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FISTFUL OF CRYSTALS Player Guide

The Crystal Frontier is a dangerous and lawless setting filled with desperate characters seeking wealth or fleeing their pasts, where character creation is simplified to accommodate quick gameplay. Players can choose from four classes: Fighters, Magic Users, Clerics, and Adventurers, each with unique abilities and progression systems. The game emphasizes a high lethality and open-world sandbox style, encouraging players to develop their characters through actions rather than extensive backstories.

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0% found this document useful (0 votes)
96 views33 pages

FISTFUL OF CRYSTALS Player Guide

The Crystal Frontier is a dangerous and lawless setting filled with desperate characters seeking wealth or fleeing their pasts, where character creation is simplified to accommodate quick gameplay. Players can choose from four classes: Fighters, Magic Users, Clerics, and Adventurers, each with unique abilities and progression systems. The game emphasizes a high lethality and open-world sandbox style, encouraging players to develop their characters through actions rather than extensive backstories.

Uploaded by

phatponyp
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
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THE SWORDSMAN WITH NO NAME SAYS

“The Crystal Frontier isn’t a nice place. It’s a sorcery rotten


hinterland between a dying empire and its vengeful successors.
Liminal, poisonous, lawless. A disaster zone that happens to
contain vast and portable riches. Those drawn to it aren’t very
nice either. We are desperate. Seeking something, or fleeing
something, usually life. The military deserter flees a life of
arbitrary cruelty and a bad cause or seeks a life of freedom and
peace. The petty sorcerer flees the terror of the chthonic
inevitable or seeks power, while the fallen crusader runs from
doubt and fanaticism, wanting only the indifferent gaze of a
kindly deity. As always the thief flees justice in search of wealth
and ease. It doesn’t matter if you’re running towards something
or fleeing from something—the wage of each on the Crystal
Frontier is inevitably death, but how each stumbles, dashes, or
walks proudly toward it matters. Plus maybe you’re the lucky one.”​

Crystal Frontier is a setting where life is cheap, and it’s best played with characters who are a bit cheap as well - certainly cheap
with the players’ time to create. Instead of rolling 3d6 six times for statistics, consider equipment a 7th sort of statistic; some
referees might even allow players to trade points in it for points in other statistics. This lets you get a character appropriate to
the setting fast. Most of this document is details about how the game will differ from the 1974 edition of D&D (OD&D or the
LBBs). Character creation can be as simple as 7 rolls and a decision. You are welcome of course to make some revisions and
adjustments to your character, the variety of fools drawn to the Frontier is enormous. ​

Once you’ve picked your class you can look up your starting equipment and then add a pack from the options: searcher, survivor,
soldier, scholar or scoundrel. In addition all PCs will have a hooded cloak or a large hat of some sort, and coinage that buys a
few days of modest room and board at Scarlet Town prices (about 5GP).

Character creation vs. Newer Games
More modern play styles embrace the idea of character background, of coming to the table with an original character whose
past, hopes, and dreams you’ve already worked out and increasingly the referee will honor these plans and themes, incorporate
them into the campaign and produce adventure paths to support the character’s planned story arc or goals. This doesn’t always
work well in classic style games, with an open table tradition, higher lethality, and the focus on treasure accumulation in an
“open” world sandbox. Characters die, plans change and evolve based on interaction with the setting and its adventures, so it’s
best to arrive with a fairly limited backstory or none at all. A few sentences and a vague idea at most will generally suffice for a
new tomb robber - they’ve made it to the frontier in search of wealth, whatever has driven them from safer parts and whatever
else they hope to gain don’t matter too much. Alternatively consider your Crystal Frontier characters the archetypal sort of stoic
and haunted Western hero or villain, whose past and personality are revealed through action.
SI PARVA LICET COMPONERE MAGNIS​
Roll 3d6 six times and don’t worry overly much about it. These are your statistics: STRength, INTuition, WISdom, DEXterity,
CONstitution and CHARisma. All are considered in the rough area of the human average - that is the difference between a 3
strength and an 18 strength is the difference between a smaller, healthy but inactive person and a large healthy laborer - not the
difference between someone with trouble breathing and an Olympic athlete). A roll below 5 has a minor (1 point) penalty
associated with it and one above 15 a minor benefit (1 point). Also note that your statistics are likely to change over time, and
while some classes depend on certain statistics more often than others they are not the determining factor of if you can succeed
as a particular class.​

●​ STRength - if 5 or under subtract 1 from your melee to hit roll and damage. If 15 or over add one to the same.
●​ INTuition - if 5 or under subtract 1 from your Initiative roll. If 15 or over add one to the same.
●​ WISdom - if 5 or under subtract 1 from your Saving Throws. If 15 or over add one.
●​ DEXterity - if 5 or under subtract 1 from your missile to hit roll and armor class. If 15 or over add one to the
same.
●​ CONstitution - if 5 or under subtract 1 from your Hit Points roll. If 15 or over add one to the same.
●​ CHaRisma - if 5 or under you will never have a henchman. If 15 you begin with a 0-level henchman/companion
and may add 1 to the loyalty of any future henchmen or hired hands.

In addition to the bonuses involved, stats are used both as a general representation of a character, but also as a means of testing
if they can succeed at specific tasks that are hard to judge or require special skill. Most of the time characters simply succeed at
anything they have a reasonable skill or knowledge at: climbing ropes, listening in on conversations, crossing narrow beams
over dark crevasses, intimidating normal people and such. Statistic tests happen only with difficult tasks or when a character
wants to succeed at a mundane task in a special way: such as climbing a rope quickly, listening in on a conversation without
being noticed, carrying a 150lb piece of statuary across a beam or intimidating a crowd while dressed as a clown. Again,
characters are competent and have knowledge and experience already at level 1! The referee will confirm with you if you want to
do something that the character would reasonably know is risky or requires a test, or use a Saving Throw if the character is
faced with unexpected danger. These tests are made by rolling under the Statistic on 3-8D6, with the number of dice modified
by specialist skills. It is worth looking at the probabilities here as they are stacked in favor of even moderately high statistics.
See the “Adventurer” class below for more details, as this system favors the learned and skilled in various other ways as well.​

CLASSES
There are four types of adventurers that make their way to the Crystal Frontier: Fighters, Magic Users, Clerics and Adventurers
(often denigrated as thieves). These classes may evolve over time into more specialized roles such as heavily armed champions
or savvy sellswords, illusionists or scholars—but for now these four basic approaches to survival are your options:​

By the Hand! (Fighter):


A fighter or warrior is not just someone trained in the use of weapons and armor, but someone who finds some sort of meaning
and natural talent in slaughter and combat. A natural born antagonist. ​

●​ Fighters Start with an Attack Bonus of +2 and gain an additional +1 each level.
●​ Fighters can use any weapon without penalty.
●​ Fighters can wear any type of armor without penalty.
●​ Fighters begin with 1D6+1 HP and gain 1D6 HP per level.

Fighters Saving Throws are as follows:

Level Poison Paralysis Device/Wand Magic/Spell Breath

1-2 12 13 14 16 15

3 10 11 12 14 13


By the Mind! (Magic User):
As a wizard, sorcerer or witch you connect directly to the Wyrd, twisting fate, chaos and impossibility into reality. You seek to
master the arts, but have only a few petty sorceries -- an ant in the shadow of past glory and knowledge, excited to scrawl your
name with the charcoal left in the ruins of a museum full of masterpieces.
●​ Magic users Start with an Attack Bonus of +0 and gain an additional +1 each 3 levels.
●​ Magic users receive all penalties associated with a weapon (e.g. that of Heavy weapons).
●​ Magic users receive penalties associated with armor.
●​ Magic users begin with 1D6 HP and gain 1D6 HP per 3 levels (2D6 at Level 3).
●​ Magic users have the skill of “Arcane” at theNovice level. (-1D6 to checks)
●​ Magic users can cast spells from their personal spellbook as follows by memorizing them prior to each session,
and may substitute any memorized spell for “Maleficence”. Maleficence is a blast or bolt of magical energy, the
simplest and most taxing of spells. Your specific Maleficence is unique and you decide what it consists of: fire
bolts, a flock or razor beaked phantom birds, planes of razor sharp light or anything else within reason. This
defines the appearance of all of your future spells (up to a point). Maleficence is a pure attack spell doing 1D6
damage per spell level sacrificed, to a single target or 1D6/2 per spell level to a group of targets. Targets may
save for ½ damage.

