MEASURING TIME
UNIT OF TIME                  DURATION                                   ENOUGH TIME TO
     Round                       10 seconds          Perforn an action in combat, take a round rest (page 52)
     Strech                      15 minutes          Explore a room, take a strech rest (page 52)
      Shift                       6 hours            Hike for 15 kilometers, take a shift rest (page 52)
                                                    FREE ACTIONS
Draw Weapon:               Draw, exchange, or put away a weapon kept at hand.
Change Position:           Throw yourself to the ground or get up.
Drop Item:                 Drop an item on the ground.
Shout:                     Say or shout a few words.
                                                        ACTIONS
Dash:                      This action doubles your movement rate in the round.
Melee Attack:              These can be performed against an enemy within 2 meters (4 meters for long weapons).
Ranged Attack:             Attacks with a ranged weapon can be made against targets within the weapon's range.
                           Both melee and ranged attacks can be parried, but the latter requires a shield. Parrying is a
Parry:
                           reaction and takes place outside your turn and replaces your regular action in the round.
Dodge:                     Dodging melee or ranged attacks is also a reaction.
Pick Up Item:              Pick up an item from the ground within 2 meters, or from your inventory.
Equip / Unequip
                           Suits of armor and helmets protect you from damage, but also restrict your movement.
Armor / Helmet:
                           The HEALING skill is used to save the life of someone who has had their HP reduced to zero
First Aid:
                           and is at risk of dying.
Rally:                     You can PERSUADE another player character at zero HP to rally and keep fighting.
Break Down Door:           Doors can take a certain amount of damage before they break down.
                           Picking a lock requires a SLEIGHT OF HAND roll. Doing so without lockpiks gives you a
Pick Lock:
                           bane.
Use Item:                  Use a potion or some other item within 2 meters.
Activate Ability:          Use an innate or heroic ability.
                           In most cases, casting a spell counts as an action. This includes magic tricks. Some spells are
Cast Spell:
                           reactions and do not require an action, while others are more time-consuming.
Helping:                   Helping another character gives them a boon to a roll in the same round.
Round Rest:                You rest and recover D6 WP. This can only be done once per shift.
                                                  SEVERE INJURIES
   D20               INJURY                                                      EFFECT
   1-2        Broken nose               You get a bane on all AWARENESS rolls. Healing time: D6 days.
   3-4        Scarred face              Bane on all PERFORMANCE and PERSUASION rolls. Healing time: 2d6 days.
                                        Your PERFORMANCE and PERSUASION skills levels are permanently reduced by
   5-6        Teeth knocked out
                                        2 (to a minimum of 3).
  7-8         Broken ribs               Bane on all skills based on STR and AGL. Healing time: D6 days.
  9 - 10      Concussion                Bane on all skills based on INT. Healing time: D6 days.
                                        Bane on all skills based on STR and AGL, and every roll against such skill inflicts D6
  11 - 12     Deep wounds
                                        points of damage. Healing time: 2D6 days.
    13        Broken leg                Your movement rate is halved. Healing time: 3D6 days.
                                        You cannot use two-handed weapon, nor dual wield, and get a bane on all other
    14        Broken arm
                                        actions normally using both arms, such as climbing. Healing time: 3D6 days.
    15        Severed toe               Movement rate permanently reduced by 2 (to a minimum of 4).
                                        Your skill levels in all weapon skills are permanently reduced by 1 (to a minimum of
    16        Severed finger
                                        3).
    17        Gouged eye
                                        Your skill level in SPOT HIDDEN is permanently reduced by 2 (to a minimum of 3).
                                        Roll to resist fear (page 52). Each shift you sleep. If you fail, the shift doesn't count as
    18        Nightmares
                                        slept. Healing time: 2D6 days.
    19        Changed personality       Randomly generate a new weakness (page 26).
                                        You cannot remember who you or the other player characters are. The effect must
    20        Amnesia
                                        be roleplayed. Healing time: D6 days.
                             ATTRIBUTES                                                                   HEALING & REST
       ATTRIBUTE                             DESCRIPTION                         Round Rest     Recover D6 WP. Once per shift.
Strength (STR)             Raw muscle power.                                                    Heal D6 HP, or 2D6 HP is someone else succeeds with HEALING
                                                                                 Strech Rest
Constitution (CON)         Physical fitness and resilience.                                     roll. Recover D6 WP and heal one condition.
