Vagabond - Quickstart
Vagabond - Quickstart
Game! The full version of the Core Rulebook is available at the Land
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Vagabond RPG and this document © 2024 Land of the Blind, LLC and Taron Pounds
Some artwork copyright Felipe da Silva Faria, used with permission.
Some artwork copyright Dean Spencer Art, used with permission.
Some artwork copyright Vagelio Kaliva, used with permission. All rights reserved.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed
under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/
licenses/by/4.0/legalcode.
CONTENTS
Chapter 1: Preamble Chapter 8: Perks
Gaining Perks........................................................25
Chapter 2: Basics Perk List..................................................................25
Chapter 1: PREAMBLE
D
rawing inspiration from Medieval romance stories, dungeon synth, and all
dungeoncrawlers to come before it, Vagabond is a tabletop roleplaying game that
blends old school practicality and modern TTRPG character expression. It also takes
inspiration from modern Pulp Fantasy influence, with the potential for a Goblin
Gunslinger to be delving a mummy’s tomb alongside a Dwarf Witch in search of Excalibur. Things
will get weird.
Tolkien fantasy is a zoo, pulp fantasy is a safari.
Pulp Fantasy
Also called ‘sword and sorcery’, pulp fantasy Origin of Pulp Fantasy
stories are rooted in high-action and dangerous
adventure; generally any fantasy book where It was the folklore of Arthurian legends, Norse
the cover is illustrated by Boris Vallejo, Julie mythology, Grimm’s Fairy Tales, and stories
Bell, Darrell K. Sweet, or Michael Whelan. like Beowulf that originally inspired fantasy as
It draws its name from the pulp magazines a genre in the 1900s. The worlds, gods, and
like Weird Tales that published sensational creatures of these tales can be found spattered
fantasy short stories of epic Heroes with throughout fantasy stories and games, but
rippling 8-pack abs saving some hot chick they aren’t themselves “pulp” fantasy. This
from lizard men on Mars. This format evolved subgenre’s birth can likely be dated to around
into full-length novels featuring these Heroes, 1932, when Robert E. Howard’s “The Phoenix
and served as the initial inspiration for the on the Sword” was published in Weird Tales,
original tabletop roleplaying games. the first published appearance of Conan the
Peoples’ first impression of fantasy tends Barbarian.
to be of a hobbit walking a vast world with The focus of narrative in the Conan series
a fellowship of capable friends. This is fair shifted towards action over exploration and
considering the impact of Tolkien’s Lord of introspection. That’s not to say it didn’t have
the Rings, but this series doesn’t quite fit the these elements, just that Howard decided
mold of what we consider ‘pulp fantasy’ and to lean in heavier on the fights than what
is most-often distinguished as ‘Tolkienesque we had seen in fantasy previously. This push
fantasy’. While Tolkien was the first to create towards the thrilling with less emphasis on the
a vast fantasy universe, his stories are focused fantastical helped to define the fantasy stories
more on a journey than punchy fights and we read today, and more-directly influenced
dialogue that became prevalent in series like the first tabletop roleplaying game developed
Michael Moorcock’s Elric of Melniboné, Scott by Dave Arneson and Gary Gygax.
Lynch’s The Gentleman Bastard, or Brandon
Sanderson’s Stormlight Archive.
The Familiar Strange
Further, pulp fantasy leans in hard on There’s a saying in the field of medicine,
character studies through an exploration “When you hear hoofbeats, think of horses,
of established fantasy archetypes. Did we not zebras.” This is the polar opposite for
really explore Gandalf ’s wizardry impacting fantasy. When making Conan, Howard seemed
his outlook on the world quite like Conan’s to have originally envisioned the story taking
barbarism being an entire philosophy? place in the real-world, but worried about
Tolkienesque fantasy is told almost entirely as the time and research required to maintain
third-person, but pulp fantasy tends to give historical accuracy. Instead, Howard chose to
you a first-person lense. You’re not just shown place Conan in Hyboria, a fantastical “vanished
the world the author has created, you’re given world” that blended Celtic, Germanic, Greek,
a protagonist to experience it through. Mesopotamian, Norse, and Slavic mythology
with magic rooted in the high fantasy of Tolkien.
6 1
CHAPTER 1: PREAMBLE // PULP FANTASY
This kept Hyboria recognizable and relatable, their attempts at thwarting the villains’ plans
helping readers relate to a world with wizards succeed. Enemies do not roll for their attacks,
and lizardmen. defenses, and checks as they are assumed to
This is an immersion technique authors succeed unless the Heroes intervene.
have used for decades, “Take the familiar and
make it strange.” This quote comes from Neil Action First, Cinema Second
Gaiman, but it isn’t exclusive to Gaiman or Vagabond’s combat system focuses on quick,
Howard’s works. Think of any fantasy world power fantasy violence over narrative tension.
and consider how it applies this principle: This is an action game, not a tactical war
◆ Brandon Sanderson’s allomancy begins with game. Mechanics are granted as a storytelling
magnetism and keys it out to an entire metal- toolkit, so feel free to use its flathead
based magic system. screwdrivers on Phillips-head screws if it
◆ Terry Pratchett’s Discworld is a flat planet works for you.
balanced on four elephants standing upon Ancestries, Classes, Weapons, Perks,
a giant turtle. and Spells grant mechanics for combat and
◆ Fullmetal Alchemist adapts conservation of exploration, not fluff and flair. They were
mass as a rule for its magic system. designed to say “Yes, and...” for what you want
These techniques help flesh-out worlds and to do instead of saying what you can’t do.
make magic understandable and relatable. There are restrictions and limits, and this
Many of these stories pull monsters from real- spirit should always be interpreted in good
world mythologies, use horrors that prey on faith.
our human fears, analogously explore real-
world topics through a fantasy lens, and even Common Sense is King
go so far as to just use real-world locations. The game’s expression is intended to allow
for quick rulings over precision simulation.
Thwart the Villains If a rule causes a question, try to rule in the
Pulp Fantasy stories are about the successes Heroes’ favor and keep the story moving.
and failures of the Heroes, not the enemies. A
story isn’t made more interesting if a villain’s Order of Operations
plans don’t work simply because they failed Follow PEMDAS/BODMAS when applying
a check. things like Resistance and Armor to reduce
Tactical Action Fantasy damage taken. For example, if a Being that is
Vagabond doesn’t gamify social interactions. Resistant to Crushing attacks and has Armor
That is handled by roleplay with your table. This 3 takes 10 damage from a sledgehammer, they
system is built for quick Combat and engaging halve the damage first (for 5 damage) and
Exploration. You have tools at your disposal to subtract 3 from the remainder (for 2 damage).
think of alternatives to violence, but don’t be
sword-shy. Feel free to “stab the bad guy with
the pointy-end.”
Further, Combat and Exploration are
intended to seamlessly flow between each
other. The intention is that Combats should be
moments of confrontation rather than milking
dramatic tension out of every action. Combats
will be short. Enemies (particularly minions)
may die in a single blow. Boss fights may be
entirely thwarted by smart planning on the
Heroes’ part. That’s the intent.
As such, it is the Heroes who must prove
2 1
CHAPTER 2: BASICS // USING THE BOOK AS DICE
Chapter 2: BASICS
V
agabond is a tabletop roleplaying game, wherein the Players take on the role of
Heroes and are lead by a guide, called the Game Master. You will need a hero record
(provided online), a set of standard polyhedral dice for roleplaying, a Quest, and a
place to play. You can also use miniatures and a gridded battlemat to help visualize
the space the Heroes are exploring.
While Guided play is the traditional means of playing a tabletop roleplaying game, it’s
possible to play Vagabond with specially-created Quests for Solo and Co-Op play, such as the
Ruinous League Quest later in this book.
Keyword Capitalization
Reading This Book When a word refers to a specific Action, Spell,
This Chapter will teach you all of the basics to or Status in-game, it will be capitalized. For
playing the game. example, “Attack” refers to the Attack Action,
and “attack” refers to any attack instance.
VETERAN TTRPG PLAYERS
If you are already familiar with tabletop SIDEBARS
role-playing games and just want to learn Information like rules reminders, examples,
Vagabond, you should: and additional information.
◆ First, read this chapter, focusing on
understanding Checks, Positions, Time
& Scenes, Health, Damage, and Armor.
