environment. It might be
quick succession. The ambush is a useful way to create either concealed within a mass of debris, sand, or other seemingly
a dire threat to party survival or to raise a weak opponent useless junk. It might be hidden within a worthless object,
up to a much more powerful danger than they would have such as an old crate or clay jug. It might be placed outside
otherwise been. of the angle of vision, such as on a high shelf. Whatever the
reason, it is not immediately apparent that this object is
Behind Your Back
present. The possibility of this kind of object being in a room
This is any kind of thing that changes when the party is not is what drives players to search rooms thoroughly.
present. For example, there could be hallway with crystal
statues that can be smashed and left in pieces. However, Dangerous Captive
when the party returns later they find that the statues have This is a non-player character that appears to be an innocent
all been replaced or recreated. The purpose of this trope is victim. They might be locked in a jail cell, clasped in mana-
to reinforce the idea that there are forces at work behind cles, or tied up with ropes. They claim to be innocent and
the scenes. The world is bigger than the vision radius of the just want to get away from this dangerous place. However,
player characters. all is not what it seems. This person has some secret agenda.
Maybe they are waiting to betray the party. Maybe they
Combat Aftermath
were left in that condition by someone for a good reason.
This is a combat that has just resolved. Friendly or hostile They might be the enemy of one of the party’s allies, thus
sides might still be present, but dramatically weakened from by helping them sowing discord in their relationships. This
their normal state. It is a great way to mix in monsters or person is bad news!
non-player characters that would normally outmatch the
entire party. It also allows you to drop a lot of immediately Dead Zone
useful valuable things into the hands of the players. For This is an area where something doesn’t work, typically
example, running into another adventuring party that has magical spells. You don’t realize they don’t work until you try
just been massacred allows you to drop useful adventuring to use them. This can be a rude awakening. Dead zones are a
gear without having to come up with an explanation for how great way to make a weak opponent much more dangerous
it got into it’s own isolated room. or create a sense of shock or surprise for the players.

85
The Judge Tropes

Deceptive Object Fragile Object


This is an object that appears to be one thing, but is actually This is an object that can be easily destroyed. It might be
something else. It could be a seemingly valuable thing that immediately destroyed on contact, such as spider webs or an
is actually a dangerous thing (e.g. the classic mimic). It could old rusty helm. It might be vulnerable to vigorous motion
be something that appears magical that is actually not, or or hard impact, such as a crystal goblet or an ancient wine
vice versa. It could be anything where the true nature of the bottle. This trope is useful for encouraging players to return
object is not clear when it is first discovered. It is a powerful to town for a safe rest (e.g. to keep the object safe), creating
way to keep the players on their toes. loud noises to attract other dangers, and as a hiding places
for any number of secrets. That old rusty helm might look
Distracted Opponents
nonthreatening, until you accidentally crush it and a dozen
This is a dangerous thing that is distracted. It might be busy poisonous centipedes swarm up your arms.
sleeping, eating, talking, or otherwise preoccupied. It could
be an unintelligent monster playing with a object as a toy. Hidden Among Copies
If the players are clever, they might even slip by this thing This is a special way of concealing something in plain sight.
without attracting its attention. This trope is a great way to You can hide something’s unique nature by placing it among
make a strong opponent a little less difficult. mundane equivalents. You could hide a magical sword in a
pit with dozens of other discarded weapons. You could hide
Evidence of Failure
a gargoyle among several inanimate statues. The object slips
This is evidence of something that has gone horribly wrong, past notice because it appears to be one of many copies.
typically in the form of a corpse. It might be someone who
fell victim to a trap or just died of their wounds. The corpse Increasing Danger
can be a great storage spot for valuable things. The purpose This is a situation in which dangerous elements increase
of this trope is to remind players that it is a dangerous world along a time schedule. For example, you might have a room
out there. One day another adventurer might be picking over that slowly fills up with water after a particular lever is pulled.
your corpse. The danger of drowning is very real. When the players realize
they only have a few minutes to figure out how to shut off the
Alternatively, it could be evidence that a dangerous thing is
water before they perish, it will drive tension through the
very close, such as blast marks along the wall to warn of a
roof. Don’t make it too easy to shut down the danger. Make
nearby fire trap or a fire drake that is wandering the halls.
the players work for it.
This is particularly useful for warning smart players about
immediate dangers without resorting to notice throws. Innocent Captive
Foreshadowing This is a non-player character that is truly an innocent victim.
They might be locked in a jail cell, clasped in manacles, or
This is evidence that warns you about a danger far into the
tied up with ropes. They might have someone on the outside
future. The message could be as simple as “death awaits ye!”
who will reward those that carry the captive to safety. This is
It could also be very specific, such as a letter on a corpse that
what the dangerous captive is trying to pretend to be. Don’t
discusses how people have been taken from the town by trolls.
make it easy to tell the difference.
Such a letter would serve as a reminder to bring flaming oil
or fire spells to combat the monster. By giving a warning far Magic on a Timer
in advance, you allow the players to prepare for the challenge. This is some kind of magical effect that has a time delay, a
If they find the letter in the room next to the troll, they can’t long duration, or in some way triggers based on the passage
do much in the way of preparation. Information about very of time. It might be a fountain that causes anyone who drinks
close danger is probably better handled by evidence of failure. from it to fall asleep for an extended period of time. It might
be a spell that triggers a few rounds after the party enters a
room. This is useful for a wide variety of things.
This can be used to teach the players that a mistake can take a
while to play out or that the initial state of a location is not its
only state. The players have to step outside of the immediate
present and engage in some forward thinking.