Magic User Saving Throws are as follows:

Level Poison Paralysis Device/Wand Magic/Spell Breath

1-2 13 13 14 15 16

3 11 11 12 13 14

Magic User Spell Progression

Spell Level 1 Spell Level 2 Spell Level 3

Magic User Level 1 1 N/A N/A

Magic User Level 2 2 1 N/A

Magic User Level 3 2 2 1


You will start with a book (see equipment) of two 1st level spells (in addition to Maleficence). You can gain more spells by finding
scrolls and spell books and copying them or by spending downtime and gold to research spells of your invention.​

By Your Faith! (Cleric):
You are a priest or cleric of one of the 1,000 Imperial Saints (or one of the Gods of the Resurgent Kingdoms, the majority of
whom are also some version of Imperial Saints). Clerics come in a variety of forms both due to the nature of their worship and
the divine tradition that they follow, however your deity acts through you when you call, but is a fickle and ill-tempered force, so
asking for too much has terrible consequences.​

●​ Clerics start with an Attack Bonus of +1 and gain an additional +1 every other level, but these bonuses are
limited to melee weapons.
●​ Clerics receive all penalties associated with melee weapons.
●​ Clerics receive no penalties associated with light and medium armor use and are only made Sluggish (-2
Initiative) by Heavy Armor.
●​ Clerics begin with 1D6 HP and gain 1D6 HP every other level (2D6 at Level 3).
●​ Clerics may Shun specific types of creatures, a spell-like process where their faith drives away or even destroys
chosen enemies of the cleric’s deity. (See Below)
●​ All Clerics can use divine Magic. Clerical Magic is different from the sorcery of magic-users, and that of many
settings that use classical ‘Vancian’ magic. Clerics don’t memorize spells that burn from the mind after use, but
instead call upon their deity or deities for aid. To cast a spell they must make a D20 check against a target
number, adding their level to the roll (and any Wisdom bonus), and minus the number of previous attempts to
cast the spell in the session, for the spell to succeed. On a roll below a certain number (usually five below the
target) the spell has a negative effect as the gods become annoyed and will punish them or those around them.
See Below for potential deities.​

Cleric Saving Throws are as follows:

Level Poison Paralysis Device/Wand Magic/Spell Breath

1-2 12 13 14 16 16

3 10 10 12 14 14

Gods of the Empire


In the Empire and the Resurgent Kingdoms, including the Crystal Frontier, the Imperial Cult stands alone, falsely claiming a
spiritual unification — disingenuously as Imperial worship is birthed from a thousand little schisms and divergent traditions; a
high church big and vacuous enough to contain variegated, and even contradictory, belief. The Cult worships the Emperor. The
imbecilic Zeno XIV, the 754th and current Emperor, does not inspire fervent worship, but even his devotees receive mystical
power believing in his divinity. In addition to the pitiful Zeno, seven hundred and forty two other Emperor Saints are
worshiped under multiple names — many conceal syncretic adaptations from conquered religions, and also grant divine power.
Another unknown number of “Demon Emperors” were stricken from the Imperial Cult, but offer power to bale workers,
Blackheart ghoul cults, and other evils. Individual emperors offer their devotees unique powers. Most priests limit themselves
to one preferred Saint but a few of the most powerful, half saints themselves, channel many divine spirits. Even these greatest
of holy men and women can only call upon one power at a time, wearing the correct panoply to do so. All Imperial saints require
the cleric to wear specific vestments, most importantly a mask emblematic of the god.

Shunning: Imperial Priests can shun and drive off a variety of creatures and enemies depending on the Imperial Saint they
channel. Shunning is based on the level of the priest and HD of the target. ​

To shun or “turn” an enemy, the priest chants appropriate prayers to the Saint and boldly displays their mask. The priest cannot
take aggressive action or cast spells while shunning, but as long as the prayers continue a successful attempt drives off the
target(s) — preventing them from coming within 100’ of the Priest. Turning utilizes a 2D6 roll (reference the target number on
the table below) — on a T the creature is automatically driven off, on a D undead or otherworldly creatures are banished and
terrestrial enemies are driven away with a permanent fear of the priest.

Turning Table for Imperial Priests

To Turn 1 Hd 2 Hd 3 Hd 4 Hd 5 Hd 6 Hd 7 Hd 8 Hd 9 Hd 10 Hd

Cl Lvl 1 6 8 10 12 - - - - - -

Cl Lvl 2 6 6 8 10 12 - - - - -

Cl Lvl 3 4 6 6 8 10 12 - - - -

Four Divines
The Imperial Saints listed below are the three God-Saints worshiped by the Imperial Cult and its offshoots, such as the Ancient
Church of the Bull Kingdom (still popular despite official recognition of the Warlock King’s brand of ancestor worship). The
first three are the most popular Eternal Emperors and their sects are widely spread. The fourth, The 104th Emperor or
Drowned Saint, is popular in the port of Umber Ferro and along the North coast of the Bull Kingdom — though he is not the
only Imperial Saint of sailors, he is also tutelary of doomed wanderers and one of his few shrines stands in the Frontier, along
the coast of the Bay of Fallen Stars. Clerics can select among these deities freely but may also find other gods to worship in
play.
The First Emperor
Regarded as the greatest Imperial divine, shrines to the First Emperor are everywhere in the Successor Empire, his priests and
priestess common in their high collared white robes and plain porcelain masks. Depictions of the saint himself—or herself as
alleged by about a third of the 1st Emperor’s priesthood—are a carved figure of bone, white clay, or bonewhite lacking in detail or
distinguishing marks. Some of the oldest shrines depict the first Emperor with childlike proportions, though this may be an
ancient aesthetic convention.

The Priests and Priestesses of the First Emperor are priests of life and growth, marked by their white clothing and plain white
masks. Nearly featureless, with small mouth and eye holes surrounding the vaguest suggestion of a nose, priests channel the
powers of the Sainted Emperor through their mask’s mouth, allowing them to speak words of creation with the divine voice.
The First Emperor is among the least warlike Imperial Divines, and his strictures revolve around sparing lives, helping the
injured, and never shedding blood (his priests often use blunt weapons for this reason).

Turning: The First Emperor abhors unlife and his/her priests can dive away or destroy the undead

Rituals Boons & Miricles

NAME CASTING TARGET FAILURE

Divine Light – Miracle 10 4

DESCRIPTION

Creates shimmering white light, either a ray that can blind one target (save or blinded 1 round/ caster level) or a glowing orb that fl
above the priest’s head and acts as a light source (50’ radius), lasts for one spell depelation result (or 5 exploration turns).
Failure likely results in: extinguishing all nearby lights, an area of magical darkness, or temporary blindness (until the end of the se
of the caster.

NAME CASTING TARGET FAILURE

Divine Grace – Boon 13 7

DESCRIPTION

Blesses up to their Level in human or humanoid targets, including themselves, for two spell depletion results (or 8 exploration
turns). Targeted individuals sparkle softly with white motes of light and radiate divine energy that protects against supernatural
creatures and anomalies caused by spoiled magic. Creatures such as shadow sendings, demons and magical sports (like owlbears)
are unable to attack these individuals in melee combat, unless attacked first. Relatively unintelligent creatures likely flee, while
intelligent otherworldly foes (ex. demons) will view the blessed with even greater loathing and seek cunning ways to harm them
from a distance. Provides a +2 to all saves vs. sorcery.
Failure likely results in a temporary (same duration) curse (-1 to all actions) or a sense of hopelessness, and in some cases, extreme
fear. These curses likely afflict all targets and the caster (intentional failure is impossible).
NAME CASTING TARGET FAILURE

Renewal – Ritual 14 8

DESCRIPTION

A short (1 exploration turn) ritual invocation, involving clean white bandages sprinkled with holy oil/water (1/4 of a vial at least)
allows the Priestess of the First Emperor to channel power into a wound, dulling pain and melding torn flesh — healing 1D6+
Cleric Level HP. Can be performed multiple times but each application after the first drains life (1HP) from the caster and takes an
additional turn.
Failure likely results in: healing 1D6/2 damage drained from the caster, preventing use of the spell for the remainder of the
session.

NAME CASTING TARGET FAILURE

Sanctuary – Ritual 14 8

DESCRIPTION

Drawing the names and marks of the First Emperor in a circle creates a zone of placidity. Within this circle (10’ in diameter/turn
spent inscribing it) peace reigns and violence is impossible. Missile attacks and spells from the outside are at a -8 to hit or +8 to
save against and the attacker must save vs. spells or suffer paralyzing shame for 1D6 turns. The spell lasts as long as the priest
intones prayers to the First Emperor within the circle, but every turn after the 3rd necessitates a CON check vs. 3D6 to avoid
stopping from exhaustion.
Failure likely results in: a wave of violence and ferocity sweeping out from the caster— all within 20’ (including the caster) become
bloodthirsty, aggressive (+1 to damage and hit -4 AC), and unable to cast spells for 1D6 rounds.
NAME CASTING TARGET FAILURE

Mark of Life – Ritual 17 12

DESCRIPTION

The First Emperor creates and preserves above all else and can directly intervene, restoring life to the recently dead. A priest of
the 1st Emperor can return the freshly dead (less than 48 hours) human — but not animal or abhuman — to life. This ritual
requires 8 hours (48 turns) to complete and 500 GP in powdered ivory, clean white cloth, and pearl dust — difficult to find
outside of larger Imperial settlements. ​

A small part of the caster’s life force is offered to the Imperial Spirit—regardless of outcome the priest takes 1D6 damage. If
successful, the target rises with 1HP at the end of the ritual, suffering a permanent loss of 1 point of (D4: 1. CON, 2. STR, 3.
DEX, 4.CHR) from scarring and the stiff white nacre that filled their mortal wounds or replaced their mangled organs. The
GM may elect to add more serious penalties for those raised after an especially horrible injury. Those conducting a successful
Mark of Life Ritual permanently lose 1 HP but are entitled to add a single silver disc to their regalia as a mark of their holiness.

If unsuccessful, the dead remain unaffected and the priest regains the HP lost to casting at the normal rate.​

Failure has two further negative effects, as an intervening spirit, demon or other entity corrupted the spell. The priest suffers a
permanent 1 HP loss but the target is raised as a corporeal undead (similar to a wight but more or less powerful depending on
the levels of the caster and target). This abomination seeks to escape and lair up in some hidden place to hunt the living,
especially its creator.​

The Golden Emperor


Another godling concerned with growth, the Golden Emperor’s reign was one of abundance and decadent excess; thus, his
portfolio relates to commerce, luck, travel and wealth. The 99th Golden One is a popular divine; his wealthy priesthood is one
of the few remaining commercial organizations within the Empire, with its bejeweled fingers in almost every aspect of
internal and external trade. Gold masked actuarial priests in conservative, black wool suits are common in both the
shrine-lending houses of the Golden Emperor’s cult or armored and traveling amongst Imperial merchants to profit, observe,
enforce fair-dealing, and punish fraud. The Golden Emperor’s feared inquisitors militant are lean and deadly adversaries in
gold masks intentionally burnished to dullness or enameled black, assassins and economic sabotours targeting the cult’s
enemies or those undercutting Imperial merchants.