Using the Book as Dice
The squares at the bottom of each page can
◆ Next, familiarize yourself with the
be used for d6 rolls. A d20 roll page has also
Actions, Move, and Off-Turn for
been provided on (p. 60).
Combat (p. 9).
◆ Third, see how to build Heroes (p.
12).
◆ Last, if you are interested in Solo/Co-
Op play or being a Game Master, be
sure you understand Statblocks.
Headers
Headers are used to indicate what information
the body text pertains to. Vagabond also uses
a Mechanic Header to distinguish text that
will likely go on your Hero Record. Mechanic
Headers may have a Subheader that details
when you gain the Feature described, or that
categorizes the Mechanic.
Mechanic Header TYPE
Prerequisites
Mechanic Description
5 3
CHAPTER 2: BASICS // THE DICE
4 5
CHAPTER 2: BASICS // POSITION & TARGETS
1 5
CHAPTER 2: BASICS // SPEED
Senses Falling
You can assume Beings have the basic five Beings take d6 damage per 10 feet fallen
senses. Some may have enhanced Senses, higher than their base Jump height, landing
described below: Prone if they take the damage. Any Being that
Allsight: Isn’t fooled by illusions or invisibility. has a falling Being or Object land on them
takes half the damage.
Blindsight: Can see even if it is Blinded.
Darksight: Can’t be Blinded by Dark. Clinging to a Ledge
Echolocation: Detects by hearing as if by sight. You act as Prone while you cling to a ledge,
Seismicsense: Detects by feel as if by sight and get up by spending half your Speed.
while touching the ground.
Telepathy: Detects by thought while not
Unconscious.
Time & Scenes
Time is measured as abstractions. Rules will use
the following Terms to refer to in-game time:
Speed
Speed details how far a Being can Move MEASURING TIME
over the course of one Round. This typically Approx.
Term Example Task
assumes the Being is walking on flat land. Time
When using a battlemat for Combat, each Round 10 Seconds Move and take an
square equals 5 feet (or 2 meters). Action.
Speed Types Minute 6 Rounds Fight, pick a lock.
Scene 10 Minutes Search a room, take a
Beings with a special type of Speed may be
Breather.
allowed to Move in different ways:
Hour 60 Minutes Burn out a torch,
Climb: Its Speed is not impeded by climbing. research a topic.
A Being without Climb is also Vulnerable Shift 6 Hours Travel up to 6 miles at a
while climbing. normal pace, Rest.
Cling: It can Move on ceilings and walls.
Day 4 Shifts Recover from Fatigue.
Fly: It can Move through the air.
Phase: It can Move through occupied space,
but they are shunted out in the nearest empty
Scenes
space if they end the Move in occupied space. If the narration is focused on events of the
If the space was occupied by a structure (such Story unfolding around the Heroes, a “Scene”
as a wall) they take 5 damage. is occuring. You will subconsciously feel these
Swim: Its Speed is not impeded by liquid. A “shifts” when the Story progresses. For the
Being without Swim is also Vulnerable while purposes of play; any Scene is an abstraction
in liquid deeper than half their height. of about 10 minutes of in-game time.
6 6
CHAPTER 2: BASICS // ROOM & KEY
4 7
CHAPTER 3: COMBAT // ROUNDS & TURNS
Chapter 3: COMBAT
W
hen the events of the Story call for violence, Combat occurs. In Combat, a Being
will be on a side, called a Group, whether they are alone or not. Each Group will
take Turns using their Action and Move to attempt to fight for their survival by any
means, even retreat.
8 2
CHAPTER 3: COMBAT // ROUNDS & TURNS
Off-Turn Morale
Off-Turn is the Turn of any opposing forces. Enemies won’t always fight to the death,
Beings that aren’t Incapacitated (p. 11) and may retreat or surrender when combat
can still act in response to the Actions and isn’t going their way. Enemies that don’t
Move of others on an Off-Turn. have a Morale value or that are Berserk will
always fight to the death. Enemies that have
Block or Dodge Attacks
a Morale value indicated in their Statblock
When attacked, you can either Block or
make Morale Checks (rolled by the GM) at
Dodge the attack if your Speed is not 0. If you
the start of their turn if one of the following
pass, you are unharmed by the attack.
conditions are met:
Intercept ◆ Their Leader is defeated.
Once per Round, a Being can make one Melee ◆ They are alone and Bloodied.
attack against a Target on an Off-Turn if that ◆ Half or more are deafeated.
Target either:
When Checking Morale, roll 2d6. If the total
◆ Starts to Move out of Reach.
is equal to or higher its Morale, it fails and
◆ Makes a Ranged attack or Casts.
either retreats or surrenders (GM’s choice).
◆ Starts its Turn Focusing on Magic (p. 36).
If playing Solo or Guided, Enemies always
retreat.
Running Enemies
Enemies have a sequence of prioritized Actions EXAMPLE
and a Zone that describes how they use their This Griffon’s Zone is Frontline, and its Morale
Move. Their Size and Being Type is also is an 8. The top Action is Raptor Strike,
indicated as a tag under their name. Enemies making it its prioritized Action if available.
also have a Morale score, as described below. As a Frontliner, the Griffon will Move into
GMs control Enemies. Melee to use its Raptor Strike. It retreats on a
Morale Check (2d6) of 8 or higher.
Zone
To determine how an Enemy acts during
Griffon TL: 2.4
Large Cryptid
Combat, it is given a Zone:
Hybrid creatures displaying both the head,
Frontline: Moves Close for Melee Attacks wings, and forelegs of an eagle, and hind-
Midline: Moves Close to Attack and, if the quarters of a lion. Known to pick up horses
Target isn’t Bloodied, Disengage to Near its and drop them for sport.
Target. If the Being is Bloodied, it stays Far
from Targets and uses Ranged. HD: 7 (28 Health) Speed: 25 ft (Fly 60 ft)
Backline: Stays Far from opposing forces. Zone: Frontline Morale: 8 # Appearing: d4
ACTIONS
You can use the following table to determine Raptor Strike [Multi-Attack]: Two Claws and
its distance from you at the start of Combat. a Beak. If both Claw attacks hit, this Beak
automatically hits.
ENEMY POSITION (SOLO/CO-OP) Beak [Melee Attack]: 9 (2d8)
d6 Distance from You Claw [Melee Attack]: 2 (d4) and Grappled if
1-2 Near it’s this Being’s second Claw attack to hit it this
Turn.
3-6 Far, if possible
5 9
CHAPTER 4: HEALTH & DAMAGE // HEALTH
10 4
CHAPTER 4: HEALTH & DAMAGE // STATUSES
Statuses may occur as a result of magic, features, The following rules apply:
attacks, or other effects. ◆ It can’t Focus, take Actions or Move.
◆ It fails all Might and Dexterity Checks.
Berserk STATUS ◆ It is Vulnerable.
It can’t Focus, and it can only Attack, Cast, Invisible STATUS
Move, and Rush. It doesn’t make Morale
Checks, and it can’t be Frightened. It can’t be seen by normal senses and those
that can’t see it (p. 8) act as Blinded to it.
Blinded STATUS
Paralyzed STATUS
It can’t see and is Vulnerable.
It is Incapacitated and its Speed is 0.
Burning STATUS
Prone STATUS
It takes damage at the start of its Turns equal
to a Countdown die roll, unless an appropriate The following rules apply:
action is taken to end it. ◆ It can only move by crawling (2 feet of Speed
for 1 foot of movement) and it can’t Rush.
Charmed STATUS ◆ It is Vulnerable for the purposes of Melee
It acts as if the charmer is their Ally. Attacks and Dodge Checks.
Its Checks and Saves are Hindered, and it It is Vulnerable, and it can’t Move.
can’t Cast. If it is an Enemy, Saves against its Sickened STATUS
attacks are Favored.
The following rules apply:
Dazed STATUS ◆ Its Hit Die rolls are Hindered.
It can’t Focus or Move unless it uses an Action ◆ Additional effects may be indicated in
to do so. parenthesis, which apply while it is Sickened.
6 11
CHAPTER 5: HERO CREATION // HERO CREATION STEPS
12 4
CHAPTER 5: HERO CREATION // STATS
as detailed on (p. 18). Your Speed indicates how far you can Move
on solid ground in 1 Round. Unless you are
Item Slots PASSIVE
surprised, you begin Combat with your Speed.