86
The Judge Tropes

Message Left Behind


This is some kind of note left by someone in the past. It could
be useful or it might simply bring flavor to the experience. It
could be an actual written note in portable form, scratches
on a wall, or even a recurring form of magical speech that Strange Key
is actually audible. The Judge can alternate between useful This is a key that is far from its intended lock. How it got to
messages, flavor, and red herrings to keep the players on its current location might be a mystery worth investing some
their toes. They can also use the messages to accomplish time into solving. The danger of using this trope is that the
other trope goals; such as foreshadowing. key will never be used, forgotten in a player’s backpack and
Obscuring Effect never seen again. Alternatively, if tried out on every lock it
will lead to disappointment. So you might want to provide
This is some kind of perception-blocking element in
a little clue about what it is for, even just a single scratched
the environment that limits player awareness of their
word can save a lot of headaches.
surroundings. Typical examples include fog, water, smoke,
loud noises, powerful odors, or even magical darkness. The Structural Collapse
purpose of the trope is to allow you to hide things from This is when an underground structure collapses in a way
the player behind that perceptual curtain. You can place that blocks passage by the players, unless they are willing
monsters in the water or fog, treasure beneath putrid rotting to devote significant time to digging. The structure might
corpses, and so on. already be collapsed when the party arrives on the scene. The
Safe Haven structure could also collapse on top of them as a kind of trap.
It might even divide the party by placing several tons of dirt
This is an area where the players could easily fortify their
between them. Finally, it might collapse beneath their feet
position and take a reasonable rest without taking the time to
and drop them down to a lower level where they are totally
return to civilization. It must be large enough for each player
lost. Structural collapse is a useful way to remind the players
character to stretch out and relax. Soft bedding materials,
that sometimes even the stonework can be their enemies.
clean sources of water, and quiet are also helpful.
Talkative Dead
Secret Meeting Place
It is fairly common to find undead creatures in medieval
This is a place where organized evil does its organizing. It
fantasy genre that are not dangerous, but instead talkative
is a secret place where secret things are said without risk
to the point of annoyance. It is also common to have recent
of being overheard. It is often guarded by a few dangerous
corpses that might have useful information to a magic user
things, although sometimes it is hidden behind secret doors
that can cast spells to speak with them before they make
and down trapped passageways. It must also be fairly obvious
their final departure to the netherworld. When you have a
that the organizers will be returning sometime in the future,
dead soul to work with, you can give the players a wealth of
even when they are not present. Determine when the non-
information that living people simply cannot access, remem-
player characters that use this location will be present. Hold
ber, or which has been lost to time. If you want to give a bit of
to this schedule regardless of what the player’s choose to
information to the players, but it is something that the living
do with their time. If they show up when evil is organizing,
can no longer provide; let them consult the dead.
perhaps they can listen in or (if they are bold) ambush the
head of the serpent while the body is absent. Teleports
Statues Teleports can serve a variety of uses. They represent a large
investment on the part of the creator, so they should be
Statues are a very common trope of the medieval fantasy
placed logically. One-way teleports can drop the characters
genre. They are the remnants of a bygone age of prosperity
into a dangerous thing, get them away from one, or even get
and glory. In a gaming sense, they are lightning rods of player
them away from the entire dungeon.
attention. They often have secret compartments or difficult
to reach elevated fixtures to hold valuable things. They can be Some teleports might drop the passenger thousands of miles
twisted or removed from their base to reveal secret passages, away and their equipment someplace else. Two-way teleports
levers, and other interesting things. If you place a statue in a are almost always designed for a simple transportation use,
dungeon, players will play with it. You will want to drop a such as quick access to and from a magical library. The key
few that do nothing, just to make those with secret functions question to ask for any teleport is why would the creator of
that much more interesting and evocative. the teleport want to travel this way. Answer it.

