LONER
GEARED TOWARDS
LONER
LONER
&
STEEL
SORCERY
GEARED TOWARDS
LONER ZOTIQUEST GAMES
CONTENTS
INTRODUCTION ...............................................................................................3
SETTING INTRODUCTION..........................................................................5
AESTHETICS & TONE ......................................................................................8
CHARACTERS ..................................................................................................... 9
RULES .....................................................................................................................18
SORCERY .............................................................................................................22
COMPANIONS AND FOLLOWERS ........................................................ 52
OPTIONAL RULES ......................................................................................... 56
TRAVEL AND SURVIVAL ............................................................................ 65
THE SHROUDED CONTINENT OF KHOR’DARA .........................69
CREATURES & FOES ......................................................................................86
APPENDIX: INSPIRATIONAL MEDIA ................................................. 95
ADVENTURE TABLES .................................................................................... 97
A big thank you to the Loner subreddit and Facebook group and the Ruolatori Solitari
community for their moral support and patience during the development of this game
Loner: Steel & Sorcery
© 2025 Roberto Bisceglie
This work is licensed under the Creative Commons Attribution-ShareAlike
4.0 International License. To view a copy of this license, visit http://cre-
ativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons,
PO Box 1866, Mountain View, CA 94042, USA.
Cover and Internal Art © Dean Spencer
Map by Yuri Zanelli
2 LONER: STEEL & SORCERY
INTRODUCTION
Loner: Steel & Sorcery is a solo tabletop RPG adventure set in a dark, gritty
world where ancient ruins, corrupt cities, and wild frontiers are the backdrop
for tales of survival, revenge, and treasure-hunting. The setting is steeped in
mythological inspiration, drawing from pseudo-medieval and ancient cultures,
where magic is rare, dangerous, and often feared.
This minimalist Solo Role Playing Game is designed to be fast-paced, focusing
on intense action, personal stakes, and morally ambiguous heroes who navi-
gate a world of danger and mystery.
Loner: Steel & Sorcery follows the following design principles:
● Portable: To play, you will need a few common (six-sided) dice and
writing materials. Anything else is optional and not essential.
● Rules-Light: The game relies on a few rules and only one resolving
mechanic, easy to learn and eventually to memorize.
● Tag-based: Characters and situations are defined only by qualitative de-
scriptors and no quantitative characteristics.
With a focus on quick resolutions, Loner: Steel & Sorcery throws you head-
first into the heart of the action. Your character will be defined by thematic
tags, such as “Wary Adventurer”, “Cursed Blade”, or “Scarred Veteran”.
WHAT IS A ROLE PLAYING GAME (RPG)?
A role-playing game (RPG) is a type of game in which players assume the roles
of fictional characters and act out their actions and decisions within a narra-
tive or imaginary setting. The outcome of these actions and decisions is often
determined by a set of rules and game mechanics, such as dice rolls or statisti-
cal attributes of the characters. Players may also collaborate to create a shared
story or narrative through their characters’ actions and interactions.
WHAT IS A SOLO RPG?
In a solo RPG, a single player takes on the roles of one or more characters,
while also simultaneously managing some elements of the game world. These
games typically involve the use of a rule system and game mechanics to deter-
mine the outcome of actions taken by the player-controlled characters. Unlike
a gamebook (such as the Fighting Fantasy, Lone Wolf, and Tunnels & Trolls
series), a solo RPG is not a form of interactive, forked narrative in which out-
comes are predetermined and limited by the author’s choices.
Through the interaction of player, oracle, tools, and prompts, the character’s
actions will build an emergent narrative within whose boundaries anything
can be attempted, without predetermined limits.
INTRODUCTION 3
SAFETY TOOLS
You will play alone, but be sure to play in an environment that is comfortable
for you, without overexerting yourself, and reserve the option to stop as soon
as you feel uncomfortable for any reason, physical or emotional. Don’t be
afraid to tackle new themes, but do so in full awareness of your boundaries.
MINIMUM REQUIREMENTS
To play Loner: Steel & Sorcery you will need:
● 4 six-sided dice (also known as d6s): two pairs of different colors
● Paper and writing tools: at least a sheet of scrap paper and a pencil,
but index cards or sticky notes are a fine addition
● Character sheet: you may use the provided sheet at the back or a
simple index card.
● Notebook: Loner: Steel & Sorcery is not a solo journaling game, you can
easily play it in the “theater of mind.” But you can keep track of your
game if you feel the need!