Your base Item Slots is equal to (8 + Might). You regain used Speed at the end of your Turn.
An Item’s Weight determines how many Item
Dexterity Speed
Slots it occupies. For more on Item Slots, see
the Equipment Chapter (p. 32). 2-3 25 feet
You are Encumbered while all your Item 4-5 30 feet
Slots are Occupied. You can’t carry any 6-7 35 feet
additional items that would exceed your
maximum Item Slots. Finesse SKILL
2 13
CHAPTER 5: HERO CREATION // STATS
Adaptability through cognition and perception. Your ability to make things with a Tool you
Awareness is used for Reflex, Detect, Mysticism, are Trained with, or appraise the value of
and Survival Checks and Ranged Attacks. items. Difficulty with Craft determines the
highest Value of items you can Craft. See the
Detect SKILL
Downtime chapter for more on Crafting.
Reflexively sensing others. Difficulty Value Difficulty Value
Locate: You can skip your Move to make a 18 - 17 1s 10 - 9 5g
Detect Check to attempt to detect a Being. 16 - 15 20s 8-7 7g 50s
If you pass, that Being can’t benefit from
14 - 13 50s 6 10g
being hidden from you until it Moves.
12 - 11 2g 50s
Vigilance: Heroes get the first Turn in
Combat. However, if an Enemy attempts to Appraise: You can determine the value and
surprise you, you make a Detect Check. If general properties of an item by spending a
you fail, you can’t act that first Turn. Scene doing so and making a Craft Check.
Mysticism CAST & SKILL If you pass, you learn the item’s value and
possibly some lore about it. This does not
Understanding of the supernatural. Used by reveal if an item is cursed.
Druids and Luminaries to Cast. Tools: Training with a Tool allows you to Craft
Survival SKILL using that Tool as a Shift Task (p. 46).
Tracking and a knowledge of beasts, plants, Medicine SKILL
Prowess through intelligence and reason. Logic Social ability to change others through
is used for Will, Arcana, Craft, and Medicine coercion, deception, or negotiation. Used by
Checks. Sorcerers to Cast.
14 4
CHAPTER 5: HERO CREATION // SAVES
Performance SKILL
Saves
Cultural talent and knack for inspiring awe.Saves represent your innate instincts and
Instruments: Training with an Instrument natural defenses against danger.
allows you replace a different Check with
a Performance Check if it applies (such as BLOCK AS SAVE
Drum Training to intimidate those who hear Making an Attack Check to Block an attack
it, rather than Brawn or Influence). counts as a Save for any game mechanic.
Luck Endure
Favor from the Fates that tell our Stories. Luck Withstand physical harm, such as extreme
is a Stat that allows players to tip the scales. temperatures, death rays, paralysis, poison,
and petrification.
Luck Pool PASSIVE
You have a pool of Luck equal to your Luck Endure Difficulty = (20 - (MIT × 2))
Stat, which you can spend like points. When
Reflex
the game refers to Current Luck, it refers to
the remaining amount in your Luck Pool. Evade physical harm, such as weapons, quick
You regain spent Luck when you Rest, and traps, and dragon’s breath.
can spend Luck in the following ways: Reflex Difficulty = (20 - (DEX + AWR))
Advantage: Favor your d20 roll. Dodge an Attack: If you are Targeted with
Fluke: Reroll an unresolved die you rolled. an Attack, and your Speed is higher than
Super-Effective: Add a d6 to a damage or 0, you can attempt to dodge the attack by
healing roll. making a Reflex Save.
If you pass, you ignore one of the attack’s
VARIANT USE: PLOT ARMOR
highest damage dice. On a Crit, you don’t
For Solo/Co-Op play and Guided play
take damage from the attack and can forgo
without a healer, this variant use for Luck is
the Luck to move up to half your Speed
recommended:
without provoking Intercepts.
Plot Armor: Once per Round, if you are
reduced to 0 Health by damage, you can Will
spend 1 Luck to instead be at 1 Health.
Resist mental harm, tests of your courage,
charms, and your resolve.
Will Difficulty = (20 - (PRS + LOG))
1 15
CHAPTER 6: ANCESTRIES // STATS
Chapter 6: ANCESTRIES
H
eroes have an Ancestry that grants Traits shared by every member of that Ancestry,
such as their Type and Size. Not every world is home to all of these Ancestries,
and the GM has the final say in what Ancestries are a part of the world they have
envisioned.
A typical fantasy world tends to at least include Humans, Dwarves, and Elves as protagonist
Ancestries, usually at-odds with militaristic Orc or Goblin societies. However, these need not be
the standard for every story. There are many worlds in which Humans are actually scarce. In any
case, it’s assumed you will be playing as a Hero acting cooperatively with the rest of the table
to tell this Story.
Lore Traits
Each Ancestry gives a general idea of their Traits determine your Being type, determine
representations in fantasy. Feel free to use this your Size, and grant you Abilities. These work
lore, or replace it entirely with your own vision in-conjunction with the Features you will gain
for your worlds. This lore has no bearing on from your Class and Perks.
mechanical weight for the Ancestry.
16 4
CHAPTER 6: ANCESTRIES // HALFLING
Human Elf
Humans are social beings that tend to be Elves are known for their tall height, ethereal
central in the development of major, diverse beauty, and inquisitive passion to witness awe.
melting pot civilizations. Their tendency This passion embodies itself in their clothing,
to develop wide, sprawling empires and a language, arts, and cuisine, as elves seek to
huge pool of cultures makes them extremely make every moment one worth savoring.
adaptable adventurers.
Wild Elves
Their varied tastes in enrichment
Wild elves hail from societies founded near
frequently drives humans to travel the world
unusual or massive natural landforms. These
and taste the thrill of adventure. While the
may be giant trees within the center of a forest,
comfortable life of a home, steady work, and
a lake that seems to float above a ravine, a
a tight-knit community may appeal to many,
waterfall that pours upwards, or some other
the deathbed thought of never having lived
bizarre act of nature. They adapted alongside
up to one’s full potential is enough to drive
the flora and fauna near these regions, giving
some humans to cast these comforts away.
them an incredible agility and proclivity with
Human Traits ANCESTRY primal essences.
Type: Humanlike | Size: Medium
Wild Elf Traits ANCESTRY
Knack: You are Trained with a Skill of your Type: Fae | Size: Medium
Choice and gain a Perk.
Elven Eyes: You have a d4 bonus on sight-
Strong Potential: Increase one of your Stats
based Detect Checks.
by 1, but no higher than 4.
Agile: Your Speed increases by 5 feet.
Dwarf Halfling
Dwarves are built from sterner stuff, with
The plucky hill-dwelling folk of the shire,
some myths saying dwarves aren’t born,
halflings seem to have been created specifically
they’re forged. These myths speak of gods
to seek out adventure. They are known to live
sculpting the dwarves shortly after the
life to the fullest, rise to any challenge, and
formation of mountains, granting them iron
bask even in their failures.
wills, silver tongues, and golden hearts.
The most famous accounts of dwarven Shire Dweller
civilizations tell of an industrious people Halflings have always built on rolling hills,
who hail from some of the most extreme with the most food storage on the highest,
environments. If dwarves discover rare ore, residential areas on the second highest,
they don’t look for a nearby river and suitable markets at the third highest, and sanitation
land for farming; they’ll found the town right at the lowest with another hill to shield the
on the biggest vein they can find and figure winds. It reduces the damage of floods, and
the rest out later. keeps temperatures comfortable all year.
Dwarf Traits ANCESTRY Halfling Traits ANCESTRY
Type: Humanlike | Size: Medium Type: Humanlike | Size: Medium
Matchless: You are Trained with Craft. Squat: You can move through areas occupied
Further, once per day, you can use this Trait by other Beings.
to Craft as a Scene Task. Tricksy: When you regain Luck from a Rest,
Sturdy: You make Checks against being you gain 1 additional Luck.
Sickened and shoved with Favor.
6 17
CHAPTER 7: CLASSES // LEVELING UP
Chapter 7: CLASSES
H
eroes take on an archetype, called a Class. Classes grant Training and Features, and
provide a guide for how these Heroes best perform in Combat. You will gain Levels
in your chosen Class during the Story, which grant you Features and improvements.
Features may grant Magic or a Perk, both of which are detailed later in this book.