87
The Judge Good and Evil

Good and Evil


In a world in which multiple intelligent species exist, actions
cannot be distilled down to a simple good/evil dichotomy.
Try to avoid bringing your modern moral positions into the
game. Consider decisions from the perspective of the charac-
ters involved and try to think within their moral framework.
Each race will have some degree of favoritism towards their
own kind and unique beliefs about what should or should
not be done in particular situations.
Religion
Most characters are going to look to their religion for moral
guidance. This can cover everything from food preparation
to burial practices and criminal punishments. When a belief
Toll Road springs from a religious source, it is generally viewed as an
ironclad truth. Violence can often be justified to protect
This is when a monster or non-player character has the these religious prerogatives.
ability to control access to a narrow chokepoint. Typically,
they are strong enough to be very dangerous to the player When you create a settlement in the game, think about what
characters if angered. For safe passage through this location, religious beliefs are held by those people. How prominent
they demand a fee of some kind. The players have to choose are their religious figures in the legal structure? What are
whether they will pay this fee or fight the controller. the consequences of violating religious rules? Are there any
unusual religious beliefs being followed, such as a refusal
Too Heavy to consume a common type of food? Do these people greet
This is when the players are given a valuable thing or an each other by citing a religious phrase or with a distinctive
interesting thing, but it is too heavy to move easily. For physical movement, such as a bow or handshake?
example, a 12-foot statue made of solid amethyst. This forces
As you create the religions in your game world, you need to
the players to choose whether they want to invest the time
consider how they interact with each other. Are there any
and energy in removing the object. This can almost become
ongoing wars between religious groups? Is there a history
an adventure in it’s own right.
of conflict that bubbles to the surface frequently? Defining
Tricky Spell these things will provide realism to your world. It will also
This is a very clever use of a magic spell to create a powerful help guide your own judgments about how a character will
and/or unexpected result. For example, a healing spring that react to the events that surround them.
actually casts false cure on the target instead of truly healing Evil Magic
them.
Magic represents violation of the universal order. As a result,
Triggered Danger most people view certain forms of magic as inherently evil.
This is a dangerous thing or similar trope that is inactive The kind of spells that affect the dead are almost universally
until a certain event occurs. For example, removing the reviled, especially those that bring people back to life or
golden idol from the dais might trigger a series of traps, unlife. Anyone who is seen casting such spells can quickly
release monsters from a prison, or similar effect. This trope find themselves on the wrong side of the law.
allows you to create a hidden consequence to player actions More than any other factor, magic strongly separates the
and keep them on their toes. player characters from the rest of the world. The utility of
magic is most felt out in the wilderness or the dungeon, not
Turncoat
in the safety of town. A character that uses magic is strange,
This is a dangerous thing that can be talked into breaking mysterious, and different from the common man. This can
ranks from its allies and helping you instead of opposing lead to discrimination, harassment (verbal or legal), and
you. It might be a rebellious lieutenant who is looking to even persecution. As the Judge, you should model this in the
upstage his boss or a romantic interest that has been treated game. You should have your NPCs react warily towards any
poorly. This trope is used to create a chink in the armor of an group that travels with an obvious magic-user. You should
otherwise well-organized adversary. roleplay their skepticism and fear of the unknown. Make the
players feel the full weight of their unique nature.