The Golden Emperor favors excess and fair dealing — his more devoted priests make a point of always enforcing Imperial tax
laws (an onerous tithe on their personal wealth), preventing lies and falsehood, and only quaffing and consuming the finest
provisions.​

Shunning: The Golden Emperor knows the hearts of men and his followers can drive off (but not destroy or kill) humans (or
near humans) or their creations (automatons).​

Rituals, Boons & Miracles

NAME CASTING TARGET FAILURE

Luck – Boon 11 5

DESCRIPTION

A single target is filled with the Golden Emperor’s favor, eyes leaking syrupy golden light and granted extraordinary luck in their
next few efforts — they gain six bonus six bonus pips to alter any of their rolls for the remainder of the session. This spell is
tiring — Immediate exhaustion (must rest and eat) and non-lethal damage per casting beyond the caster’s current level per
session and falling into a multi-day magical slumber if reduced to 0 HP.
Failure causes bad battle luck: the next blow aimed at the caster strikes automatically or their next injury inflicts critical
damage. Self-inflicted damage to avoid this curse has no effect.

NAME CASTING TARGET FAILURE

Dross – Ritual 11 5

DESCRIPTION

The priest lays out a circle of coins (≥10 GP) each marked with a different ruler’s head and begins a low chant. An object placed
in the center of the circle gains the appearance of being much more valuable for 1 day. Enchanted objects transform into
something similar to their original form but far more costly — a lump of rock becomes a diamond, a handful of copper coins
become platinum or a scrap of paper a lost painting by an ancient master — with an apparent value of 1D6x200 GP/level unless
examined magically or by a master appraiser. Afterwards the object reverts to its original, likely worthless, appearance.

For 8 turns, the appearance of the caster can similarly be transformed, appearing as someone else — a disguise that requires a
WIS vs. 5D6 check to discover on close inspection. The caster cannot attain the appearance of a specific person, only a general
category [e.g. palace guard]. This spell will not disguise or change the caster’s equipment in a functional way but it can undergo
cosmetic substitutions.
Failure creates an aura of bad feeling around the caster — reducing their CHR to 3 (with corresponding reaction penalties) for
the remainder of the session. Continued failures may result in permanent CHR loss.
NAME CASTING TARGET FAILURE

Awe – Miracle 13 8

DESCRIPTION

The majestic refined pomp, sybaritic opulence, and unimaginable finery of lost ages are distilled into a single burst of awesome
glory spilling forth from the caster’s mask. This flood of awe inspiring visions can overwhelm several targets (1 + [caster level/2])
— Save vs. Spells or be lost in a reverie of wealth and the glories of the Empire at its golden peak (stunned for 4 Turns or until
injured). If allowed to expire naturally, targets have no memory of the priest or the spell — often ascribing their visions to
divine inspiration (though not necessarily to the Golden Emperor).

Awe may also impress allies, filling them with visions of unity and the ancient power that is the font of the Imperial cult and
granting them an additional attack per round. Mercenaries know their contracts are to be honored with bonuses, fanatics’
visions of paradise are clear and true, and treasure seekers fight harder, certain the next haul will be the ‘one.’ The priest chants
(preventing other actions for the duration) while directing and tailoring the spell’s visions to the beneficiaries of its divine
inspiration.
Failure produces hollow and infuriating visions, causing rage or despair; granting enemies an additional attack each round
and/or allies a -5 to initiative. Repeated or gross failures often reduce the priest to a state of nervous exhaustion (stunned for 5
Turns, weeping inconsolably) or aging several years.

NAME CASTING TARGET FAILURE

Golden Key – Ritual 14 9

DESCRIPTION

“Wealth will open all ways” is a maxim of the Golden Emperor, and a truism for his priests. This boon opens any lock, mundane
or magical (if ensorcelled by a caster ≤ twice the priest’s level). Or magically seals portals and doors making them immune to
force or cunning (but susceptible to magic) when 100 GP of valuable metals are sacrificed to the Emperor. Greater sacrifices
open more complex ways. A 1,000 GP sacrifice forms a passage in any magically unwarded wall up to 10’ thick (1 turn/priest
level). A 2,500 GP sacrifice teleports the priest, their personal effects and anything living within 5’ up to 1,000 miles to a
destination previously seen or containing a shrine of the Golden Emperor.
Failure: the Emperor is greedy and takes any funds offered and additional money from the priest, his allies and even businesses
he owns — usually limited to valuables on the priest’s person or in their vicinity. If the Golden Emperor is annoyed or
displeased he takes special items or even memories (XP), traits (Statistics) or body parts as well.
NAME CASTING TARGET FAILURE

Divine Insight – Ritual 17 12

DESCRIPTION

The Golden Emperor is magnanimous and knows many things: the past and future of every coin, what each person desires, the
key to every vault, and the location of every hidden treasure. If properly plied with honeyed words and promises of devotion,
the Emperor shares some of these things with his most favored Priestesses. Requires an offering of the priestess’s own blood
(1D6 HP) mixed with wine and sipped from a golden goblet (≥500 GP value, not sacrificed) to ask her deity one question, which
the Golden Emperor answers to the best of his ability.
A failure of this spell indicates that the Golden Emperor is offended, a dangerous situation resulting in permanent, often
disfiguring consequences such as blindness (eyes transformed into golden orbs), a hideous, crippling pox or gout (-1D6 to CHR
and/or DEX) or similar affliction.

The Quiet Empress


Founder of the Successor Dynasty, the 545th Emperor was a provincial cousin of the main Imperial line, living in a Western
capital as the young wife of its ruling sorcerer prince. In the century leading to her succession, the core Imperial family had
become increasingly beholden to powerful demonic allies—the 544th Emperor fell entirely under their sway, abandoning the
traditional outsider allies of the Empire, “The Celestial Thrones.” Driven by demonic power and ambition, the 544th Emperor’s
reign turned to chaos and slaughter, the Imperial Family reduced to a pack of blood gorged hosts for numerous demons, except
for the Quiet Empress and other distant relatives. The Empress, abandoning (some say murdering) her provincial husband to
assure the rural nobility her dynasty would not favor a particular house, assumed the title of 545th Emperor and rallied
provinces. Renewing allegiance to the Celestial Thrones, the Empress sacrificed her voice and married one of the divine Yazata,
forever linking the Successor Empire and Celestial Thrones (also guaranteeing the unnatural deformity and inhumanity of the
Imperial line). The ensuing decades of cataclysmic war saw the 545th Empress’s forces triumphant and terrible, leaving
destruction that scars the face of the world, forever corrupting the Southern and Eastern portions of the Empire, killing
millions and setting back Imperial arcanism and technology by thousands of years. The Empire endured, smaller, weaker and
uglier, but as something other than a gargantuan farm for mortal souls and blood to sate ravening demonic appetites.

The Quiet Empress’ followers wear masks of bronze or ruby and red robes — hems and cuffs dipped in sanctified blood (or
striped with brown cloth in more civilized shrines). The Empress’ devotees are battle priests with powers of destruction,
vengeance and uncompromising war. The Empress demands action and blood, not words. Many of her greatest holy warriors
are silent except for an eloquence of slaughter.

Shunning: The Quiet Empress was always an enemy to demonkind and her priestess can shun and banish demons and all other
outsiders except Celestial Thrones​
Rituals, Boons, & Miracles

NAME CASTING TARGET FAILURE

Holy Wrath – Boon 11 6

DESCRIPTION

The rage of the bloody handed Empress is terrible and her followers can channel it to provide supernatural reserves of vigor.
The violence of this boon is evident in the wild eyes, bulging veins and howling of the priest or a willing recipient. While filled
with Wrath: +2 to damage and a -2/die to damage received. However, wrathful combatants are unlikely to protect themselves,
suffering two points of AC penalty, and are too filled with bloodlust to engage in missile combat or retreat. Wrath lasts one
combat, afterwards the recipient must rest 1 turn and eat a ration of food to regain their strength.
The Empress’ wrath is freely given and spell failure results only in excessive magical rage — the target becomes a ravening
berserk for one turn — attacking anything nearby, starting with the nearest target (usually an ally) with the advantages of
Wrath but an additional 2 points of AC penalty

NAME CASTING TARGET FAILURE

Doom Mark – Miracle 13 8

DESCRIPTION

Most on the battlefield wish to be elsewhere, thinking of home, peace, family and times of joy or plenty. To the Quiet Empress
these weak souls are grain for the scythe of her implacable will. The Quiet Empress never shirked from battle or turned aside
the blade above an enemy’s neck and it is an abomination unto her to do otherwise. With this miracle a priestess of the Quiet
Empress writes a secret symbol of war in her own blood across her mask which burns in the hearts of whomever she fixes her
gaze upon reminding them of war’s immutable nature. A successful invocation causes any one foe to fear battle. Enemies with
HD equal or less than the priestess flee, those with HD greater than the priestess save vs. spells to stand firm. If the priestess’s
gaze fixes upon an ally, they are emboldened and rally if fleeing, gain immunity to negative morale effects, fear, or charms for
the rest of the combat.
Failed castings remind enemies of their power to reave, granting +2 to hit and damage for the duration. Allies save vs. spells or
collapse overcome by exhaustion and terror, recovering in 1D6/2 turns.
NAME CASTING TARGET FAILURE

Ghost Legion – Sending 15 10

DESCRIPTION

The greatest glory is to die in the battle, serving the Imperial will. Those who fall are never truly lost. This sending ritual,
requires the skull of an Imperial Soldier (anyone who has sworn loyalty to the Empire—including most Imperial Subjects over
twelve) and a bent or broken weapon (120 cn or 1 slot for both) as the Quiet Empress’s chosen vessels summon a Spectral
Legionary for 3 depletion results (18 turns) or until destroyed. The Legionnaire to fight for her cause attacking any target except
Imperial soldiery. Legionaries may also perform simple tasks and respond to commands up to three words long.