QUICKSTART LEVELS
Class Archetype This Quickstart includes 6 of the 18 base
Each Class has an Archetype, which limits the classes from the Vagabond Core Rulebook,
Perks you can choose from. Your Archetype and a brief of the Features from the first
will either be Expert, Mage, or Warrior, with 3 Levels of those Classes. Characters can
some Classes being two. potentially advance as far as about 35th
Level before Stats all max out at 7.
Leveling Up
Your advancements as a Hero are signified
with a Level in your Class. Each time you gain
a Level, you’ll gain each of the following:
◆ New and improved Class Features.
◆ Your Maximum Health increases by a roll
of your Hit Die.
◆ Every Odd Level after 1st, you gain a Perk.
◆ Every Even Level, increase a Stat by 1. Stats
can’t be increased above 7.
Hit Die Increase
If your Hit Die size increases, your Max Health
increases by an amount equal to your Level.
XP Questionnaire
There are two methods to determine when
Heroes gain a Level; either the XP Questionnaire
or Destiny.
XP Questionnaire
After each session, ask each of these questions
and mark 1 XP for each “yes” you can give.
◆ Did you complete a Quest?
◆ Did you Fail and allow the Fail to resolve?
◆ Did you pass a Hindered Check?
◆ Did you make a discovery?
◆ Did you loot at least 50g of treasure?
Level Pacing
You gain a Level when the amount of XP you gain
is equal to 5 times that next Level. Your XP count
then resets to 0. For example, a 2nd Level Hero
with 0 XP would need 15 XP to reach 3rd Level.
18 5
CHAPTER 7: CLASSES // BARD
Bard
Historians, preserving the lore of legends,
romances, and cultural movements in many
forms, Bards are heralds of the awe-inspiring
beauty of creation. While the painter and
sculptor decorate space, a Bard decorates time.
Iconic Bards
◆ Edward Chris von Muir, Final Fantasy IV Inspiring Anthem FEATURE
◆ Jaskier, The Witcher series Bard: 1st Level
◆ Kvothe, The Kingkiller Chronicles You can use your Action or skip your Move to
◆ Sylvando, Dragon Quest 11 perform with a Musical Instrument you have
Playing Bards Equipped. When you do, make a Performance
The Bard is a low/mid-defense, high support Check. If you pass, you and your Allies that can
class with a focus on optimizing your Group’s hear you gain a d4 bonus that applies to certain
d20 rolls. It’s recommended that you avoid rolls they make for the rest of the combat, or
melee on most Bard builds. until you use this Feature again. The type of roll
is determined by the type of song you perform:
Action: Inspiring Anthem
Move: Midline/Backline Awe: The first healing roll affecting them
Starting Pack: Musician each Round.
Complexity: HHIII Resolve: Their first Save each Round.
Valor: Their first damage roll each Round.
Class Dynamic
Archetype: Expert Prelude FEATURE
5 19
CHAPTER 7: CLASSES // FIGHTER
Fighter
Masters of martial techniques and weaponry,
fighters are students of the art of violence.
Iconic Fighters
◆ Beowulf, English mythology
◆ Gilgamesh, Mesopotamian legend
◆ Gimli, Lord of the Rings series Momentum FEATURE
offense and focus on the Attack Action. Fighter: 1st Level, 6th Level
You gain a Perk with the Warrior Archetype
Action: Attack
Prerequisite (p. 25).
Move: Flexible
Starting Pack: Gladiator, Knight, Warrior, or Weapon of Choice FEATURE
Watchman Fighter: 2nd Level
Complexity: HIIII Choose a Weapon property from the
Class Dynamic following list, you can apply that property to
Archetype: Warrior any Weapons you use. However, properties
Key Stat: Might or Dexterity gained this way don’t stack with the same
property. You can choose an additional
Training property with this Feature every 4 Levels in
Weapons: Melee and Ranged this Class hereafter.
Skills: Brawn or Finesse, and 2 from either
Block: Can Parry Ranged Attacks. You can
Brawn, Detect, Finesse, or Sneak
shove with it.
Tools: –
Brutal: Crits deal 1 extra damage die.
Class Features Keen: Crit on Attack Checks 1 lower.
Long: Its Reach is 5 feet further.
Level Features
Riposte: Crit on Parry Checks 1 lower.
1st Momentum, Fighting Style Thrown: Can attack by throwing up to Near.
2nd Weapon of Choice
3rd —
20 1
CHAPTER 7: CLASSES // LUMINARY
Luminary
Channelers of the magic of creation, luminaries
are philosophers, muses, and healers of the
people.
Iconic Luminaries
◆ Aerith Gainsborough, Final Fantasy VII
◆ Goldmoon, Dragonlance
◆ Nynaeve Sedai, The Wheel of Time series
◆ Ophilia Clement, Octopath Traveler Theurgy FEATURE
6 21
CHAPTER 7: CLASSES // PUGILIST
Pugilist
These brawlers are able to tap into
moxie in times of desperation, a reserve
of determination and confidence. Pugilists
will break their fingers and keep punching
with the bloody stump.
Iconic Pugilists
◆ Joe, Megalobox
◆ Stiffener Medick, Redwall
◆ Tifa Lockhart, Final Fantasy VII Fisticuffs FEATURE
Pugilist: 1st Level
Playing Pugilist If you only have Brawl Weapons equipped,
Pugilists are frontline bruisers. You should you can use both of the damage dice for dual-
remain in the frontline to draw Enemy wielding rather than only the highest.
aggressions, even while at low Health. Additionally, if you make an attack with
Action: Attack (Melee) a Brawl Weapon against a Target that is no
Move: Frontline more than one size larger than you and the
Starting Pack: Brawler or Monk roll exceeds your Brawl Difficulty by 10 or
Complexity: HHIII more, you can choose to shove the Target or
Grapple it (no Check).
Class Dynamic
Archetype: Warrior Rope-a-Dope FEATURE
22 3
CHAPTER 7: CLASSES // ROGUE
Rogue
Back-alley urchins, gutterborn scum,
cunning spies, shadow-born assassins,
the archetypes of the rogue are vast
and varied.
Iconic Rogues
◆ Lara Croft, Tomb Raider series
◆ Loche Lamora, The Gentlemen Bastard
◆ Nona Grey, The Book of the Ancestor Sneak Attack FEATURE
◆ Vin, Mistborn Rogue: 1st Level
Playing Rogue Once per Turn, if you hit with an attack using
Rogues are low defense, midline harassers that a Finesse or Ranged Weapon and the attack
focus on one single, deadly shot. They are given was Favored, the following bonuses apply:
Features that reinforce attempting to gain Favor ◆ You deal an additional d4 damage (your
on their Attacks. Sneak Attack die) with the attack. You gain
Action: Attack an additional d4 this way every 4 Levels in
Move: Midline this Class hereafter.
Starting Pack: Conman, Investigator, or ◆ The damage ignores one Armor for each
Scout Sneak Attack die and explodes.
Complexity: HHIII
Infiltrator FEATURE
3 23
CHAPTER 7: CLASSES // WIZARD
Wizard
Students of the arcane arts, wizards are
the researchers and developers of spells as an
academic pursuit.
Iconic Wizards
◆ Dr. Orpheus, The Venture Bros.
◆ Merlyn, Arthurian legend
◆ Sparrowhawk (Ged), Earthsea series
◆ Sypha Belnades, Castlevania
Spellcaster FEATURE
Playing Wizard Wizard: 1st Level
The wizard is a squishy blaster focused on
You can Cast Spells using Arcana.
Casting Spells. You should stay in safety to
deal damage with Magic and switch up your Spells: You learn 4 Spells. You learn 1 other
Spells to discover Enemy weaknesses. Spell every 2 Levels in this Class hereafter.
Mana: Your Maximum Mana is equal to (4 ×
Action: Cast (Spells)
your Wizard Level). Your Augment Maximum
Move: Backline
for your Spells Known is equal to Logic. You
Starting Pack: Astronomer or Mage
regain spent Mana when you Rest or Study.
Complexity: HHHII
Class Dynamic Page Master FEATURE
Wizard: 1st Level
Archetype: Mage, Expert
Key Stat: Logic Whenever you Study (p. 47), you gain
one additional Studied die. The number of
Training additional Studied dice you gain this way
Weapons: – increases by 1 every 4 Levels you take in this
Skills: Arcana, and 3 of your choice from Class hereafter.
either Craft, Detect, or Mysticism Additionally, when you successfully Cast a
Tools: Scribe Tools Spell, you can spend one of your Studied dice
and add it to the damage or healing roll.