88
The Judge NPCs

NPCs Example of NPC interaction


It is your responsibility to stock the world with non-player Let’s assume you are roleplaying an innkeeper. You roll a 10
characters (NPCs). These characters perform all the tasks on the disposition roll. This means that the innkeeper has
that the players cannot. They are shopkeepers, guardsmen, 1 favor. He is willing to perform one act of kindness before
thieves, kings, and so on. requiring some kind of reciprocity. You describe him as
upbeat and positive. He is happy that they visited his inn.
If an NPC is a part of an encounter, you should determine
their feelings about the party based on the reaction roll. Maybe he will give the player a free pint of ale on the house.
They are a part of the challenges being laid out for the players Maybe he will share a piece of secret information without
and combat is a very real possibility. demanding payment. You determine the nature of the favor.
You can also determine whether you are going to proactively
However, if the NPC is not a part of an encounter then
give the favor to the players or wait for them to ask for help.
you should treat them differently. They are very unlikely to
initiate hostilities and they have much stronger potential to When the players later return to the inn
be an ally or provide information. For these kinds of NPCs, and ask the innkeeper for help with a
you should use a favor roll. This is mechanically very similar problem, he is cautious and evasive.
to a reaction roll. Roll 2d6 in secret and add the charisma He was kind to them in the past,
modifier of the character leading the conversation. but now he treats them like
any other customer.
The favor roll will provide you with a number of favors or
disfavors for that NPC or a neutral result that has no effect. He is not averse to
helping the players,
Favor Rolls : 3d6 but he will demand
Die Result Outcome Attitude of the NPC some compensation.
Perhaps he needs a
3-4 +2 Disfavor Aggravated & Annoyed
sum of gold to refurbish the
5-8 +1 Disfavor Distrustful & Distant
inn or he needs a gambling debt settled with a rough cus-
9 - 12 Neutral Cautious & Evasive tomer. Whatever the players are asking of the innkeeper, he
13 - 16 +1 Favor Upbeat & Positive will demand something equivalent in return. This may be
17 - 18 +2 Favor Warm & Friendly equal risk, time, or money.
However, let’s go back and imagine that you had rolled a 4 on
Favor and Disfavor the favor roll instead. Instead of positive emotions, the player
A favor represents a willingness to help the players without encounters resistance. The innkeeper has 1 disfavor. He is
demanding satisfaction of their own interests. Each favor distrustful and distant. He might ask them to pay double the
manifests as a single instance of assistance. For example, they standard room rate. Alternatively, he might ask the players
might give the players a piece of information for free or hide to perform an dangerous act without appropriate payment
them from the Duke’s soldiers for a night. before he will let them stay in the inn.
A disfavor means that the NPC must have their own inter- However, after this initial hostility the innkeeper will mellow
ests satisfied before they will even reach a point of neutral- out and treat them more fairly. They endured his slings and
ity. In other words, the player is the one performing favors arrows. They earned his respect. However, they are not his
for the NPC in this role. They will need to unilaterally help friend. He remains cautious and evasive. He will demand
this NPC with a problem before that NPC will even consider equality when any deals are negotiated.
making a deal with them for mutual gain. The NPC might
A few months after reaching neutrality with the innkeeper,
volunteer ideas on how to balance the scales or they may
the players return to the inn from a victorious dungeon
simply remain aloof and uninterested. You must decide how
delve. They buy a round of drinks for everyone in town and
this plays out.
rent out the inn for a week to rest and recuperate. They tip
A position of neutrality means that the NPC is open to generously and leave the innkeeper with a smile on his face.
mutually beneficial arrangements. Their neutrality could be
Perhaps you decide that this act of kindness grants them
a result of the die roll or a result of player action: cashing in
another favor. Therefore you mark in your notes: +1 favor
favors or working off disfavor. However, if the NPC feels that
with innkeeper. When they return later, you might have the
a deal worked out in a way that disproportionately favored
innkeeper help them. You might just as easily wait and allow
one party, they may move away from neutrality in either
the players to cash in on their generosity when they desire.
direction. This comes down to your judgment.
89
The Judge Monsters