Spectral Legionaries are the ectoplasmic forms of ancient soldiers, vague features and equipment reflecting thousands of years
of imperial military style and technology. The skull lodges in the Spectral Legionnaire’s head and its ghostly body wields its
decayed weapons with supernatural fury. ​

Spectral Legionnaire: HD (as Caster), AC 5[15], ATK As HD +1*, MV 4 (normal), SV As HD, ML 12**​
*Holy Arms: Attacks as if armed with a blessed/silver weapon. **Beyond Life: Immune to fear, morale check and mind affecting
spells, but may be turned as undead.

Failure to properly invoke this ritual generally results in the Quiet Empress gathering up a nearby soul—usually of a subject who
felt or expressed disloyalty to the Empire (everyone at some time)—and adding it to her ghostly army. This may be the priest,
but is more likely an ally or companion and is never an enemy. The victim suffers 1D6 x caster level damage, save vs. spells to
only take caster level damage.

Given this spell’s grim components, most of the Quiet Empress’ chosen are festooned with garlands of skulls and carry bundles
of rusted, broken and decayed weapons, only enhancing their reputations as death obsessed fanatics.
NAME CASTING TARGET FAILURE

Exorcism-Miracle 15 10

DESCRIPTION

The Quiet Empress hates magical corruption’s foul stink and, with a successful invocation of this miracle, her priest destroys or
blocks arcane magic and banishes outsider creatures in a flash of red light.

Magical wards and spell effects are sundered and disenchanted. Wards or permanent effects cast by a higher or equal level
practitioner Save vs. Spells and on a successful save they remain and are immune to future attempts for a year and a day.
Supernatural, otherworldly creatures (except Celestial Thrones) with fewer HD than the priest are banished to their home
plane. Creatures with HD greater or equal to the exorcist suffer 1D6 x caster level damage. ​

The final use of this miracle is creating an immobile protective bubble (10’ in diameter) around the priest. This shield of
shimmering reddish haze deflects up to 2 x the exorcist’s current Hit Points in Magical Damage and gives a bonus of 2x caster
level to any Saves vs. magical effects for those within the shield.
Failure severs the priest’s divine connection for the rest of the session and may require further atonement (sacrifice and
meditation) if the Quiet Empress is displeased.

NAME CASTING TARGET FAILURE

Storm of Steel – Miracle 18 14

DESCRIPTION

The storm of steel is the Quiet Empress’ most terrifying manifestation — a scything circle of screaming blades in a 10’ diameter
circle around the priest. Anything (not immune to normal weapon damage) is diced to ribbons almost instantly by this fierce
manifestation of the war goddesses’ might. Creatures of ½ or less the caster’s HD are slain instantly without save (including all
creatures of below 1HD). Other creatures with HD up to the casters must Save vs. Breath or die, slashed into giblets. Even
creatures that make this save or are above the caster’s HD take 1D6 damage x caster level as they are thrown clear of the
maelstrom of blades. Only a small space at the center of the steel storm, big enough for the priest to stand or sit, is free of
baleful swarming blades. The spell lasts for 1 turn and may not be crossed, even by the priest, without suffering its effects. The
trapped priest’s movement is constrained and he will be unable to cast spells over the howling clash of blades. Afterwards, the
magically manifested weapons clatter to the ground, revealing 2D10 utterly mundane swords, axes and daggers of various
ancient ages.
Failure to invoke this spell properly has dread consequences — the Quiet Empress does not release the blades pledged to her
easily. The priest’s weapons vanish (undoubtedly to appear in a storm of steel in some future century) and the caster (or an ally)
becomes a magnet for attacks, suffering automatic injury from any bladed weapons swung at them for at least a turn. Worse
results exist for priests who fail to cast this spell repeatedly or who do so without a weapon to offer the Empress, including
death as hundreds of sharp blades burst from their bodies or petrification as a statue of rusting steel.
The Drowned Saint
The 104th Emperor was a dilettante in a time of peace, obsessed with exploring the world and its seas. He sailed the world
ocean and the inner seas for much of his long, placid reign, as captain of his pleasure fleet. Of his more notable
accomplishments was founding the distant colony of Ib on the shores of the Jungles of Midnight. Though he is a patron of
wanderers, yachtsmen, and pleasure sailors, The Drowned Emperor’s power and divine portfolio derive more from his death,
when he perished in a doomed effort to sail beyond the ice seas of the far North past the fog guarded isle of Oileán an Domhain,
then his accomplishments in life.

His indulgent and absurd death define the Drowned Saint’s worship, which favors self-destructive daring and exalts death at sea with
the mythology of the “Sea Change” as immortality. More than many Imperial Saints, the 104th Emperor is a Death God reflected in
his priesthood’s silver masks with pearl accents that depict romantic oceanic and death motifs: skulls, fish, shells, and sad youths.
His Priests traditionally maintain coastal funerary shrines for the remembrance and internment of those who die at sea. The
proscriptions the 104th Emperor demands are similar: laying to rest any body discovered, bathing exclusively in salt water, and never
looting corpses or tombs.

Shunning: Despite a close relationship with the dead, the 104th Emperor is also a God of the lost and the sea. His devotees can
shun only incorporeal undead, but can drive off sea creatures (sharks, fish, crabs and the like) with his power.

Rituals, Boons & Miracles

NAME CASTING TARGET FAILURE

Weather Eye - Ritual 10 5

DESCRIPTION

A sailor’s greatest enemy is the weather, and no sea god would leave his followers without recourse against its excesses. This
simple ritual determines what the next day of weather holds in the local region (GM pre-rolls for weather and reports any
changes).
Failure not only gives the priest a splitting headache (unable to cast spells for the rest of the day) but provides random
information about likely weather events.
NAME CASTING TARGET FAILURE

Drowned Life - Boon 12 7

DESCRIPTION

The sea dead are the 104th Emperor’s true flock, and his priests have a deep and intuitive connection to the drowned. With this
spell, the Priest (or a willing target) can take on aspects of death at sea. For 2 turns/caster level, this boon grants the appearance
of a drowned corpse (pallid blue, water bloated, clammy flesh) and the ability to move, see and survive underwater (or otherwise
without air). Alternatively, a drowned corpse can be reanimated as a Bloated Zombie controlled by the Priest.​

Bloated Zombie HD 2, AC 9[11], ATK+0*, MV 20’ (60’), SV F1, ML 12. ​


*Sluggish: Bloated Zombies attack last each round.​

Afterwards, the drowned dead involved must be treated with respect and properly entombed (at least 100 GP of funerary goods,
incense and pomp) to avoid the 104th Emperor’s wrath.​
Failure results in a fit of choking that incapacitates and weakens the caster (1D6 turns immobile and -1 to all rolls for the rest of
the session) or calls 2D6 vengeful Bloated Zombies from nearby surf.​

NAME CASTING TARGET FAILURE

Watery Grave - Miracle 14 9

DESCRIPTION

Priests of the 104th Emperor spend many hours in meditation on the nature of death at sea, the transformative power of the
ocean to produce strange life to drowned flesh. With the Saint’s aid, these horrible imaginings can be projected into the minds
of up to three individuals within the Priest’s view (concentrating on one individual makes the delusion stronger, requiring
multiple saves). Victims imagine themselves as drowned, motionless corpses, flesh bloating with seawater, torn by crabs,
nibbled by fish, coral growing up from their bleached bones. Without a successful Save v. Spells: this nightmarish vision is
completely enthralling for 1D6+2 Turns, those who save are distracted and disconcerted (-2 to all rolls) for the same length of
time. This spell only affects creatures with minds who fear death by water, and has no impact on the undead or outsider
entities.​
Failure drops the priest into a terrifying meditation on the watery grave, preventing movement, self-defense or other
meaningful action for 1D6+2 turns.
NAME CASTING TARGET FAILURE

Storm Call - Ritual 17 12

DESCRIPTION

The followers of the 104th Emperor tempt death by water often, and their ability to change the weather is legendary. With this
spell, a devotee can transform weather, including calling up fierce storms. On land or sea, success means that a priest can pick
any weather from existing tables — calming storms, raising fresh breezes or summoning hurricanes and deluges.​

At sea the spell’s power is greater, and disregarding existing weather patterns, a successful casting can call up a thunderous gale
largely controlled by the priest. This storm can be directed to sink all but the most seaworthy vessels (ancient Stone Ships, for
example).​
Failure results in an immediate worsening of weather, the GM selects the most inconvenient condition from a table or invents
something appropriate (fog, hail, sandstorms, prostrating heat, or a rain of toads).