4 LONER: STEEL & SORCERY
SETTING INTRODUCTION
Steel & Sorcery immerses you in a world where the past weighs heavily, and ev-
ery shadow might hide a deadly threat. The setting is a blend of ancient ruins,
dense forests, and desolate wastelands, where once-great civilizations have
crumbled into obscurity, leaving behind cursed artifacts and forgotten lore.
The continent of Khor’Dara is a dangerous place, ruled by tyrants, haunted by
ancient evils, and stalked by vicious beasts. Magic exists, but it is the domain
of dark sorcerers, corrupt priests, and other nefarious beings. Most common
folk view it with suspicion or outright fear, and those who wield it are often
met with hostility.
PLAYABLE THEMES
In Loner: Steel & Sorcery, you can immerse yourself in a variety of thrilling
themes, each offering unique challenges and storytelling opportunities:
● Survival vs. Civilization: The wilderness teems with colossal preda-
tors, venomous flora, and shifting landscapes that obey no mortal law.
Nomadic tribes must adapt constantly to the unpredictable forces of na-
ture, crafting lives of resilience and ingenuity. Yet, civilization offers no
true refuge—its cities are plagued by corruption, disease, and the ever-
present threat of invasion. Heroes often find themselves straddling these
two worlds, torn between the freedom of the frontier and the treacher-
ous comforts of urban life.
● Ambition and Hubris: Kings and priests reach for divine power, only
to unleash curses that plague their lands. Sorcerers delve into forbidden
magics, sacrificing their humanity in pursuit of immortality. Even the
commoner dreams of riches or escape, but in Khor’Dara, desire often
becomes a double-edged blade.
● Moral Ambiguity: The righteous are often forced to compromise,
while the wicked may show moments of surprising compassion. A war-
lord who butchers his enemies may also protect his people from worse
fates, while a priest who offers healing might exact a price too steep for
any to bear. The world demands choices that blur the lines of morality:
Do you ally with a tyrant to save your village, or let it burn for the sake
of principle? Do you plunder a sacred temple to feed your starving tribe,
knowing the gods may curse you for it?
● Mystery and Wonder: Magic seeps from the land itself, manifesting as
both miracle and menace. Ancient ruins whisper of civilizations whose
knowledge surpasses comprehension, their artifacts luring the brave and
foolish alike with promises of power. Titans, elder gods, and spectral
forces linger in the shadows, their true motives inscrutable. Even the
landscape defies understanding: deserts that echo with the voices of the
dead, mountains that hum with otherworldly melodies, and rifts that
lead to realms unbound by time.
SETTING INTRODUCTION 5
TIMELINE OF KHOR’DARA
THE AGE OF HEROES (~5000 ET – ~0 PT)
A mythical epoch of unparalleled glory and divine intervention.
● 5200 ET: The Founding of Zhara: Under the watch of god-kings,
Zhara is raised atop volcanic slopes, its obsidian towers a tribute to di-
vine will. Myths claim its sorcerer-priests tamed the volcano through
blood magic.
● 5100 ET: The Titans’ Fall: A war between gods and Titans reshapes
Khor’Dara. The Abyssal Rift and Singing Peaks are believed to have
formed from the fallen Titans’ colossal bodies.
● 4800 ET: The Pact of the Verdant Abyss: Elders of the Ironleaf Clans
forge a mysterious agreement with the Forest King, ensuring their sur-
vival in the Weeping Forest.
● 4500 ET: The Rise of the Skycallers: The nomadic tribes of the Wailing
Steppes unify under shamans who claim to channel the wind’s power.
● 4300 ET: Ashira Windrider Tames the Thunderbeast: A legendary Sky-
caller warrior bonds with a colossal beast to repel an invasion of the
steppes.
● 4100 ET: Ley Line Carving: Sorcerers manipulate the earth’s magical
veins, creating power sites like the Veil of Muon. This practice acceler-
ates environmental instability.
● 4000 ET: Kael the Unyielding’s Siege of Khemru: Kael leads an army
against the necromancer-kings, breaking their chains over the enslaved.
His Spear of the Skycaller is lost in the aftermath.
6 LONER: STEEL & SORCERY
THE FALL OF EMPIRES (0 PT – ~1500 PT)
The collapse of civilizations ushers in chaos and decay.
● Year 0 PT: The Binding of the Titans: The last echoes of the Titans’ in-
fluence wane. This marks the start of the Post-Titan Age, when humans
rise to dominate the continent.
● 100 PT: The Curse of the Sunken Crown: Rival necromancer-kings of
Khemru annihilate each other in a ritualistic duel, sinking parts of the
city into the swamp. Their undead servants roam unchecked.