Monsters Effective Hit Dice


Beyond the safety of the towns, the game world is heavily It can be very hard to tell exactly what kind of challenge that
populated with dangerous monsters. We use that term to a monster poses to the players. This is especially true when
describe any creature that is not a normal animal or one of a monster has strange abilities that are hard to quantify. To
the player character racial choices. A monster can be either help the Judge award experience to reflect the true value of
intelligent or unintelligent, that is not a criteria. Intelligence the adversary, we use hit die as a measure of value.
simply makes a monster more sophisticated.
Unlike characters, all monsters use d6 hit dice. When we say
Designing and placing these monsters in the world is a task a monster has 4 hit dice, that means they have 4d6 hit points.
that falls to you as the Judge. The purpose of the monster is This means that there is a wide distribution of possible hit
to make the world a more dangerous place. By definition, a point values for every monster of that type.
monster is not normal. You should take care to make sure
Since every monster derives their hit points in this manner,
they do not appear mundane. Unless the players have spent
we can use the hit die as a benchmark for value. We can take
a lot of time searching out other characters that have faced
unusual monster abilities and compare them to the utility
down the monster and asked them detailed questions, the
of having more hit points. To measure this, we use the term
player should not know the true danger that the monster
Effective Hit Dice (EHD).
presents. Mystery is its own virtue.
Effective Hit Dice = Hit Dice + Hit Die Value of Abilities
Monster Behavior
EHD combines the health of the monster with its abilities to
A monster does not exist purely to fight the players. It needs
create a composite value that can be used as a benchmark of
a home, motivations, and structure in its life. The world
challenge and difficulty. This also allows you to fairly give out
that you build must be realistic so that the players can think
experience points on that basis.
about things logically within those parameters. If you think
in a simple manner, your players will do so as well. The minimum EHD value is 1. Some small adversaries might
technically qualify as being less than 1 EHD. Do not award
When placing treasure, you need to escape from the cliché
experience to the players for defeating them. They are simply
that a monster’s treasure is found on its body or in a nearby
beneath consideration.
storage area. The storage area may or may not be its lair.
Consider thinking about the monster more realistically. Awarding Experience
A predator that lives in a nearby lair might spend its day When the party defeats a monster,
hunting in the dungeon. It might have treasure back in the Awards
you may award them with experience
lair. If you just put the monster in the dungeon, the players based on the EHD of the defeated EHD Experience
will probably kill or evade it and never find that treasure. foes. Remember to divide the points 1 25
However, if you put bloody footprints in key locations and equally between all participants. Thus 2 50
maybe some evidence that a predator was dragging a corpse if four characters defeat a 7 EHD 3 100
through the grass outside, the players may investigate and monster, they would each receive 250
follow it back to the lair. 4 250
experience points.
5 450
We strongly recommend that you Of course, this assumes that you will 6 700
design all of your monsters to have be awarding some experience points
their own specific objectives 7 1,000
for defeating monsters. However, it is
in life. They should not possible that you will only be award- 8+ +500
be robots operating off a ing experience based on treasure finds
script (unless of course, or quest completion. If so, ignore this section.
they are actually a golem
or similar monster that Keeping things Fresh
will only follow specific Anyone who has played RPGs for a while will learn about
commands). You need monster fighting. They will learn to use fire against trolls.
to think about what this They will know to avoid a medusa’s gaze. Even as 1st level
monster wants and what characters, they will be veterans in this sense. For that
strategies it employs to achieve reason, we recommend that you design monsters in unique
those goals. When the players foil and innovative ways so that the players will be surprised. If
the monster’s plans, you need to think you cannot do this yourself, we have random tools that can
about how the monster will react to that disruption. help you think outside of the box.