Class Features
Level Features Mana Sculpt Spell FEATURE
Wizard: 2nd Level
1st Spellcaster, Page Master 5 You pay 1 less Mana to augment delivery.
2nd Sculpt Spell 10
3rd — 15
24 6
CHAPTER 8: PERKS // PERK LIST
Chapter 8: PERKS
W
hen you achieve certain goals or reach new levels of power, you gain Perks. Perks are
marks of achievement and signals of arcs in one’s life journey. As such, a GM may
grant additional Perks as a mark of great achievement during the Story and when the
plot needs to be given some weight in the game.
2 25
CHAPTER 8: PERKS // PERK LIST
You can skip your Move to reduce the roll you Archetype: Expert
need to Crit on a Ranged attack this Turn by 1. You can skip your Move to take the Use
Action.
Black Cat PERK
Archetype: Mage Drunken Master PERK
You learn Shade, which does not count against Archetype: Expert or Warrior
your Class’ Spells Known. While you are in 1H Crude Weapons that lack the Heavy
Dark, you can Move by teleporting to an area property are Finesse Weapons for you.
of Darkness that is at least a 5 foot square that
you can see. Doing so uses your Speed.
Endless Stamina PERK
Archetype: Warrior
Built Differently PERK You can remove 1 Fatigue from yourself as
Archetype: Warrior a Scene Task and 3 or more Fatigue doesn’t
If you make an attack with a Weapon that has prevent you from taking the Rush Action.
the Brawl property and roll 10 or higher than
your Brawn Difficulty, the Target is knocked
Eureka PERK
Archetype: Expert
Prone if it is one size larger than you or smaller.
You can spend a Studied die to turn a failed
Bully PERK Skill Check into a pass.
Archetype: Warrior
Checks you make to grapple or shove Targets
Exploiter PERK
Archetype: Expert or Warrior
that are smaller than you are Favored.
Further, you can use a Being that you Attacks you make as Intercepts are Favored.
have grappled as a greatclub with the Brawl Familiar PERK
property that deals its damage to both the Archetype: Mage
Target and itself on a hit. You can make You can conduct a ritual as a Scene Task to
attacks with it when you attack to maintain conjure a familiar, which is a loyal Ally to
the grapple. you and obeys your commands. The familiar
Cardistry PERK can take on the form of any Being with 1 Hit
Archetype: Mage Die. You command your familiar either as
You can use a deck of cards as a trinket, and an Action, or when you make a Cast Check.
can make attacks with cards drawn from a deck Otherwise, it simply remains by your side and
using your Cast Skill.The deck must be used as avoids danger.
a 2H Grip Weapon to do so. It deals d6, and has It uses your Cast Skill for Checks and Saves,
the Finesse and Thrown properties. Cards used and you can Cast Spells using the familiar as
for an attack magically reappear in the deck. a conduit for your Magic. If you do, you can
deliver the Spell from the familiar as if it were
Check Hook PERK originating from you.
Archetype: Expert or Warrior The familiar remains until it dies, or you
Once per Round, you can make an attack conduct this ritual again to create another
with a Brawl Weapon you have Equipped if an familiar. In either case, the familiar is banished
Enemy moves within your Reach (no Action). to its plane of origin.
26 2
CHAPTER 8: PERKS // PERK LIST
2 27
CHAPTER 8: PERKS // PERK LIST
28 2
CHAPTER 8: PERKS // PERK LIST
5 29
CHAPTER 8: PERKS // PERK LIST
30 5
CHAPTER 9: ITEMS // STARTING PACKS
Chapter 9: ITEMS
G
ear includes all of the Items you can carry with you and Equip in the game. This covers
most conventional Gear the typical Hero will likely find in a well-stocked market
and use often on their adventures. This chapter is by no means comprehensive, and
your Gear isn’t bound to what’s in here. Should you want to take an Item that isn’t
covered here, feel free to use the following guidelines to do so.
Occu.
Starting Pack Items Wealth
Slots
Astronomer trinket, telescope, astrolabe, map case 7s 6
Brawler caestus (2), light armor, tankard 1g 96s 6
Conman dagger (2), light armor, loaded dice set, marked deck 1g 50s 3
Devout trinket, incense (20 sticks), light armor, holy water, anointing oil 91s 8
Gladiator scimitar, buckler, light armor 1g 65s 5
Investigator dagger (2), magnifying glass, chalk, blank book 1g 65s 2
Knight longsword, standard shield, heavy armor 70s 9
Mage trinket (2), robe, blank book 81s 3
Monk katar (2), staff, light armor 1g 85s 6
Musician lute, sheet music book, rapier, light armor 75s 6
Scout longbow, quiver, light armor, compass 1g 25s 6
Sellsword greatsword, buckler, heavy armor 55s 8
Spy dagger, garrote, makeup kit, leather armor, formal clothes 1g 55s 4
Warrior greataxe, javelin (2), light armor 74s 8
6 31
CHAPTER 9: ITEMS // EQUIPMENT
32 2
CHAPTER 9: ITEMS // EQUIPMENT
Weapons
Weapon Properties Grip Value Wt. Damage Die
Axes
Handaxe Thrown 1H 40s 1 d6
Battleaxe Cleave V 70s 1 d8
Greataxe Cleave, Heavy 2H 1g 40s 2 d10
Bows
Shortbow Finesse, Keen, Ranged 2H 40s 2 d4
Longbow Finesse, Keen, Ranged 2H 80s 2 d6
Brawling
Unarmed Brawl, Finesse − − − d4
Caestus Brawl, Brutal − 20s 1 d4
Gauntlet Brawl, Heavy − 20s 1 d4
Katar Brawl, Finesse, Keen − 20s 1 d4
Crossbows
Hand crossbow Ranged 1H 40s 1 d4
Light crossbow Ranged 2H 80s 2 d6
Hammers
Club Brutal 1H 2s 1 d6
Greatclub Brutal, Heavy 2H 30s 2 d8
Light hammer Brutal, Thrown 1H 10s 1 d4
Mace Brutal V 20s 1 d6
Maul Brutal, Heavy 2H 80s 2 d10
Morningstar Brutal V 40s 1 d8
Warhammer Brutal 1H 40s 1 d6
Polearms
Glaive Cleave, Heavy, Long 2H 90s 2 d8
Javelin Thrown 1H 10s 1 d6
Pike Heavy, Long 2H 90s 2 d10
Spear Finesse, Thrown, Riposte V 20s 1 d6
Staff Finesse V 10s 1 d6
Trident Thrown, Long V 60s 1 d6
Shields
Buckler Block, Finesse, Riposte 1H 50s 1 1
Standard Block 1H 75s 1 d4
Great Block, Heavy 2H 1g 50s 2 d6
Swords
Cutlass Finesse, Keen 1H 20s 1 d6
Dagger Finesse, Keen, Thrown 1H 10s 1 d4
Greatsword Heavy, Keen 2H 80s 2 d10
Longsword Cleave, Keen V 40s 1 d8
Rapier Finesse, Keen, Riposte 1H 20s 1 d6
Scimitar Finesse, Keen 1H 20s 1 d6
6 33
CHAPTER 9: ITEMS // ADVENTURING GEAR
34 1
CHAPTER 9: ITEMS // ADVENTURING GEAR
6 35
CHAPTER 10: SPELLS // CASTING SPELLS
Damage Subtlecast
Spells with a Damage Base shown can be cast Spend 2 Mana to Cast without gestures,
to deal d6 damage. incantations, or Trinkets.
36 6
CHAPTER 10: SPELLS // SPELL LIST
1 37
CHAPTER 10: SPELLS // SPELL LIST
38 1
CHAPTER 10: SPELLS // SPELL LIST
2 39
CHAPTER 10: SPELLS // SPELL LIST
40 5
CHAPTER 10: SPELLS // SPELL LIST
Terraform SPELL
Damage Base: Blunt
The Caster manipulates the loose earth or stone
around the Target with separate effects if it is an
Area or a Target:
Area: The Caster can manipulate terrain in the
Area, either causing it to be Difficult Terrain
or a Structure that can fit within the area of
effect of the Cast for the duration. This magic
isn’t strong enough to move any terrain that is
supporting 1 or more pounds of weight.