Agility (AGL)              Body control, speed, and fine motor skills.           Shift Rest     Recover all HP and WP, and heal all conditions.
Intelligence (INT)         Mental acuity, intellect, and reasoning skills.
Willpower (WIL)            Self-discipline and focus.
Charisma (CHA)             Force of personality and empathy.
                                                                                SKILLS
         SKILL                    ATTRIBUTE                                                      DESCRIPTION
ACROBATICS                           AGL              Jumping, climbing, balancing or performing other similar physical actions.
AWARENESS                            INT              Watch or listen for anyone sneaking around, notice emerging threaths in time.
BARTERING                            CHA              Hagglilng over the price when buying or selling.
BEAST LORE                           INT              Identifying an animal or monster, to know its habits, abilities, and weaknesses.
BLUFFING                             CHA              Quickly come up with a convincing lie.
BUSHCRAFT                            INT              Lead the way through the wilderness, make camp, cook food, or stay warm in cold weather.
CRAFTING                             STR              Repair gear and weapon, craft useful item.
EVADE                                AGL              Dodge an attack or flee from combat.
HEALING                              INT              Get fallen companions back on their feet or even save their lives.
HUNTING & FISHING                    AGL              Finding and obtaining food in wilderness.
LANGUAGES                            INT              Understanding foreign or ancient language.
MYTHS & LEGENDS                      INT              Trying to remember stories of old times or distant lands, understand links to the past.
PERFORMANCE                          CHA              Singing a song, reading a poem, making jokes or in some other way try to amuse a crowd.
PERSUASION                           CHA              Charm, threats or sensible reasoning, make another person see things your way.
RIDING                               AGL              Advanced maneuvers while mounted.
SEAMANSHIP                           INT              Steer a vessel over water, navigation.
SLEIGHT OF HAND                      AGL              Steal something unnoticed, pick a lock, or perform any other action that requires fine motor skill.
SNEAKING                             AGL              Sneak past the enemy undetected.
SPOT HIDDEN                          INT              Looking for something hidden, concealed.
SWIMMING                             AGL              Swimm in difficult situation.
WEAPON SKILLS                      STR / AGL          Wielding different types of weapons.
  Axes                               STR              Axes of all kinds, including when thrown.
  Bows                               AGL              All types of bows.
  Brawling                           STR              Unarmed combat with fists, feet, teeth or claws.
  Crossbows                          AGL              Attack with crossbows of all kinds.
  Hammers                            STR              Warhammers and other blunt weapons such as clubs and maces.
  Knives                             AGL              Combat with knives and daggers, including when thrown.
  Slings                             AGL              Attacking with sling.
  Spears                             STR              Combat with spears and tridents, including when thrown, lances.
  Staves                             AGL              Fighting with staff.
  Swords                             STR              Combat with all types of swords.
               CONDITIONS                                                                             FEAR
     CONDITION                   ATTRIBUTE
Exhausted                           STR
                                                               D8                                          EFFECT
Sickly                              CON                                  Enfeebled. The fear drains your energy and determination. You lose 2D6 WP
                                                                1
Dazed                               AGL                                  (to a minimum of zero) and become Disheartened.
Angry                               INT                         2        Shaken. You suffer the Scared condition.
Scared                              WIL
Disheartened                        CHA                         3
                                                                         Panting. The intense fear leaves you out of breath and makes you Exhausted.
Bane on all rolls against attribute and skill rolls
                                                                         Pale. Your face turns white as a sheet. You and all player characters within
based on that attribute.                                        4
                                                                         10 meters and in sight of you become Scared.
                                                                         Scream. You scream in horror, which causes all player characters who hear
                                                                5        the sound to immediately suffer a fear attack as well. Each person only ever
                                                                         needs to make one WIL roll to resist the same fear attack.
                                                                         Rage. Your fear turns into anger, and you are forced to attack its source on
                                                                6
             SKILL LEVEL                                                 your next turn - in melee combat if possible. You also become Angry.
                                                                         Paralyzed. You are petrified with terror and unable to move. You cannot
  ATTRIBUTE                BASE CHANCE                          7        perform any action or movement on your next turn. Make another WIL roll
     1-5                         3                                       on each subsequent turn (not an action) to break the paralysis.