NAME CASTING TARGET FAILURE

Raise Hulk - Sending 19 14

DESCRIPTION

A powerful call that raises a sunken vessel from the ether, either as a ghostly manifestation or a floating horror. A long-sunken
ship, crewed by ghastly drowned sailors is called from the depth and serves the priestess for up to three days. The vessel
provides uncanny berths for up to 100 followers and the priestess. It can sail at an astonishing 16 knots (422 miles a day, or 1267
miles before the spell fails) and is unaffected by weather.​

In combat, the ghostly vessel takes 1D6 rounds to appear, and can only manifest in an area at least 60’ x 60’ x 60’. Once it appears
(shimmering into ethereal existence) the spectral hulk fires its artillery (if any) and the ghostly crew swarms over the side,
snatching up any living person within 100’ (except the caster) and drags them off to join the crew. Victims Save vs.
Possession/Paralysis to return in 2D6 Sessions, deeply and disturbingly changed.​
Failure will summon the ship, but it will carry off the Priestess (and anyone else as it would normally, but with more malice),
perhaps forever, Save vs. Possession/Paralysis to return from the vasty depths in 1D6 sessions — devoid of equipment and
money, a little weirder and damper (-1 WISdom minimum).



By Your Wit!(Adventurer):
You are an Adventurer, a talented expert with a particular set of skills that allow them certain advantages in their chosen
lifestyle. Adventurers come in many forms, people who have chosen or been forced into adventure but whose aptitudes don’t
lead them to sorcery, fanaticism or violence. Instead, Adventurers pick up whatever knowledge and skills they can to help them
survive or repurpose the expertise of a former life for treasure hunting. While every tomb robber has the basic skills to creep,
set a snare, know the basics about dangerous animals, or climb a tree, Adventurers practice these and more esoteric skills to the
point where they have unique and special abilities that can accomplish the seemingly impossible. The class is designed to allow
a variety of archetypes from wilderness survivors to scholars, spies, and assassins. Suggested skills by background are listed
below. ​

All Adventurers share the following Abilities:
●​ Adventurers start with an Attack Bonus of +2 with missile weapons, and +1 with melee weapons and gain +1 to
both every level.
●​ Adventurers suffer all penalties associated with weapon choice.
●​ Adventurers receive no penalties for light armor use.
●​ Adventurers begin with 1D6 HP and gain 1D6 HP every other level (2D6 at Level 3)
●​ Specialists begin with 1 point in 3 skills and may add 1 point of skill every level (learning new skills or increasing
old ones up to a maximum of their current level (e.g. you must be level 4 to Master a skill ) ​

Level Poison Paralysis Device/Wand Magic/Spell Breath

1-2 11 14 13 16 15

3 9 11 10 14 13


Skills​
As noted above tests of character ability whose success is difficult to judge are resolved with XD6 vs. a Statistic test. Generally these are
events or actions that take special skills that players and referees can’t be expected to understand and discuss (such as the knowledge
of arcane scripts), would limit play to a long discussion with a single player (lock picking), or that have physical and other components
that are hard to determine by guessing alone (climbing). Skills help with specific types of these tasks in two ways: first each point of
Skill (Novice(1), Adept(2), Expert(3) and Master(4)) will remove 1D6 from the Test, second a skilled person can select between two
statistics to test against for tasks involving the use of the skill.​

Adventurers know a large number of skills and gain them quickly, other classes may also start with a skill point or two based on
their background. Some skills (both special and mundane) may be purchased with Experience Points (usually about 1,000 XP x
Skill Level x PC Level), down time actions (you get one such action per session for things like researching new spells) and often
gold, by training from an expert. Additionally, magical or special texts can be used to learn skills, strange weapon arts or other
special abilities and as characters of all kinds advance they can gain the opportunity (starting at 3rd level) to specialize in a
subclass and gain skills and other abilities.
WHAT SKILLS DO FOR YOU
To consider the benefit of skills (and it’s a bit different then the more common bonus to D20 role under stat/above a “DC”
number, or percentage based skill) take a look at the way the probabilities of multiple D6 rolls against numbers from 3-18 work.
A character with a 5 statistic will succeed at a 3D6 check on 5% of the time, but with an average statistic of 10 has a 50% chance.
At 12, this goes up to 74% and at 15 it’s 95%. Low stats make a 5d6 check almost impossible, and for a 10 the chance goes down to
3%, but at 15 the chance is 31% and at 18 it remains 60%. At an 18 a character will have a very good chance of achieving a 5D6
success. Determining how one does something meaning what stat one tests it with matters a great deal as does the removal of
one or two dice, meaning that the statistic shifting ability of even a low skill can make a character capable of succeeding on a
great many reasonably difficult or even highly skilled tasks if they have a decent related statistic. This is intentional, skilled
characters are meant to succeed at almost all tasks they are skilled in while unskilled characters are not.​

A Note on Tool Kits: Kits are a collection of small tools and other items used to practice a skill. Not all skills need them, but for
those that do, lacking the kit requires careful negotiation with the referee regarding how well the skill can be applied. A kit is
not just for using a skill though. Each kit has space for three special items. These are special tools or unique items that the
player can claim to possess without previously picking them, but they must plausibly be related to the skill. A vial of mercury
might be contained in a chemic, arcanist (moon and alchemical divination), engineer (a level) or chirurgeon (cure for social
disease), or legerdemain (make up) kit. Each special tool included however is a permanent addition to the kit once it has been
added, and if the player wants to carry more than three special tools, they must carry a second kit. If there is a doubt about the
appropriateness of the tool (the referee may always ban a special tool) the player can roll 3D6 plus 1D6 per special tool already
included in the kit vs. their WISdom. On a success they were perceptive enough to include it.​

The Following Skills are available:​

●​ Arcana - Intuition/Wisdom - The understanding of the arcane and its various effects, powers, manifestations.
May detect/identify magical objects and read arcane inscriptions or scrolls. Replaces spells: Detect Magic,
Identify, & Read Magic. Magic-Users begin with this skill at the novice level.
●​ Scholarship - Intuition/Wisdom - Deep knowledge of a wide variety of subjects, including strange languages,
history, and religion.
●​ Engineering - Intuition/Strength - The study of machines, physics, and architecture. Engineers can apply their
skill (as an attack bonus) to siege weapons as well as construct and understand mechanical devices, ancient
engines and architectural oddities (e.g. slopes and new construction).
●​ Chemics - Wisdom/Constitution - A knowledge of poisons, both natural and artificial as well as the ability to
use, identify and understand various other alchemical, chemical and scientific processes. May slow or cure
poison effects and is required to use poison effectively.
●​ Chirugeonry - Wisdom/Dexterity - The ability to heal and aid the injured, can diagnose and limit the effects of
most disease, help recover from debilitating injury, and if rendering aid throughout the remainder of a combat
grant a critically injured creature a second death save with a bonus equal to skill level with a successful check.
●​ Piloting - Strength/Intuition - The use of watercraft and other vehicles.
●​ Survival - Constitution/Wisdom - The skills to survive in harsh climates and wild places, using the skill will
allow the identification of useful plants, animals and an understanding of animal (even monstrous animal)
behavior. It also provides the ability to skin and otherwise collect treasure from hunted beasts effectively.
Finally survival can function to ignore the negative effects of environmental extremes and
exhaustion/thirst/starvation.
●​ Stealth (No Kit) - Dexterity/Constitution - The ability and patience to move and act quietly and stealthily, even
under low light conditions.
●​ Acrobatics (No Kit) - Dexterity/Strength - Climbing, jumping, vaulting and various other forms of difficult
physical contortions, can be used in combat to disengage or advance through one's own ranks to attack without
risk of retaliation. (Simple efforts to change ranks or disengage from combat are an automatic/very likely to
succeed 3D6 test, while efforts to move and attack, avoid a responsive attack to a grapple, or leap atop a large
foe might be a 5D6 test or higher.)
●​ Tinker - Dexterity/Intuition a familiarity with small mechanical devices and an understanding about how to
work with and around them. Useful for picking locks and disarming mechanical traps.
●​ Riding (No Kit - Needs saddle and reins for specific type of creature, minimum 100GP) -
Charisma/Constitution - Almost everyone on the Frontier can ride (though those with a low Charisma,
Constitution or Strength may have trouble at times) but the ability to get horses (and theoretically other
creatures) to exert themselves on the rider’s behalf or to perform tricks (like jumping or convincing a horse to
charge a person, or otherwise fighting from horseback). ​
Note that there are several basic types of horses in the Crystal Frontier. The better a horse is at fighting, and
the better trained it is the more it will cost, and worse the more special care it requires. A proper destrier will
need a groom and at least two horses to carry its grain fodder, making them a rare choice for tomb robbers.
●​ Animal Handling - Charisma/Strength - The knowledge and practice to properly, raise, train and care for
animals. For each point of skill an animal handler can control and care for one additional beast [normal PCs
can only keep one] (such as a horse or attack animal). In addition, skilled animal handlers can control trained
monstrous animals of HD up to their skill level, and can add their Animal Handling skill to any reaction or
negotiation rolls made with wild and monstrous animals.
●​ Acumen (No Kit - Forging requires a Legerdemain Kit) - Charisma/Intuition - Knowledge and practice in how
the world of means and power functions, including the ability to appraise items of value, understand legal and
business matters or documents and act respectfully around men and women of the noble or business classes.
●​ Legerdemain - Charisma/Dexterity - Quick wit, a battery of quips, understanding of the theatrical and nimble
hands allow for both the palming or theft of small objects as well as impersonation of voice and other tricks of
disguise.
What You carry (Equipment)
Equipment is the most important thing to a tomb robber. Your weapons and armor, your spellbook, ropes, torches and food --
all are necessary to survive in the wilderness, ruins and underworld. In Dungeon Crawl style games equipment is where most
of a character’s uniqueness and power comes from and it’s something that needs to be carefully tracked and considered as tools
for problem solving.