90
Creating Monsters Randomly
We recommend that you design monsters randomly so that
the players will be surprised. This is a very simply process.
Start with the base statistics block on Base Statistics
the right. This is a monster with only 1
1 Hit Die (d6)
effective hit-die. If that is all you need,
you can stop right here. You can use 1 attack per round
these statistics for simple monsters 17+ Saving Throws
like kobolds. It might pose a threat to 10 Armor Class
a single character one-on-one, but you 6 morale
would need a group of these monsters
Moves by walking
to provide a challenge to the players.
If you need a more robust monster, think about how many
hit dice you want the monster to have. How much damage do
you want this monster to be able to absorb? If you don’t want
to decide that, just roll 1d10 and add that many hit dice. For
every hit die that you add, raise the EHD by 1.
Once you are satisfied, start rolling on the standard monster
abilities table on the right. Keep rolling until you feel like you
have created something that will fit into the environment
that you are using. Remember, don’t design the monster with
the abilities of your players in mind. Design for the world Standard Monster Abilities : d20
where you are placing the monster.
Random Ability Effect EHD
Skinning 1 Accurate +2 To-Hit +1
Once you are satisfied with the statistics, apply a skin to the 2 Breath Weapon 30 ft cone, 1d6 damage +2
monster. Give it a name, think about what it looks like, and 3 Committed +2 morale +1
give it a few unique features like horns or strange body hair. 4 Drain drains 500 XP per touch +3
If the monster has human-like hands, feel free to vary the
5 Extra Attack extra attack per round +3
weapons they are carrying to add detail to the build. It is
assumed that monsters can see in the dark. Removing this 6 Gaze gaze turns to stone +3
feature does not change the EHD. 7 Hardened +2 Armor Class +1
8 Immunity ignore one damage type +1
Try to think of how the monster uses each of its abilities.
For example, let’s say that you have a monster with a breath 9 Lurker +3 to surprise +1
weapon. What kind of breath weapon is it? Don’t just use fire 10 Movement gain a movement mode +1
every time. Throw in a monster with acid breath or breath 11 Poison* damage delivers poison +2
that freezes its victim in place. The table results are just a
12 Quick Strike +2 Initiative +1
starting point for these abilities. Inject your imagination.
13 Regeneration heals 1d6 HP per round +3
You can also use a monster from another dungeon-crawling
14 Resistant Reduce Saves by 2 +1
game and convert them into A&A using these rules. You can
take monster abilities from other games as well, just assign 15 Snatcher +3 to grappling +1
an effective hit-die value based on it’s utility. 16 Spellcasting** 2 Spells per day +3
17 Stealth +5 penalty to notice +1
Reskinning
18 Stench*** 10 ft poison cloud +1
There will be times that you need a monster and don’t have a
lot of time to design one. It is very easy to reskin them. For 19 Terrifying -3 to opponent morale +1
example, you might take the statistics for an undead skeleton 20 Undead immune to status effects +1
and just change it into a zombie. All the statistics are there, * Design a deadly poison to use with this ability
you just changed the packaging. Most players will not notice ** Assume spontaneous caster. Caster Level = Effective Hit Dice
that the statistics for the two monsters are the same. *** Design a weak poison to use with this ability