● 400 PT: The River Wars: City-states like Lunhai and Khemru clash over
control of the Riverlands of Nurim. These wars disrupt trade routes and
leave the delta fractured into warring fiefdoms.
● 600 PT: The Drought of the Scorched Wastes: A century-long drought
ravages the fertile plains, transforming them into the Scorched Wastes.
This event is attributed to failed rituals performed by Zhara’s sorcerer-
priests.
● 850 PT: The Collapse of Lunhai’s Golden Age: Corruption and the rise
of the cult of the Drowned God destabilize Lunhai, leading to civil un-
rest and the city’s descent into decadence.
● 1200 PT: The Charnel Pact Emerges: Outcasts desecrate ancient burial
grounds, unlocking forbidden magics. The Charnel Pact becomes a
feared force, wielding corrupted undead armies.
THE DARK AGE (~1500 PT – PRESENT DAY)
A time of decay and survival, where history fades into myth.
● 1500 PT: The Shadowing of Sorcery: Following countless magical disas-
ters, sorcery becomes feared and distrusted. Wild magic zones like the
Veil of Muon are avoided, and practitioners are hunted.
● 1600 PT: The Founding of the Ember Wolves: Kaerath the Burned
unites exiled mercenaries, creating a nomadic force infamous for its
scorched-earth tactics.
● 1700 PT: The Abyssal Rift Awakens: Explorers report eerie activity
within the Rift, including glowing fungi and predatory creatures. Many
vanish, fueling rumors of a lost civilization stirring within.
● 1800 PT: The Rise of the Forest King: The Forest King’s influence
spreads beyond the Verdant Abyss, with whispers of its wrath reaching
even the Riverlands. Entire caravans disappear without trace in the
Weeping Forest.
● 1900 PT: The Eclipse Prophecy Surfaces: Priests of Zhara proclaim the
imminent Eclipse of Khor’Dara, foretelling a time when barriers be-
tween realms will shatter, unleashing horrors across the land.
● 1950 PT: Present Day: Civilization remains fractured. The city-states
clutch at fading glory, while tribal clans battle for dominance in the
wilderness. Heroes rise, carrying echoes of the past, but the shadow of
the Eclipse looms over all.
SETTING INTRODUCTION 7
AESTHETICS & TONE
Think Khor’Dara as a mix of Bronze Age Near East, Mesopotamia, and
pre-classical Mediterranean cultures, blending these influences into a
rich, multifaceted world:
● Architecture: The cities are monumental in both scale and symbolism,
built to exalt the gods and intimidate rivals. Towering ziggurats spiral
toward the heavens, their facades inscribed with myths and blood-
stained edicts. Hanging gardens cascade from palace rooftops, cultivated
by priests as offerings to fickle deities. Obsidian fortresses loom over the
plains, their polished walls reflecting light like a veil of fire at dusk.
Deep within city centers, labyrinthine palaces house the ruling elite,
their echoing halls lit by braziers and adorned with mosaics depicting
conquest, divinity, and despair.
● Religion: The gods are mercurial, demanding devotion through rituals
as grand as they are harrowing. Each deity governs both aspects of na-
ture and the human condition, embodying contradictions that reflect
their flawed worshippers. Storm gods who bring rain to the fields might
also unleash tempests that flatten entire villages; a mother goddess who
nurtures life might demand offerings of blood to ensure fertility.
Priests, wielding immense political power, serve as intermediaries be-
tween gods and mortals, though their own ambitions often eclipse di-
vine will. On the fringes of society, cults of outcasts and dreamers flour-
ish, their rites whispered of in darkened streets, their faith fueled by
promises of forbidden power.
● Technology: Civilization walks a knife’s edge, with progress often over-
shadowed by hubris and disaster. Bronze weapons gleam in the hands of
soldiers who ride into battle on war chariots, their wheels rattling across
dry earth. Engineers construct canals and reservoirs to stave off famine,
only for earthquakes or floods to reduce their works to ruins. Massive
stone edifices bear witness to humanity’s attempt to tame nature, but
each one whispers of the countless lives spent to carve its grandeur.
Tools of bone, clay, and metal coexist in this fragile balance, shaped by
the ingenuity of craftsmen and the scarcity of resources.
● Society: The social order is rigid and unyielding, mirroring the unfor-
giving gods who shaped it. At the top sit rulers who claim divine de-
scent, their authority enforced by hierarchies of priests, generals, and
bureaucrats. Beneath them, merchants trade goods along treacherous
roads and rivers, their influence often rivaling that of nobility. Laborers
toil in the fields and quarries, their sweat and blood feeding both the
granaries and the temples. At the bottom lie slaves and outcasts, many
of whom cling to forbidden magics or band together in the wilderness
to forge new lives—or enact vengeance. Society is at once cohesive and
volatile, a fragile tapestry ready to unravel under the weight of rebel-
lion, disaster, or divine wrath.