Target (Being or Object only): Any loose
earth or stone the Target touches turns to
Difficult Terrain for the duration.
Truth SPELL
Damage Base: Psychic
The Target can’t lie for the duration.
Crit: The Target is compelled to answer any
questions when asked.
Turn SPELL
Damage Base: Holy
Targeted Outers and Undead do not benefit
from Immune to damage or Statuses for the
duration.
Crit: The effect is continual.
Ward SPELL
Damage Base: −
When the Target is attacked during the duration
(minimum 1 Round), you can make a Cast
Check. On a pass, reduce the damage the Target
takes by half.
Crit: The Target takes no damage.
Zap SPELL
Damage Base: Shock
If the Target isn’t Immune to Shock, they are
Dazed for the duration.
Crit: The Target is Paralyzed, rather than
Dazed, for the duration.
6 41
CHAPTER 11: RELICS // RELIC LORE
42 1
CHAPTER 11: RELICS // RELIC LIST
Relic Characteristics
Property Value Description
Bonus Grants an indicated bonus to the indicated attributes.
Armor +1 100g +1 bonus to Armor Rating.
Trinket +1 200g +1 bonus to Cast Checks and damage.
Weapon +1 100g +1 bonus to Attack Checks and damage.
Weapon +2 2,500g +2 bonus to Attack Checks and damage.
Cursed If Bound, the Being is permanently Bound until the Curse is removed.
Anger — Wearer always fails Defense Checks against Berserk.
Cowardice — Wearer always fails Defense Checks against Frightened.
Doom — Wearer's healing rolls always result in 1.
Gulibility — Wearer always fails Defense Checks against Charmed.
Vulnerability — Wearer is Weak to the indicated damage source.
Weakness -1 — -1 penalty to Attack Checks and damage.
Weakness -2 — -2 penalty to Attack Checks and damage.
Movement Enhances Move while equipped.
Climbing 500g Wearer gains Climb.
Displacement 1,000g Wearer Dodges attacks based on sight with Favor.
Flying 5,000g Wearer gains Fly.
Invisibility 5,000g Skip Move to become Invisible until after it takes an Action.
Levitation 500g Wearer is under the effects of the Levitate Spell.
Swiftness I 250g Wearer gains a bonus +5 feet to Speed.
Waterwalk 500g Wearer can walk on liquids.
Senses Grants a Sense while Equipped.
Detection 5,000g Grants All-Sight to see a Being Type (Bound).
Nightvision 100g Grants Darksight.
Strike Deals an extra die of damage.
-Strike I 1,000g +d4 damage.
Utility Magical quirks other than Combat and Mobility.
After-Image I 500g Wearer can project an illusory duplicate out to Near (Bound).
Holding (Rank) 200g Gives bonus Item Slots (Value is per bonus slot).
Infinite 1,000g Provides an endless amount of a detailed Item that disappears in 1
Round.
Loyalty 1,000g Magically returns to the Being's hand if thrown to attack (Bound).
Moonlit I 500g Sheds Moonlight out to 10 feet while Equipped.
Sunlit I 2,000g Sheds Sunlight out to 10 feet while Equipped.
Darkness I 500g Darkens non-magical light within 10 feet while Equipped.
4 43
CHAPTER 11: RELICS // RELIC LIST
The Bound wearer can skip their Move to Lore: Eccentric Parchment (Consumable)
become Invisible until after they take an The Scroll can be used with the Use or Cast
Action. Action to Cast the Spell exactly as described on
the scroll. The words then disappear.
Properties: Invisibility
Value: 5,000g Material: parchment, enchanted ink
Value: 25g
Cursed Armor (+1) RELIC
Lore: Cursed Armor Runic Whetsone RELIC
The Armor does not grant its Armor Rating Lore: Masterwork Item (Whetstone)
and instead increases attack damage taken When used on a Weapon as a Crafting Shift
by the number indicated. Any attempts to Task with Smithing Tools, the Weapon gains
identify its magical properties by an Mage of the bonus shown if its previous bonus was
5th Level or lower only reveals it to be a +1 lower.
suit of Armor. Value: 100 (+1)
Properties: Cursed
Value: 150g (+1)
Magistaff RELIC
Lore: Eccentric Trinket (Staff, Bound)
A Mage can bond with the staff and conduct
a ritual as a Shift Task to imbue it with a Spell
they know, augmented to their liking. Their
Maximum Mana is reduced by the cost it
would take to Cast it, which is only restored if
the Bond to the magistaff ends.
The wielder can spend a charge from
the magistaff to Cast the Spell as it was
augmented, using a Skill of their choice. The
number of Charges corresponds to the rarity
of the magistaff, as shown below:
Common: Cd4 Charges
Value: Common (5,000g)
44 5
CHAPTER 12: TASKS // SCENE TASKS
Breather
You can perform this Scene Task by catching
your breath or otherwise recomposing yourself
for the dangers ahead. Doing so allows you to
roll your Hit Die as a healing roll, and ends a
Status causing you to be Berserk, Confused,
or Frightened.
Cook
During a Breather, a Hero Trained with Cook’s
Tools can cook. Doing so requires 5s worth of
materials per meal made during the Scene.
The consumers of a meal make their healing
die rolls with Favor during the Breather, and
2 45
CHAPTER 12: TASKS // SHIFT TASKS
18 - 17 1s 10 - 9 5g Travel
16 - 15 20s 8-7 7g 50s When setting out for a far-off location, you
14 - 13 50s 6 10g will need to Travel as a Shift Task. When
12 - 11 2g 50s Travelling, maps are roughly 120 miles and are
easiest-measured on a Hex Grid:
Requirements
Crafting as a Shift Task has certain
requirements to make the items:
Tools: You must be Trained with a Tool that
can Craft the item and have them handy.
Materials: You need materials worth at least
half the value of the item you are Crafting. Travel Pace
Time: The Value shown in the above table The party’s Travel Pace affects the distance
shows the maximum Value pool you have you move per Shift Task spent traveling. It
46 5
CHAPTER 12: TASKS // SHIFT TASKS
Foraging
By Traveling at a Slow Pace, Heroes can
attempt to gather resources from the
environment, such as raw materials,
food, and water. Once a player
declares what they are looking for, they
make a Survival Check. If the resources are
something specific or particularly rare in the
biome (such as water in a desert), the
Check is either Hindered (Scarce)
or can’t be made. On a
success, the Hero finds either:
Food: d6 rations.
Materials: (d6 × 5s)
worth of material.
Water is easily found
on any tile with a River
without requiring a
Check. Otherwise, it may
require some ingenuitiy to
find safe water.
3 47
CHAPTER 12: TASKS // SHIFT TASKS
RANDOM LOOT
d66 Loot d66 Loot
1 1 Axe (d6) 4 1 Instrument (d4)
1 - 2 Handaxe 5 Halberd 1 Drum
3 - 4 Battleaxe 6 Greataxe 2 Flute
2 Bow (d4) 3 Hunting horn
1 - 3 Shortbow 4 Lute
4 Longbow 2 Book (d10)
3 Brawling (d4) 1 - 7 Blank & writing ink
1 - 2 Caestus 4 Katar 8 - 9 Sheet music
3 Gauntlet 0 Spellbook & enchanted ink
4 Armor: Light Armor 3 Alcohol (d10)
1 - 7 Beer, gallon & tankard
5 Coins: (d100) silver
8 - 9 Wine, bottle (common)
6 Coins: (d100) silver 0 Wine, bottle (fine) & goblet
2 1 Crossbow (d4) 4 Food (d10)
1 - 2 Hand crossbow 1 - 7 (d6) rations
3 - 4 Light crossbow 8 - 9 salt, 1 lb. bag
2 Coins: (d100) silver 0 spice, 1 lb. bag (exotic)
3 Hammer (d6) 5 Item: Spyglass
1 - 3 Club 6 Item: Compass
4 Flail 5 1 Clothing (d6)
5 Greatclub 1 - 5 Clothing, common
6 L. hammer 6 Clothing, formal
4 Bottle (d4) 2 Games & Toys (d4)
1 Poison (Lethal, Cd4 Toxic) 1 p. card deck
2 - 3 Empty 2 m. card deck
4 Health potion 3 dice set
5 Armor: Heavy Armor 4 loaded dice
6 Coins: (d100) silver 3 Item: Grappling hook
3 1 Polearm (d10) 4 Arcane Trinket: roll for Trinket
1 - 3 Javelin 8 - 9 Staff 5 Divine Trinket: roll for Trinket
4 - 6 Spear 0 Pike 6 Coins: (2d10) gold
7 Glaive
6 1 Relic: +1 whetstone
2 Shield (d4)
2 Jewelry (Circlet, d4)
1 Buckler
1 - 3 Brass 6 Gold
2 - 4 Standard shield
4 - 5 Silver
3 Sword (d10)
3 Item: (d4) Torches
1 - 3 Dagger 8-0 Longsword
4 - 5 Rapier 4 Coins: (d10) gold
6 Scimitar 5 Jewelry (Ring, d4)
4 Arcane Trinket: roll for Trinket 1 - 3 Basic ring
4 Signet ring
5 Divine Trinket: roll for Trinket
6 Coins: (5d10) gold
6 Coins: (d10) gold
48 6
CHAPTER 13: RUINOUS LEAGUE // HOOK & PLAY
I
n ages past, there was a mage after you begin the delve. If the result of this d6
who built their tower on a cliffside roll is equal to or lower than the Danger Level,
roughly 8 miles south of the town a Random Encounter occurs.