Encumbrance:
Encumbrance is measured in slots. You can carry 6 + ½ your STRength significant items. A significant item is anything useful,
each flask of oil counts as a significant item for example, just as a suit of armor does (magical or special additions to armor fill
an additional slot). Only the following are not deemed significant items:
●​ Under 1,000 coins (each purse of up to 1,000 coins counts as a significant item)
●​ Jewelry
●​ Normal clothing
●​ A single water flask
●​ A bedroll and a small iron pan or tin pot
●​ Small incidental and untracked personal items like handkerchiefs, an eating knife, flint, steel and kindling

Some kinds of items can be bundled into groups that together count as a single significant item:
●​ 1-3 torches
●​ 1-3 throwing knives or javelins
●​ 1-2 throwing axes
●​ 1-12 iron spikes & mallet
●​ Tools (each kit of tools is one item)
Carrying more than one’s 6+ 1/2 STRength in significant items encumbers a character and makes it twice as long to move
through dungeon spaces, gives a -2 to all rolls, -2 to AC, and forces the encumbered character to act last every round. The
maximum amount any character can carry is 12 + their STR in significant items. Some heavy or bulky items are instantly
encumbering.​



Arms and Armor​
Weapons and Protective equipment might not be the most important part of a tomb robber’s tool kit, but they are certainly the
most common (besides torches and strong drink).​

Armor directly determines AC, and the maximum AC for non-magical creatures is 18. Rare magic or otherworldly nature can
increase this to the maximum AC of 0 [20] This means that dexterity, high quality plate armor, or other bonuses can make a
shield useless (reaching max AC 18). ​

Armor comes in four mundane types and a multitude of styles, and all armor includes an appropriate helmet. Armor varies
based on quality, with Poor quality armor having worse AC, and fine quality having better. Magic armor rarely impacts Armor
Class but may reduce opponents’ attack roll or damage received.​

All classes can wear all armor, but those who lack training in its use will suffer severe penalties to movement and initiative being
sluggish (-2 to initiative) or slowed (-4 to initiative).​
Armor types are:

TYPE LIGHT Medium Heavy

AC 8 [12] (Poor), 7 [13] (Avg) 6 [14](Fine) 6 [14] (Poor), 5 [15] (Avg) 4 [16](Fine) 4 [16] (Poor), 3 [17] (Avg) 2 [18](Fine)

Penalties Sluggish No Stealth, Slowed No Stealth, Encumbered, Slowed


Weapon choice is largely one of affinity, skill, and preferred fighting style or expected foes. Weapons all do the same amount of
damage (1D6), except for two handed, thrown, and exotic weapons ([Heavy], [Light], [Reactive], [Deadly], and [Improvised])
weapons which do more or less damage due to special use or construction, and no weapons require a dice besides a D6. Rather
than variable damage, weapons have modifiers with differing effects. Natural attacks almost all do only 1d6 (1HD) damage as
well, but many natural attacks from various creatures also have modifiers and effects, some of which aren’t listed below.

Modifier Effect

Size and Weight Based Modifiers

Improvised Picking up a chair leg or a rock can kill, it just takes some effort. Improvised weapons do 1D6/3 (1-2)
damage.

Light Light Weapons do less damage than most, inflicting only 1D6/2 damage.

Heavy Heavy Weapons require two hands to wield but do more damage. Roll two Six-Sided dice (2x1D6)
and pick the highest for damage. Many classes attack last each round if wielding a [Heavy] weapon.

Thrown Thrown weapons operate normally as [Reactive] weapons or when hurled from Reach Range. They
are not meant to be used in melee doing only 1D6/2 damage there.

Reach Pole and other longer ranged weapons can attack from the second rank of a formation, and when
braced to receive charges can make a reactive attack at any who charge to attack either the weapon
wielder or an ally in the same or front rank.

Ranged Long ranged Weapons are capable of striking from hundreds of feet away, but they are useless in
melee and if fired into melee (from Reach or Range distance) any roll of a natural 5 or less results in
striking an ally who is in melee combat for full damage.
Type Based Modifiers

Close Close Weapons automatically hit at the start of any round the wielder is in a grapple doing normal
damage.

Overpowering Overpowering weapons can make a follow up strike on another nearby enemy any time they are
used to kill an enemy.

Crushing Crushing attacks limit AC from any normal armor worn to 15. Natural armor (like a dragon’s scales)
or magical armor suffer no AC penalty.

Finesse At the beginning of their round a character wielding a Finesse weapon can swap up to two points of
attack bonus and AC on a one for one basis.

Unpredictable Unpredictable weapons grant the wielder a +1 to Initiative.

Reactive Reactive weapons can be used whenever the wielder is attacked to make a counter attack prior to
the enemy’s strike.

Deadly Deadly weapons use ‘exploding’ damage dice, meaning any time a 6 is rolled for damage another die
of damage is added. This effect can stack.

Complex Complex weapons can only be used every other round and require a round without an attack
between uses (usually due to reloading).

Material Based Modifiers

Silver/Blessed Silvered or Blessed weapons can injure many of the incorporeal undead

Hexed Hexed weapons can damage outsider entities such as demons who are immune to normal weapons

Magic Magic Weapons are capable of injuring all but a very few, very powerful creatures protected by
unique sorceries (such as immunity to blades)

Combat Maneuvers
Characters and enemies may make various maneuvers or actions during combat that have special effects. These must always be
declared before any rolls.​

Aggressive Fighting Style - In melee combat a character or NPC can adopt an aggressive combat style, driving home attacks
without concern for injury. Doing so allows Armor Class (AC) to be exchanged for additional Attack Bonus on a 2 for 1 basis, up
to +4 to AC/+2 to hit.​

Defensive Fighting Style - A Character or NPC can elect to defend themselves in melee combat, exchanging Attack Bonus for
AC either as -2 to Attack for one point of AC or foregoing an attack entirely for a two point bonus up to AC (to 2 [18]).​

Charge - On the charge (rushing at an enemy from reach or greater range) gain x2 damage if your strike lands.​

Brace - A rather than attacking a defender may brace against an enemy out of range, anticipating that they will charge. This
allows a reactive attack at every enemy who charges the braced creature and gains +2 to hit.

Sneak Attacks - A successful attack from stealth (only melee without special skills) will inflict triple damage and is made at a +4.

Aiming - Missile weapons may be aimed for one round for a +2 to hit (for each round, cumulative up to +6). ​

Cover - A creature that takes cover (most often dropping to the ground) forfeits their next (or current if they have yet to act)
action but gains a +4 AC (up to 20) against missile attacks and will take ½ damage from area attacks.​

Firing Into Melee - If firing a missile weapon into melee an attack roll of 5 or less the attack strikes an ally inflicting normal
damage.​

Ammunition - After each combat missile weapon users are assumed to scavenge for reusable arrows and bolts. Roll the die
indicated as ammunition and on a 1 ammunition is partially used up and reduces the next ammunition roll (from D10 to D8, D8
to D6, D6 to D4 and D4 to none) additional quivers of ammunition will increase the ammunition roll by one die up to D10.​

Positional Movement - A creature can retreat back through their own lines or move forward through them with a successful
3D6 check vs. DEX. If they fail they still move but may not act that round.

Infiltration - A creature may break through an enemy line with a 3-8D6 check vs. DEX or acrobatics check (depending on
defender size, skill, and the arena of combat. Failure wastes an action and allows the defender a free attack. Success allows an
attack for ½ damage against the creature Infiltrated past.​

Breaking Contact - A creature attempting to flee from melee must make a 4D6 check against DEX or acrobatics check to escape
without those they are fighting making a free attack at +2 to hit. ​

Critical Hits - A natural 20 on an attack roll is a critical hit and inflicts either double the rolled damage, or does ‘something
extraordinary’ of the player’s choosing (stuns, disarms, knocks an enemy into another or off a ledge etc) and the GM’s
interpretation. The less elaborate the special attack the more likely it is to succeed as the player intends.​

Fumbles and Counter Attacks - A natural 1 on an attack roll is a fumble. In melee this means that the attack has opened
themselves to an immediate retaliatory attack by the creature they tried to hit, and at range it means the ranged weapon breaks
and must be repaired (bowstring replaced etc.), taking an exploration turn. Oil bombs and explosives will detonate prematurely
damaging the attacker and his allies as normal for the weapon.
Death and Recovery
When a character reaches zero HP they are unconscious and will recover in a “wounded” state after a combat or in a turn. When
a character reaches -1 HP or fail a saving throw where survival seems possible, they may make a Death Save. This is a simple D20
roll over or at a target number. However, each time such a save succeeds the character’s death save increases by 1, so the second
time the roll is 11 or better. If a character with medical skills spends the remainder of the combat attempting to stabilize a
wounded companion the “dead” character may receive bonuses to their Death Save. ​

Characters who succeed on a Death Save are considered wounded for the rest of the session unless magically healed. ​

When wounded a character will be instantly killed (no Death Save) if they sustain any damage, and operate at -2 to all rolls.
Worse, wounds can cause permanent damage, usually causing statistic loss, depending on how spectacular the manner of the
character's injury was.​

Note that some attacks, traps, and effects can be instantly lethal: virulent poison, death magic, being crushed by a giant stone -
use your imagination … but generally these will be anything that seems lethal and has a Save or Die mechanic associated with it.
The Save against deadly poison or death magic is the only save a tomb robber gets!