     6-8                         4                                       Wild Panic. In a fit of utter panic, you flee the scene as fast as you can. On
    9 - 12                       5                                       your next turn you must dash away from the source of your fear. Make
                                                                8
    13 - 15                      6                                       another WIL roll on each subsequent turn (not an action) to stop running and
    16 - 18                      7                                       act normally again.
                                                                  TYPICAL NPCs
                                                                                        DAMAGE
            TYPE                       SKILLS                HEROIC ABILITIES            BONUS           HP            WP                  GEAR
                             Awareness 10                                                                                       Broadsword, studded
           Guard                                                       -                STR +D4           12            -
                             Swords 12                                                                                          leather armor
                             Evade 14
           Cultist                                                     -                AGL +D4           12            -       Dagger
                             Knives 14
                             Evade 12
           Thief                                                       -                AGL +D4           10            -       Knife
                             Knives 12
          Villager           Brawling 8                                -                     -            8             -       Wooden club
                             Awareness 12
           Hunter                                                      -                AGL +D4           13            -       Longbow, leather armor
                             Bows 13
                             Bows 12
           Bandit            Evade 10                                  -                     -            12            -       Short sword, short bow
                             Swords 12
                             Awareness 10                                                                                       Broadsword, studded
        Adventurer                                                     -                STR +D4           13            -
                             Swords 12                                                                                          leather armor
                             Languages 13
          Scholar            Myths & Legends 13                        -                     -            7             -       A good book
                             Staves 8
                             Awareness 12                 Berserker
                                                                                                                                Heavy warhammer,
    Bandit Chief (Boss)      Brawling 15                  Robust x 6                    STR +D6           30           16
                                                                                                                                chainmail, open helmet
                             Hammers 15                   Veteran
                                                          Defensive
                                                                                                                                Longsword, large shield,
                         Brawling 14                      Double Slash
  Knight Champion (Boss)                                                                STR +D6           28           26       plate armor, great helm,
                         Swords 16                        Focused x 6
                                                                                                                                combat-trained horse
                                                          Robust x 6
                                                          Focused x 6
                             Magic School 15
      Archmage (Boss)                                     Master Spellcaster                 -            22           30       Staff, grimoire
                             Staves 13
                                                          Robust x 4
                                                           COMMON ANIMALS
      ANIMAL              MOVEMENT               HP                            ATTACK                                           SKILLS
         Cat                   12                  4       Bite (skill level 8, damage D3)                     Awareness 12, Evade 14, Sneaking 16
         Dog                   14                  8       Bite (skill level 12, damege D8)                    Awareness 14, Evade 10, Sneaking 12
        Goat                   10                  6       Horns (skill level 10, damage D6)                   Awareness 10, Evade 12
      Donkey                   14                 12       Kick (skill level 10, damage D10)                   Awareness 10, Evade 6
       Horse                   20                 16       Kick (skill level 10, damage 2D4)                   Awareness 12, Evade 8
     Wild Boar                 12                 14       Tusks (skill level 12, damage 2D6)                  Awareness 10, Evade 8
        Deer                   18                 12       Horns (skill level 10, damage D8)                   Awareness 12, Evade 12
       Moose                   16                 18       Horns (skill level 10, damage 2D6)                  Awareness 10, Evade 8
         Fox                   10                  6       Bite (skill level 12, damage D6)                    Awareness 12, Evade 10, Sneaking 14
        Wolf                   16                 10       Bite (skill level 14, damage 2D6)                   Awareness 14, Evade 12, Sneaking 14
        Bear                   12                 20       Bite (skill level 12, damage 2D8)                   Awareness 10, Evade 8
                                                          ATTRIBUTES FOR NPCs
In adventures for Dragonbane , attribute scores for NPCs are not listed as      CON: Roll against maximum HP, reduced by 2 for each level of the
they are very rarely used. If you at some point would need to roll              Robust heroic ability.
against an exact attribute score for NPC, use the guidelines below:             WIL: Roll against maximum WP if this is listed, reduced by 2 for each
STR & AGL: Use the damage bonus. At +D6, roll against an attribute              level of the Focused heroic ability. If WP is not listed, roll against 10.
score of 17. At +D4, roll against 14. At no bonus, roll against 10.             INT & CHA: Roll against 10.