91
The Judge Treasure

Treasure Magic Items


Treasure is dynamic. One day, it is motivation and drive. It It can be tempting for the lazy Judge to create bland magic
pushes a character to excel. The next day, it is sustenance or items. Why invest the time in exploring the history of a
trade. It changes into useful things that the character needs. magic sword when you can just call it a +1 sword and move
It might also become a burden, drawing unwanted attention on? However, we strongly advise you not to engage in that
and action from those with a glimmer in their eyes. practice. Magic items should be special. They should excite
the players and trigger their imaginations.
Treasure is typically the most important thing to both the
character and the player. It is the clarion call that pulls them When you create magic items, let your imagination run wild.
out of their comfortable world. You need to make it worth Think up the concept of the item before you think of the rules
the risk. Treasure can make or break a campaign. that it will affect. Don’t say to yourself, “I need a sword that
deals fire damage so that the players can defeat this water
Treasure in the Dungeon
elemental.” Instead, imagine an undead knight holding a
If you are using tropes to design your dungeon, you already flaming sword with a handle made of skulls. Imagine how
know where to place the treasure. Treasure can be the center those that see the sword will cower in fear of the bearer. After
attraction of a room. It can be hidden in nooks and crannies. you have the idea hammered out, you can decide that it deals
It can be obvious, but untouchable. The opportunities are 1d8 points of extra fire damage and causes anyone who sees
nearly limitless. it to make a morale check or flee. Don’t become a slave to
Just remember that treasure is a lure. The potential of treasure game mechanics. Magic can break through such barriers.
is what makes them decide to wade into that muddy water, Selling Items
to climb atop the statue, and to open that chest. You can use
The prices in the equipment section represent the standard
the equipment lists as your guide for many things, but you
buying and selling price of new goods in a large city. As the
should also liberate your mind from thinking only those
players move away from the city and into rural environments,
things are treasure. Many simple things can become treasure.
the cost of new goods will rise. A lantern might only cost 10
Value is fluid. A wooden bucket might just appear to be a
gp at the city bazaar where there are multiple merchants and
hindrance to carry, until the ceiling starts dripping a strange
many customers. That same lantern might command a price
green ooze. Then the bucket’s utility becomes more clear.
of 20 gp in a small hamlet on the edge of the kingdom, where
Place small amounts of treasure all over the world. This there is only a single merchant and a handful of customers.
pushes the players to think and explore. Go beyond the
On the other side of the fence, the selling price for the players
simply lists of equipment and give the players something
will drop using the same logic. This is especially true for
interesting to consider in new ways. Don’t get stuck in a rut
used goods. When there is only a single merchant in town,
of just handing out coinage.
convincing him to buy the slightly rusted lantern that they
A stockpile of objects in the dungeon will help players craft found in the goblin warrens should not be easy. They might
solutions to problems. When they jam a lock, they might only walk away from the bargaining table with 8 gp.
improvise a crowbar out of the fire poker that you left in the
Feel free to ask for charisma tests when they are haggling over
wizard’s study. Don’t underestimate their creativity.
prices. This is extremely important when interacting with
Treasure in the World merchants that they don’t know very well. If they succeed at
When you place treasure outside of the dungeon, it should such a test, allow them to buy and sell for established rates.
have an owner and be protected. It can make sense to find If not, apply whatever modifiers you desire. If they don’t like
20 gold pieces in a stone room that hasn’t seen visitors in the prices, they can always seek out another vendor. It just
two decades. However, valuables will be either under guard might involve another journey.
or locked up in a place where people actively move around. Player Satisfaction
The distribution of wealth should also change. A goblin in Remember that the players are here to have fun. Characters
a dungeon might have scrounged a few gold pieces off the that go down into a dungeon and risk their lives, they want
corpses of recently deceased adventurers. On the surface, fair compensation for that risk. Nobody wants to spend their
those with wealth have a reason for it: they might own land, evening hunting down giant rats for a small trove of copper
businesses, or hold political office. Most people live hand-to- pieces. Make your rewards interesting. Don’t put down a staff
mouth and have little to no savings. A goblin living on the of fireballs for treasure and then describe it as a wooden staff.
surface world with a few gold in his pockets may very well be Talk about the intricate carvings on the staff, the magical
the leader of his tribe. glow, etc. The players want a vivid world. Give it to them.

92
The Judge Adjudication

Adjudication
One of the great things about RPGs is that there are none of If the players attempt to do something for which they have
the hard programming limitations of a video game. Players no specific skill, you have two choices on how to resolve it.
can attempt actions that the game designer never anticipated. If you feel that success on the task would reflect back on one
This is only possible because the Judge makes decisions. of the six attributes, then you should have them make an
attribute test. Their odds of success will be based on their
Let’s say that one more time: the Judge makes decisions.
natural prowess in that attribute.
When something occurs that is not precisely covered by the
However, if you feel that anyone would have a roughly equal
rules, you are responsible for resolving it. You must make a
chance of success then you should use the in-six-chances
decision so that the game can move forward. We recommend
mechanic. The default setup is either a 2-in-6 chance or a
that you follow this sequence of actions:
4-in-6 chance. You should use the 2-in-6 for long shots and
➢ Gather all readily available information. Don’t waste 4-in-6 for situations where the chances of success are pretty
time acquiring every possible piece of information. good. Of course, you can create your own odds whenever
that will only slow down the pace of the game and the mood strikes you. Note that there are also many in-six-
cause a lot of frustration and discontent in the group. chances that emerge from racial and class abilities. If you
➢ Imagine what would probably occur in real life if this notice that a player has one of these abilities but doesn’t
was really happening (and magic was also real). realize that they could use it, you may want to point it out to
them so that they have a chance to shine.
➢ Consider the actual intentions of the player, not just
what was said. If you have doubts, ask questions! Creating Statistics on the Fly