Recovery
There is no rate of natural healing on the Crystal Frontier as Hit Points represent some varied amalgam of luck, skill, fate,
willpower, and physical toughness. Between sessions characters recover fully (barring exceptions like undeath, curses, or
disease) as at the start of each session all characters reroll their HP. This means that sometimes a character may be ready to take
on the world, and other times (perhaps excruciatingly hungover or depressed?) the same character will be very fragile. It helps
encourage a variety of play styles and roles within the party for each character and does away with irksome HP tracking
between sessions.
Borton Says:​
“Death. not so bad.”​

Characters are very likely to die in this campaign, but that’s no reason to avoid
getting attached to your character. If your character dies, consider what effect they
might have had on the world and look for it in-game. Also consider that the
“character” in the campaign’s story isn’t any one character, but the collective group of
characters that make up the party. They will change over time: some will vanish,
some will rise in power, but each will be a creation of the game itself, meaning their
lost companions will add to the story. Maybe you had a plan for your character’s own
story, and they died early in the campaign. Turns out that character wasn’t a hero,
they were just another extra who died early to make the rest of the story more
interesting. ​

More traditionally, the risk of character death that many players find makes the thrill
of victory greater, by providing the sense that the characters triumphed over the real
possibility or even likelihood of loss. You can’t lose at an RPG of course, but the loss of
a character still represents a setback, making narrowly avoiding a character death or
overcoming long odds more rewarding.​

Plus you get to roll up someone new or replace an existing PC with a henchmen. There are other classes to find in the campaign:
demon ridden aurochs, imperial nobility with unnatural ancestries, a wide variety of magically created (intentionally or due to
pollution) “not-men”, and of course the Empyreans themselves. ​

Replacement characters have the advantage of starting with ½ the XP of the character that died (this puts them one level behind
others - which is not much).
Equipment (as background)
A goal for Tomb Robbers of the Crystal Frontier is to present an adventure that’s easy for players to sit down and start.
Character generation should be quick, and there’s a ready supply of replacement PCs waiting at the dungeon entrance. Finally,
there’s no reason for the party to establish any sort of prior relationships—you are all the sweepings of the world’s gutters,
fugitives from your past seeking wealth, fame, and death on the Crystal Frontier.​

Many players want a little more however, and the equipment lists below can provide it. Each relates to a certain archetype from
the larger world where the Frontier is set. There’s deserters from most of the regional armies: Bull Kingdom Jinetes and
Imperial militiamen, there’s followers of the various sainted emperors and stranger deities, urban thieves and wilderness
hermits. With a little imagination these sets of equipment should provide the seeds of a simple background.​

Packs
Rather than buy or select supplies, by the time anyone reaches the Crystal Frontier they will have bought, stolen, traded or made
a basic set of dungeoneering and survival gear. Player picks one of the following Packs of basic supplies to supplement their
class based equipment:​

Packs of Supplies - Pick One

1 Searcher’s (8 Items)

Rations; Spikes & Mallet (12); Candles (3); 50’ Rope; Flask of Holy Water; Flask of Mead or Wine; Sigil Chalk

2 Survivor’s (7 Items)

x2 Rations; Animal Trap; 50’ Rope; Torches (3); 10’ Pole; Antivenom (Use to roll a save v. natural poison twice); 5 GP

3 Soldier’s (7 Items)

Rations; Camp Hatchet (Light); Lantern, x2 Oil; Flask of Wine; Pick/shovel/crowbar (light, crushing); 10 GP

4 Scholar’s (7 Items)

Rations; Hand Mirror; Lantern; x2 Oil; Blank Book/Ink/Pen; Ritual Athame or Phurba (Silver/Close); 20 GP

5 Scoundrel’s (7 Items)

Rations, 50’ Rope; Grapple; Torches (3); Loaded Dice/Marked Card; Bottle of Spirits; (2) Brace of Throwing Knives
(reactive); 25 GP
FIGHTER EQUIPMENT - You also carry a “pack”, a good dagger, and a memorable scar.
3D6 Armor, Weapon(s), Special Item
3 Wildman: Untanned hides (Light: AC 7[13]); fire hardened spear (reach); ironwood club (crushing); poison mushroom;
memories of the vast night and screaming stars.
4 Militia Deserter: Quilted aketon (Light: AC 7[13]); brass faced shield; spear (1d6); petty officer’s saber (1d8); brass helmet
badge - the bee of the Green Hive militia.
5 Irregular: “Cuera” layered bleached hide coat (Light: AC 7[12]); adaga (shield); broad saber (overpowering); light crossbow
(ranged) and 30 quarrels; Warlock King’s commission.

6 Vagabond Duelist: Hog hide brigandine (Medium AC 6 [14]); two-handed schweizersäbel (finesse/heavy); tabar
(overpowering); geometrically patterned poncho; hallucinogenic cheroots x 4.
7 Fop: Embroidered corset brigandine (Medium: AC 5[15]); gilded smallsword (finesse); pocket crossbow crossbow
(reactive/ranged/light); 30 bolts and five silver bolts; incriminating letter from powerful figure.

8 Pyre Sea Marine: Bronzed scale hauberk (Medium: AC 5[14]); round shield; boarding axe (overpowering); scrimshawed
leviathan tooth that points to fresh water.
9 Bull Kingdom Jinete: Red enameled cuirass and morion (Medium: AC 5[15]); buckler; rapier (finesse); spear (reach); bucket
of 6 javelins(reactive); crest of an attainted noble house.

10 Bustuarius: Gladiator’s half armor and crested helmet (Medium: AC 5 [15]); square shield; hook sword (unpredictable);
Trident (reach); rudis inlaid with silver (light, blessed)

11 Escaped Carceral Templar: Chain wrapped lamellar with masked helm (Heavy AC4 [16]); estoc (finesse); cinquedea (close);
2 iron plumbata (reactive); large devotional candle for prayer to Jug the Chained Emperor. (burn to endure poisoning after
failed save. Avoid death - reduced to 1hp)
12 Imperial Line Infantry: Steel and wire Klivanion (Heavy: AC 3 [17]); crescent shield; bec de corbin (heavy/reach/crushing);
short sword (finesse); light crossbow (ranged); case of 30 bolts; devotional wafer (eat for energy and immunity to fear, sleep
and charm for one day - ugly hangover)
13 Chartered Executioner: Fluted half plate with iron skull mask (Heavy: AC3 [17]); executioner’s curtana (heavy, finesse); iron
cudgel (crushing); light-eating cloak of sooty darkness.

14 Retired Bull Legionnaire: Brass chased black iron lorica and bull horn helmet (Heavy: AC3 [17]); scutum (shield); falcata
(overpowering); 2 throwing spears (ranged); demon hide medallion (protection from evil/demons - one use)

15 Mercenary: Garrison plate covered in chipped paint (Heavy: AC 3 [17]); pavisse/tower shield; hanger (overpowering);
arbalest (ranged/crushing/heavy/slow); case of 30 bolts; necklace of shriveled ears and fingers.

16 Pinehells’ Raider: Bone Lorica (Heavy: AC 3 {17]); round shield; great maul (heavy/crushing); bearded axe (overpowering); 2
hurlbatts (reactive); writhing human shadow on a chain. (A snack for horrors, released it may do a service)

17 Imperial Capharact: Lamellar mirror armor (Heavy: AC 3 [17]); crescent shield; flanged mace (crushing); compound great
bow (heavy/ranged); enameled quiver of 30 arrows; phoenix feather pelisse. (Absorbs first magical attack - bursts into blue
flame.)
18 Hedge Knight: Engraved full plate armor (AC 2 [18]), halberd (heavy/reach/unpredictable); arming sword (finesse); spiked
mace (crushing); faded banner of a noble house.
CLERIC EQUIPMENT - You also carry a “pack”, a holy symbol (or mask) of your god, and memories of a miracle.
3D6 Armor, Weapon(s), Special Item
3 Stylite Hermit: Loincloth and years of self-denial (None: AC 9,[11], +2 CON), staff (reach), seeing stone (as read magic - once),
apocalyptic visions. (First Emperor, Drowned Emperor )

4 Wandering Monk: Quilted Robed (Light: AC 8, [12]), iron cudgel (crushing), small keg of holy wine (as holy water - 3 flasks). (First
Emperor, Golden Emperor)

5 Crusading Penitent: Rope shawl or charm studded harness and apocalypse rags (Light: AC 7, [13]), Great Maul (heavy, crushing),
Scourge (light, unpredictable) Incendiary (light in any condition, underwater, explodes spreading fire 10’ (heavy)) (Red Emperor)

6 Seer: Reinforced layered and stiffened robes (Light: AC 7 [13]), chain whip (unpredictable), flask of holy water, dream of your own
death - allows reroll of one deadly Saving Throw. (Red Emperor, Drowned Emperor)

7 Village Fanatic: Embroidered militia Curera(Light: AC 7 [13]), buckler (shield), iron shod staff (reach), small portentous hog (Any)

8 Revivalist Preacher: Flashy Blue Meadows felt armor (Medium: AC 6 [14]), ivory-hilted hanger (overpowering), spear with
banner(reach), Brass speaking trumpet, pamphlet sized hand-press & ink. (Any)

9 Garden Confessor: Tin costume armor (Medium AC 6, [14]), heraldic escutcheon (shield), rapier (finesse), dagger (close), secret
diary of notables’ confessions/braggadocio. (Golden Emperor, First Emperor)

10 Ghoul Hunter: Prayer engraved chromed corslet light chain coat (Medium: AC 5 [15]), man catcher (reach, unpredictable, heavy),
spiked flail (unpredictable), scored flask of holy water, suicide pill (Save v. Poison or die, large, smells, and tastes foul).