                                                         CREATING NPCs
       D4            D6         D8                                      D10              D12                   D20
       ATTITUDE      KIN        MOTIVATION                              PROFESSION       TRAIT                 NAME (CHOSE ONE)
 1     Hostile       Human      Sweet, glittering gold                  Bard             Talks too much        Agnar, Jorid, Dereios
 2     Evasive       Dwarf      Knowledge of the world                  Artisan          Strange clothes       Ragnfast, Ask, Euanthe
 3     Indifferent   Elf        Deep and eternal love                   Hunter           Wild-eyed             Arnulf, Tyra, Xanthos
 4     Friendly      Halfling   A lifelong oath                         Fighter          Smells bad            Atle, Liv, Athalia
 5     -             Wolfkin    An injustice that demands retribution Scholar            Joker                 Guthorm, Embla, Kleitos
 6     -             Mallard    A life of joy and song                  Mage             Cultist               Botvid, Ragna, Astara
 7     -             -          Blood ties that can never be severed    Merchant         A bit childish        Kale, Turid, Priamus
 8     -             -          Escaping the dark past                  Knight           Quiet and difficult   Egil, Jorunn, Galyna
 9     -             -          -                                       Mariner          Demon worshiper       Ingemund, Borghild, Taras
 10    -             -          -                                       Thief            Obstinate             Gudmund, Gylla, Zenais
 11    -             -          -                                       -                Very touchy           Grim, Tora, Hesiod
 12    -             -          -                                       -                Highly romantic       Brand, Edda, Liene
 13    -             -          -                                       -                -                     Folkvid, Sigrun, Eupraxia
 14    -             -          -                                       -                -                     Germund, Dagrun, Tyrus
 15    -             -          -                                       -                -                     Algot, Bolla, Lysandra
 16    -             -          -                                       -                -                     Tolir, Yrsa, Kallias
 17    -             -          -                                       -                -                     Hjorvald, Estrid, Isidora
 18    -             -          -                                       -                -                     Ambjorn, Signe, Athos
 19    -             -          -                                       -                -                     Grunn, Tilde, Larysa
 20    -             -          -                                       -                -                     Olgrid, Idun, Nikias
                                                             MISHAPS
D12                                                                    MISHAP
 1    Fog. The player characters are caught unawares by thick fog. The distance covered this shift is reduced by half.
      Blocking Terrain. The way ahead is blocked by rocks, fallen trees, thick shrubs, or flooding. Each player character must make an
 2    ACROBATICS roll to keep moving forward. Anyone who succeieds can help the others. A player charater who fails makes no
      progress this shift.
      Torn Clothes. The pathfinder leads the group into a thorny thicket, rocky ravine, or swampy marsh. The clothes of a random
 3
      player character are damaged and now counts as rags.
      Lost. The player characters realize that they are walking in circles and do not make any progress on the map this shift. The
 4
      pathfinder must also make a BUSHCRAFT roll to find the right way again. Others cannot help.
 5    Dropped Item. A random player character drops or breaks an item of your choice.
      Mosquito Swarm. A large swarm of mosquitoes or gnats attack the group, driving everyone crazy with their biting and buzzing.
 6
      All player characters without a cloak become Angry.
      Sprained Ankle. A random player character falls or missteps and suffer D6 damage. Armor has no effect but boots reduce the
 7
      damage by two.
      Downpour. A massive rainfall or blizzard (depending on the season) catches the group unawares. All player characters without
 8    cloak must roll to withstand the cold (page 54). They must also seek shelter until the storm passes and cannot make any progress
      on the map this shift.
      Wasps. The pathfinder steps right into a nest of wasps. A swarm of angry wasps attack the entire group. All player characters
 9
      must make an EVADE roll, and those who fail suffer D6 damage and a condition of their choice.
      Landslide. The player characters are walking in rough terrain when the ground suddenly gives away under their feet. Everyone
10
      must make an EVADE roll - anyone who fails suffer D10 damage.
      Savage Animal. A wolf, bear, or other savage animal feels threatened and attacks the adventurers. Choose an animal from the
11
      table (page 99).
      Quicksand. The ground collapses! Each player character must make a BUSHCRAFT roll. Anyone who fails suffers a condition
12    and must roll again. A character who already has a conditions and fails the roll is swallowed by the quicksand and disappears for
      good. Whoever is free can help those who are stuck.