of Llerirell. Twisted monsters began Any increases to base Danger Level not
appearing each morning in the town, and the caused by time are reset after a combat
citizens beseiged the tower in their paranoia. triggered by a Random Encounter.
The tower was felled during the seige, Determining Encounters
resulting in a massive arcane explosion that To determine what encounter occurs, you roll
created a bizarre set of ruins in the cliffside. a number of d6s equal to the total number of
These days, the ruins seemingly self- hours on the Progress Clock.
construct and grow within the cliff, creating
something of a tourist attraction for daring General Interactions
adventurers hoping to test their mettle against
Back Track: Continue checking for Random
the anomaly. Not only do the ruins shift daily,
Encounters, but don’t advance the Progress
anything that enters the dungeon and dies
Clock by moving this way. Each previously-
is seemingly resurrected at a shrine built in
explored room increases Danger Level by 1
Llerirell. Adventurers can find work delving
for each room. This resets after an Encounter.
the ruins to find loot, but must take caution, as
Break Down the Door: The doors of the
the dungeon is only open for 6 hours each day
ruins are wood Objects with 8 Health. They
before imploding.
have Armor: 1; Immune: Toxic, Wyrd. Each
The ruins are filled with dangers, including
attempt to damage a door advances the
traps and stashes of the mage’s plunders. Will
Progress Clock by 1.
you answer the call to adventure?!?
Tracking: You can attempt to find Enemies by
making a Survival Check as a Scene Task. If you
Hook & Play pass, you discover tracks leading towards your
Your objective is to bring back as much loot as next unexplored area. You know there is an
possible, and potentially eliminate the horror Enounter here and can surprise those Enemies.
that resides within the ever-changing ruins.
Progress Clock
Track your time in the dungeon on six
6-segment Progress Clocks. Each Scene adds
a segment to the clock, and the dungeon
collapses once all three have filled, killing
outsiders within.
Dying in the Dungeon
Any Beings foreign to the dungeon are
resurrected in Llerirell at the next dawn. They
2 49
CHAPTER 13: RUINOUS LEAGUE // DELVE
Delve EVENT
To begin, draw a stairway leading down to the 2d6 Event
ruins and a 20-by-20 foot square room with 2-4 Trap! Roll on the Trap table.
3 doors in any direction. 5-7 Encounter! Roll Encounter, these
Enemies are distracted.
Unexplored Areas
8-9 Sale! A mysterious peddler selling items,
Follow these steps when moving to new areas: buying items at half their value. Roll
1 Roll Elements (Shape & Doors). Doors Wares for their store.
face any direction of your choice. Be sure 10 Respite! You can take one Breather here
to map the environment. without advancing the Progress Clock.
2 Roll d6 against Danger Level to determine Casters regain all Mana as well. After,
if a Random Encounter occurs. this becomes a standard room.
3 If no Random Encounter occurs, roll Event. 11 Container! Roll Container (1/6 locked)
ELEMENTS 12 Dead Peddler! Same as 9, but the
peddler is dead. Wares on the ground.
d6 Shape d6 Doors
1 Cross 1 None TRAPS
2 Corridor 2 One (Locked) d4 Trap
3 Square 3-4 One 1 Acid! Pass Reflex or take d6 or lose a
4 Circular 5 Two (One Locked) piece of Equipment.
5-6 Rectangle 6 Two 2 Pitfall! Pass Detect or fall (d6×5) ft in
a pit.
Encounters
3 Explosion! Pass Reflex or take 2d6.
To determine Encounter, roll a number of
d6s equal to the current Progress Clock. For 4 Poison Gas! Pass Endure or Sickened
example, if none of the Clocks are filled, you (Cd4 each Round).
are in Progress Clock One so you roll d6. If
one is filled, you are in Progress Clock Two so WARES
you roll 2d6. 2d6 Wares
2-5 ◆ materials (1 s per unit)
ENCOUNTER ◆ rope
xd6 Encounter ◆ torch
1-2 d6 potead [S] 6-8 2 - 5, and lockpicks
3-4 d2 rust monsters 9-11 2 - 8, and health (I) potion
5-6 d4 goblins 12 2 - 11, and one (+1) longsword
7-8 bugbear; d4 goblins
9-10 d4 skeletons CONTAINER
11 d2 amphiptere 2d6 Contains...
12 ochre jelly 2 Encounter! The container is a mimic!
13 d6 floating eye 3-4 Trap! Roll Trap.
14-15 gelatinous cube 5 Roll Random Loot
16 owlbear 6-8 2d6 g, d6 rations
17-18 See: Confrontation (next page) 9 d6 g, a dagger, light armor
10 3d6 g and a runic whetstone (+1)
11 Jade amulet worth 50g
12 Diamond worth 100g
50 6
51 1
Confrontation Resolution
When the dungeonheart is destroyed, the
The Final Room ruins freeze in their current form and the cycle
The door opens to reveal a chamber lined of shifting ends. The town of Llerirell likely
with grotesque tissue and a massive, glowing has mixed reactions to this happening, but the
heart. As it beats, you see a surge of arcane Heroes will most surely go down as legends
energy from a crack in the floor below as a for toppling such a reknowned delve.
leyline feeds into the heart.
• Encounter: 1 dungeonheart
Leyline: Grants Favor to Cast Checks in
the area and those with Mana regain 1
Mana at the start of their Turns.
CONFRONTATION
YOU MOVE ONTO THE
ONLY FLIP THIS PAGE WHEN
CHAPTER 13: RUINOUS LEAGUE // RESOLUTION
CHAPTER 14: STATBLOCKS // USING STATBLOCKS
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CHAPTER 14: STATBLOCKS // USING STATBLOCKS
Armor Abilities
How much it reduces attack damage by. For Abilities that are likely to impact how it acts
simplicity, if an Enemy has a Shield Equipped, in Combat.
grant it a +1 bonus to Armor.
Silver Bullets
Immune | Resist | Weak These are weaknesses of the Being, and may
be the only way to kill otherwise invincible
The sources of damage this Being has Immune, and immortal enemies.
Resist, and Weak to. Silver Bullets should be things the Heroes
are capable of doing. For example, “This
Status Immunities Being can’t be reduced below 1 hp except by a
Any Statuses it can’t be affected by. god.” would be a bad Silver Bullet.
Actions ON NPCS AND HIRELINGS
Actions are a list of how it tends to use its The focus of the action should be on the
Action. These are arranged in order of priority, Heroes. However, some situations may
so you should assume it is always using the need an NPC or Hireling to join the party.
top-most Action when available. If that Action Follow these guidelines when doing so:
is not available or if doing so would provoke NPCs: For non-player characters that are
Intercepts, it instead uses the next listed effect. likely to stick around for a while, the
Recharge Game Master is encouraged to create
Anything that calls for a Recharge shows a a Hero Record for that NPC and play
countdown die which is rolled at the start cooperatively with the Heroes. Never
of its subsequent Turns. Once it uses the forget to keep the spotlight on the Heroes
Ability or Action, it can’t use it again until this rather than this NPC.
countdown die is depleted. Hirelings: While a Hero has a Being under
their command, the Hero can skip their
Actions Move or use their Action to issue a
Enemies are likely using their strongest tactical command for how it should act during
option. As such, their Actions will be listed the Turn. In these cases, use the Hero’s
under their Stat Array in order of use priority. Influence Skill for any Checks and Saves
Multi-Attack: It can use the indicated the Hireling makes that Turn. Otherwise,
Attacks with a single Action. it is assumed to fail Checks and Saves it
Melee Attack: Assumes Close (5’) Reach makes.
unless indicated. A Hero can have a number of Hirelings
Ranged Attack: Assumes Far Range unless under their command equal to (half their
indicated. Presence).