➢ Remember that a player character is not just a normal There are going to be times when the players surprise you
and want to move in a direction you did not anticipate. We
person. They are a highly trained adventurer. Give
have tried to support you in these moments. For example,
them the benefit of the doubt where reasonable.
you can randomly generate a monster with a few rolls. This is
➢ Make a decision and move forward as best you can. useful, but we can only anticipate so much. Your table will be
If more information comes to light later on, be open a unique environment and you will need to think for yourself
to reconsidering your decision. in most situations.
➢ Remember that no decision is perfect. Don’t hold As a general rule, we recommend the basic rule of thumb to
yourself up to an impossible standard. You will make favor the average. If you need to make a saving throw for an
mistakes. The challenge is learning from them. NPC but you haven’t generated that value yet, just assume a
value of 17+ (the average person). If you need an armor class,
Throw, Test, or In-Six-Chance?
assume 10. If you need an attribute, assume a 10 or 11. If you
One of the big roles that you play as the Judge is determining need a to-hit modifier, just assume +0 and take the die roll
how to resolve actions. There are three basic paths to follow; as-is. When in doubt, assume no modifier and just roll.
saving/dungeon throws, attribute tests, and in-six-chances.
Of course, use your brain with this. If the players attack the
Saving throws represent innate biological defenses. They are town sheriff, he shouldn’t have an 11 strength. In that case,
established by racial choices. Saving throws are made when you may want to go with a 13 or 15. Use your judgment. It is
something is attacking the physical form of the character: a just generally helpful to start from the average position.
magical spell, a falling rock, a poison injected into the body,
and so on. Getting Inside the Mind of an NPC or Monster

Dungeon throws represent the unique skills used often in The final and perhaps hardest thing to adjudicate is the logic
dungeon environments. They are established by class choices. of a non-player character or monster. What do they really
Dungeon throws are made when the character is attempting think about this situation? This is hard to say.
something proactively: picking a lock, bashing down a door, Keep in mind that every character you control has their own
sneaking past a guard, and so on. limited vision of the world. A monster living in a dungeon
Both sets of throws are one-time-use abilities. Failing the is just that and nothing more. If captured alive, they cannot
throw means that the bad outcome happens. You should not be interrogated about the goings-on in the Ducal bedroom.
allow the player to retry the attempt. For example, if one of When you create inhabitants for your world, consider what
the characters tries to make a traps throw and fails; then the they know. When you act on the fly, it is often best to assume
trap goes off. They can’t go back in time and try again. that any particular character is ignorant of most things. Treat
knowledge like any other resource and keep it realistic.

93
Closing Thoughts

In this book, I have tried to step outside of the bland textbook writing style that dominates the
RPG industry. I have tried to not only provide a game, but a solid philosophical foundation for
better games. I have tried to not only provide rules, but reasons for the rules and insight into
how the rules can be used to make your game experience more enjoyable. I hope that you have
been able to draw inspiration from these efforts.
I am NOT the perfect Judge who runs the perfect game. However, I would like to think that
I am like a coach. I may not be the fastest runner. I may not have the best footwork, the best
aim, or the strongest arm. I do not pretend to bring these things to your table. My goal is not to
be the best, but to make you be the best. All I can offer is the belief that everything I have seen
and done has given me the wisdom to pass this knowledge down to you. I hope you use it well
and I wish you the best of luck.
94
Character Sheet
Player: Race:
Character: Class:
Campaign: Gender:

Attributes Mod Hit Points To Hit Bonus Armor Class


Strength:
Dexterity:
Constitution:
Intelligence:
/
Wisdom:
Charisma:
Hit Die: Rest Die:
+ modifier vs DC
Infravision ☐

Saving Throws Dungeon Throws In Six Chances Proficiencies


Blast: Climb:
Death: Force:
Paralysis: Locks:
Poison: Notice:
Reflex: Sneak:
Spells: Traps:

equal or greater equal or lower

Known Spells Class Features Languages


Expertise:
Identify:
Other:

Spells Per Day


Encumbrance & Speed

1st 2nd 3rd 4th 5th 6th 7th Status Weight Exploration Combat Sprint

Memorized Spells Miscellany Experience Points


Current:
Next Level:

Character Level:

95
Character Sheet (Continued)
Carried Coin Companions

CP SP EP GP PP Name Type

Abilities

Equipment Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

Name Type

Abilities

96
Campaign Sheet
Rumors Towns

Name Size

Notes

Name Size

Notes

Name Size

Notes

Opportunities

Name Size

Notes

Allies

Name Race

Notes

Name Race
Notes
Notes

Name Race

Notes

Name Race

Notes

97
This game is a part of a movement within the roleplaying
game community called the Old School Renaissance or OSR.
This movement looks back at the early versions of the original
roleplaying game and takes a different road to the present
than the one followed by the other iterations of that game.
OSR-style games maintain a focus on survival, exploration, problem-solving

98

You might also like