11 Tomb Astronomer: Tomb-bronze scale armor (Medium AC 5 [15), crescent shield, decorative mace (crushing), tomb sleep candle
(undead who enter smoke save vs. spells or return to grave with it burns - 1 Turn), Telescope, (First Emperor, Drowned Emperor)

12 Holy Auditor: Black shagrin brigandine (Medium AC 5 [14]); gilded buckler (shield); auditor’s ax (overpowering); holy dagger
(blessed, close); Imperial Writ Absolute of Inquiry and Taxation (Golden Emperor)

13 Judge Ecclesiastic: Black iron scale robes (Heavy: AC 5 [15]) round shield, vexillum (heavy, reach), bar mace (crushing), gilded
judgment scales and books of imperial chancery law (provides +1 Acumen skill) (Red Emperor, Golden Emperor)

14 Sea Priest: Rusted garrison plate and shell helm shaped (Heavy: AC 4 [16]); half-pike (heavy, reach); boarding axe (overpowering) ​
coral jawbone (may use once to speak with dead)(Drowned Emperor)

15 Shrine Guard: Ceremonial brass and copper Klivanion (Heavy: AC 4 [16]); mural painted kite shield; spear (reach); war pick
(crushing), signal bell, ecclesiastic badge. (Any)

16 Inquisitorial Initiate: Ribbed half plate armor (Heavy: AC 3 [17]); three-headed flail (heavy, unpredictable); small sword (finesse);
truth compelling tincture (1 dose) (Red Emperor, Golden Emperor)

17 Legionnaire Chaplin: Engraved lorica (Heavy: AC 3 [17]); round shield; bull head mace; Demon Bag (may trap any one immaterial
creature successfully turned for later release/use); (Red Emperor, First Emperor)

18 Imperial Templar: Red or White enameled lamellar armor and shrine sculpted helm (Heavy: AC 3[17]); tower shield; marble
headed mace (crushing); vial of fulminated divine blood (raises newly dead with 4D6 v. CON save) (First Emperor)
MAGIC USERS EQUIPMENT - You also carry a “pack”, a blank scroll (prepared for transcription), and an unwholesome secret.
3D6 Armor, Weapon(s), Special Item
3 Wyrd Child: Ragged cast-offs (None); blackthorn cudgel, rag doll with moving, lifelike eyes; “Bundle of scraps and scrawl”
(spoken barrier, voice of compulsion)
4 Hedge Witch: Gray robes; gnarled staff (reach); Bull Kingdom’s lesser practitioner’s brand; herb lore (Survival 1); “Thee Auld
Shrewdnesses” (heal, beast charm)
5 Mountebank Conjurer: Bright motley; rapier (finesse); repertoire of cheap tricks (Legerdemain 1); Legerdemain Kit; “The Black
Poullet” (illusory visage, phantasms)
6 Mud Isle Waerloga: Man-hide breeches and cape; driftwood and stone war-club (crushing); grave chalk (paint body with chalk
and be invisible to the undead for 6 Turns) “White Brother’s Testament” (speak with dead, darkness)
7 Ship’s Witch: Salt stained sea officers uniform; cutlass (overpowering); leviathan calling whistle; “Enchiridion of the Drowned”
(the fog call, the hull mender’s shanty)
8 Alchemist: Patent ebonite cloak; athame (blessed/close); sickle (overpowering); knowledge of the hermetic sciences (Chemics 1);
Chemics Kit; “Minimus Opus” (influence fire, skin of iron)
9 Noble’s Tutor: Travel robes and large brimmed hat; glass orb topped metal staff (reach); tiny animate animal figurine (stolen); ​
“Aim of the Sage” (faithful porter, arcane shield)
10 Arcanist Scholar: Voluminous symbol embroidered robes; concealed dagger (close); wand of bronze, jet and ivory; membership
in obscure but worldwide hermetic society; “The Lockless Key” (unhurried descent, ingratiating sign)
11 Low Thaumaturge: Flashy cheap suit; sword cane (finesse); a criminal contact; ​
“Annotated Sworn Book 9th Edition” (efficacious charm against vermin, sorcerer’s doorman)
12 Mercenary Baleworker: sigil painted gambeson and steel cap(Light: AC 7 [13]); spear (reach); hanger (overpowering); ​
minimal arms training (no penalties for light armor use); “The Steel Book” (blade charm, wall of fear)
13 Bonemender: Diaphanous white robe; 10’ advertising banner pole (light/reach); bone cutting scalpel (close); 10 vials of alcoholic
quack cures; anatomical knowledge (Chuirigeonry 1); “Leechbook of the First Emperor ” (heal, slumberous wind)
14 Defrocked Sun Priest: Red (or orange, or yellow) riding habit (Light: AC 7 [13]); saber (overpowering; spear (reach); large
magnifying glass; “7th Verse of the Unconquered Sun” (sunburst, heretic’s halo)
15 Shadow Conjurer: Bone scapular, black grease paint, and leather breeches; ivory war club (hexed); string of hexed bird skulls
that stretched into a fence will sing when anyone comes within 2’; “In the Pines” (impenetrable darkness, shadow servant)
16 Initiate Bone Singer: Black linen robes; gladius (finesse); skull mask that allows one to speak with the dead once a session;
“Teachings of the Burning Pyramid” (least creation, aura of noninterference).
17 Sorcerer’s Devil: Red footman’s uniform; black iron bar mace (crushing); poison ring with dose of incapacitating poison;
“Grimoire of the False Seal” (face of a friend, incantation against otherworldly violation)
18 Noble Bastard: Foppish velvet and mothsilk traveling clothes (None AC 8 [12]) and absurd hat; blued smallsword (finesse); ​
“The Precocious Child’s Instructive” (dancing lights, phantasms)
ADVENTURER EQUIPMENT - You also carry a “pack”, kits for up to two skills, and knowledge of a useful contact. Note: Skill choices are mere suggestions.
3D6 Armor, Weapon(s), Special Item
3 Escaped Prisoner: Marked Prison Smock; 25 lbs of Blackmash Provence chain (unpredictable); shiv (close); scar around ankle;
(pick something from your former life, stealth, legerdemain)

4 Sawbones: Fashionable suit; pocket crossbow (reactive/light); case of 30 bolts; dueling cane (finesse); vial of alchemical purgative
(drink to be reduced to 0 HP and messily cure disease, poison, or curse); (scholarship, chiregeury, chemics)

5 Pine Hells Hunter: Birch cable shawl (Light: AC8, [12]); laminated bone bow; quiver of 30 arrows; double bitted axe
(overpowering); unicorn horn charm (+1 save vs. poison) (survival, stealth, animal handling)

6 Dispatch Rider: Fringed, embroidered and reinforced leathers (Light: AC7 [13]); glue and horn horsebow; quiver of 30 arrows;
saber (overpowering); “trail herbs” that provide 1D6 temporary HP and no exhaustion for 3 exhaustion pips or 1 day with crash that
reduces all rolls by -2 until session end. (riding, survival, acrobatics)

7 Stage Acrobat: Revealing reinforced leather catsuit (Light: AC7 [13]); x2 bandolier of 3 throwing irons (reactive); spear (reach); bag
of four colored smoke bombs.(acrobatics, legerdemain, stealth)

8 Tinker: Trinket festooned leathers (Light: AC 7 [13]; crossbow; case of 30 quarrels; basket hilted broadsword (finesse); Imperial
Edict 52389u--succor for tinkers (Imperials will not molest you) (tinker, engineering, chemics)

9 Rat Catcher: Dyed leather cuirass (AC 7[13]); steel springbow; case of 30 quarrels; hanger (overpowering); 10’ rat pole with
pennant; bag of 8 live rats. (stealth, animal handling, chemics)

10 Footpad: Masked gang leathers (Light: AC7 [13]); x2 bandolier of 3 throwing knives; cinquedea (close); hand of glory (burn for sleep
spell effect). (stealth, acrobatics, tinker).

11 Mountaineer: Patched gambeson (Light: AC7 [13]); rodela (shield); sheep horn bow; quiver of 30 arrows; falcata (overpowering);
snake fat candle - burn and inhale fumes to recover 1D6 HP. (survival, stealth, acrobatics)

12 Expelled Academic: 30 layer paper armor (Light: AC7 [13]) steel buckler with university insignia; smallsword (finesse);
(scholarship, arcana, chiregeury).

13 Gambler: Steel wire corset (Ac 7 [13]); hidden belt of ten steel darts (reactive/light); rapier (finesse); stiletto (close); lady luck
pendant (reroll 1 roll). (legerdemain, arcana, stealth)

14 Bravo: Fashionable slashed sleeve buff coat (Light: AC7 [13]), obscene buckler; crossbow; case of 30 quarrels; rapier (finesse);
main-gauche (close); gladiator’s blood tonic (immune to fear, charm, sleep for session). (acrobatics, acumen, legerdemain)

15 Artificer: Gear studded jack (Light: AC7, [13]; arbalest (Heavy/Complex/Crushing); case of 30 bolts; warhammer (crushing); “fire
medicine” packed petard (fused explosive on 10’ pole for breaking doors, walls and gates). (Engineering, Chemics, Tinker)

16 Gang Assassin: Finely linked scale shirt (Light: AC7 [13]); Brace of two throwing axes (reactive); rapier (finesse); sealed blowgun
preloaded with poison dart (save or die). (Stealth, Chemics, Acrobatics)

17 Road Agent: Dusty, patched buff coat (Light: AC7 [13]); adarga (shield); bucket of three javelins (ranged); spear (reach); saber
(finesse); poignard (close); coded dispatches of obvious importance. (Survival, Stealth, Riding)

18 Grave Robber’s Guild Apprentice: Grey cuir bouilli half armor and marble skull mask (Light: AC 7 [13]) steel crossbow; case of 30
bolts; graverobber’s pick (crushing); ghost bowl (fill with 1hp fresh blood to distract spirits). (Tinker, Stealth, Acumen)

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