Cast: Enemies do not track Mana. Instead, Companions: Companions can be granted
they either have limited uses or Recharges. through certain Perks. In these cases, obey
the rules detailed in those Perks.
OVERSIZED WEAPONS
Weapons created to be wielded by Huge
and larger Beings deal additional damage
while they wield them. This is generally
an additional damage die per size above
Medium, and is a factor of that Being’s
enhanced strength due to its size, not the
weapon itself.
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Bestiary Bugbear
Medium Cryptid
TL: 1.1
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Ogler
Oglers are greedy, pompous creatures that
are out-of-touch with reality by their very
nature. Their incredible mind is always driven
insane by arrogance and the insatiable desire
to rule over all. They are known to claim the
works of their subjects as their own, enforce
overreaching taxes, and trick others into
outrageous deals.
Ogler TL: 7.3
Large Outer (Beyonder)
HD: 12 (54 hp) Speed: 0’ (Fly 30’)
Zone: Backline Morale: 8 # Appearing: 1
Senses: Darksight, Telepathy
Armor: 3 [(+2) Hide]
Immune: Psychic
Status Immunities: Prone
ACTIONS
Eyebeam Barrage: Uses its Eyebeam Action d6
times (on duplicates, it uses a Death Beam).
Ochre Jelly TL: [0.5/2.4] Eyebeam [Cast, Bolt]: Roll d8 for each:
[Small/Medium] Primordial (Slime) 1 Charm [Will]: Charmed (Cd4 Rounds, or
until it takes damage).
Ochre-colored pudding that leaves a 2 Death [Endure]: 14 (4d6)
suspiciously clean trail as it moves along. 3 Fear [Will]: Frightened (Cd4 Rounds).
4 Kinesis [Endure]: Restrained (1 Round).
HD: [3/6] ([3/27] hp) Speed: 10’ 5 Paralysis [Endure]: Paralyzed (Cd4 Rounds).
Zone: Frontline Morale: 12 # Appearing: d3 6 Petrify [Will]: Transformed into a stone
Senses: Blindsense statue (until this Being dies).
Immune: Acid, Shock, Slash 7 Sleep [Will]: Unconscious (Cd6 Rounds, or
Status Immunities: Blinded, Charmed, Fatigue, woken up).
Frightened, Prone 8 Slow [Will]: Speed reduced to 10’ for Cd4
ACTIONS Rounds.
Pseudopod [Melee Attack]: [3/7] ([d6/2d6]) Bite [Melee Attack]: 4 (d8)
ABILITIES ABILITIES
Amorphous: It can enter the space of other Antimagical Cone: No Cast Check in a Far Cone
Beings and openings as small as 1 inch without originating from its central eye passes.
squeezing. Telepath: It can’t be surprised.
Pudding Split: If it is larger than Small and
subjected to shock or slash, it splits into two
Ochre Jellies that have half its current Health,
round up, and are one size smaller.
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APPENDICES
Appendix A: d20 Table
If you don’t have a set of dice handy, you can use the following table to determine d20 Checks.
Just close your eyes and point to a number on this page to determine your roll.
4 6 15 13 1 8 7 10 19 14 3 12 5 2 18 20 11 16 17 9
9 15 4 2 10 17 16 19 8 3 12 1 14 11 7 13 20 5 6 18
17 11 1 4 18 9 10 7 2 13 20 5 14 15 19 3 6 12 13 8
16 2 11 9 17 4 3 6 20 10 19 15 12 13 14 18 7 8 1 5
11 17 4 2 1 3 18 17 8 5 14 13 16 9 7 2 10 15 6 12
20 14 5 7 16 12 13 1 15 6 17 8 17 18 2 10 9 4 3 11
18 4 13 11 19 6 5 8 17 16 1 10 3 20 9 2 12 14 15 7
2 8 17 15 3 10 9 12 16 4 5 14 7 1 20 6 13 18 19 11
5 1 10 8 6 3 20 19 14 9 2 7 15 17 16 13 18 11 12 4
12 16 9 1 11 4 5 2 17 12 9 6 7 10 16 18 8 14 15 3
3 20 12 10 18 15 10 7 16 11 14 9 2 5 15 17 8 13 14 20
14 12 1 1 13 6 8 4 5 7 11 2 9 16 4 16 3 20 13 15
19 13 4 6 18 11 12 9 20 5 16 7 14 17 15 1 8 3 2 10
10 16 5 4 9 18 13 5 9 4 7 12 20 18 8 10 1 6 7 19
7 19 8 17 6 1 17 17 12 20 4 11 2 9 5 13 18 9 10 16
8 14 10 6 9 20 15 18 11 2 5 13 16 6 10 10 3 20 9 1
1 5 14 20 17 7 6 9 18 13 18 11 6 20 19 9 12 15 16 8
13 19 6 12 7 11 6 3 16 1 10 1 8 5 11 17 2 3 14 4
15 14 16 2 16 3 12 5 14 19 6 7 10 13 3 5 4 1 2 16
6 17 9 8 7 14 1 4 13 8 15 2 19 20 16 12 5 10 11 19
17 16 19 8 3 12 1 14 11 10 8 6 3 20 19 14 9 2 7 3
9 10 7 2 13 20 5 14 15 9 1 11 4 5 2 17 12 9 6 6
4 3 6 20 10 19 15 12 13 12 10 18 15 10 7 16 11 14 9 11
3 18 17 8 5 14 13 16 9 1 1 13 6 8 4 5 7 11 2 18
12 13 1 15 6 17 8 17 18 4 6 18 11 12 9 20 5 16 7 13
6 5 8 17 16 1 10 3 20 5 4 9 18 13 5 9 4 7 12 18
10 9 12 16 4 5 14 7 1 8 17 6 1 17 17 12 20 4 11 9
5 14 13 16 9 7 2 10 15 6 12 5 4 9 18 13 5 9 4 7
For example, any Enemy Turns would be
Appendix B: Terminology “off-turn” to a Hero.
The following terms are used throughout the book object (n): something without sentience.
to describe how the game is played. penalty (n): a negative modifier on a roll,
ability (n): any actable mechanic of a Being, with a maximum of 0.
described as a Trait or a Feature. provoked (adj): a Check a Hero is forced to
acting (v): using a Move or Action on a Turn. make.
ally (n): a friendly Being to the subject. quest (n): a playable story for the Heroes.
ancestry (n): a species of Beings able to be resolves (v): once an action impacts the story.
taken as a Hero option for Traits. For example, a damage roll resolves when the
being (n): anything with sentience. damage is dealt.
being type (adj): A classification for Beings as result (n): the value of a roll once all dice
a quick description of their biology, essence, used for the roll have been added together.
and nature. The following Being Types are round (n): 10 seconds of time.
used: scene (n): a sequence of actions in the
◆ Artificials are sentient Objects. narrative encompassing roughly 10 minutes
◆ Beasts are animals that aren’t Humanlike. of time.
◆ Cryptids are bizarre monsters who often structure (n): construction of Objects large
birth myths and shape folklore. enough to house or support Beings.
◆ Fae are supernatural forest spirits, hags, and target (n): Something subjected to an Action.
sprites. trait (n): an Ability granted through
◆ Humanlike are humanoids of similar an Ancestry, typically always describes
biology to humans. something biological about the Being.
◆ Outers are extraplanar creatures such as turn (n): when a Group is allowed to act
beyonders, divines, and hellspawn. during Combat.
◆ Primordials are elementals, plant-like, and unsecured (adj): the Object isn’t Equipped
oozen creatures. or fastened to a Structure.
◆ Undead are cursed to undeath, such as vehicle (n): a mobile, mountable Object.
zombies, vampires, and skeletons. whiff (n): an unmodified d20 roll of 1.