8 LONER: STEEL & SORCERY
CHARACTERS
In Loner: Steel & Sorcery, characters are vibrant and dynamic, reflecting the
larger-than-life nature of pulp fiction heroes and villains.
EVERYTHING IS A CHARACTER!
In Loner: Steel & Sorcery, Non-Playing Characters (NPCs), Foes, Organizations,
Monsters, and even relevant objects like vehicles are characters too!
Your Protagonist is described by some fixed traits:
● Name: The name should be iconic and consistent with the tone and set-
ting of the story.
● Concept: A concise description of the character’s profession, back-
ground, and abilities. The best are adjective-name pairings, like “Cun-
ning Mercenary” or “Haunted Gladiator.
● Skills (x2): Abilities not necessarily character-specific but not charac-
teristics common to all. “Stealthy” is not a skill, “Shadow Stalker” is.
● Frailty: Something that could potentially get in the way of the charac-
ter, either physically, mentally, or socially.
● Gear (x2): Particular equipment supplied to the character in coherence
with the setting. Everyday items are taken for granted and do not fall
under this trait.
● Goal: The long-term objective.
● Motive: What drives the pursuit of the goal.
● Nemesis: A person or organization that hinders the protagonist. It can
emerge during the first game sessions, it may or may or not be the direct
antagonist of the story, ready to appear to make life even more difficult
● Luck: The measure of a character’s ability to avoid ill fortune or an in-
auspicious outcome. It applies only in Conflicts and automatically
recharges when they end. Luck starts and caps at 6.
These traits are described by tags, descriptive words or phrases that can iden-
tify anything in the game world. Even the details of the environment in
which the action moves and conditions (physical or mental) of the characters
are tags.
They are qualitative representations. They are not quantitative mea-
sures.
CHARACTERS 9
CHARACTER
CONCEPTS
1 2 3
1 Cunning Mercenary Haunted Gladiator Wary Wanderer
2 Wandering Sword Lost Prince Vengeful Warrior
3 Daring Raider Shadowy Rogue Weary Veteran
4 Rogue Priest Lone Outlander Blacksmith’s Child
5 Drunken Brawler Disgraced Captain Unyielding Guard
6 Blooded Seer Blighted Shaman Ambitious Noble
4 5 6
1 Ruthless Assassin Grim Knight Savage Barbarian
2 Cursed Thief Exiled Noble Desert Nomad
3 Bloodthirsty Hunter Broken Monk Mad Sorcerer
4 Fallen Champion Amnesiac Warrior Bitter Survivor
5 Blind Prophet Ex-Pit Fighter Obsessed Alchemist
6 Ghostly Marauder Exile Prince Silent Hunter
10 LONER: STEEL & SORCERY
SKILLS
1 2 3
1 Shadow Stalker Iron Will Deathly Aim
2 Survivalist Beast Tamer Weapon Master
3 Herbalist Armor Smith Tracking Expert
4 Trap Disabler Poison Maker Swift Blade
5 River Guide Treasure Hunter Lock Picker
6 Fleet-Footed Wilderness Scout Serpent Tongue
4 5 6
1 Quick Reflexes Brutal Strength Wily Tactician
2 Sneak Attack Berserker Rage Arcane Scholar
3 Battle-Hardened Duelist Battle Cry
4 Endurance Fearless Wolf Instincts
5 Monster Slayer Precise Strikes Spirit Talker
6 Stone Skin Blood Ritualist Demon Tracker
CHARACTERS 11
FRAILTIES
1 2 3
1 Haunted Past Deep Paranoia Fear of Magic
2 Merciless Greedy Untrustworthy
3 Quick Temper Cursed Alcoholic
4 Proud Bitter Wrathful
5 Disfigured Slow to Trust Ruthless
6 Jealous Lone Wolf Scarred
4 5 6
1 Crippling Injury Bloodthirsty Uncontrollable Rage
2 Addicted Cowardly Unforgiving
Haunted by Night-
3 Vengeful
mares
Broken Spirit
4 Superstitious Selfish Overconfident
5 Wracked with Guilt Obsessed Reckless
Distrust of Author-
6 Fear of Death
ity
Traumatized
12 LONER: STEEL & SORCERY
GEAR
1 2 3
1 Ancient Sword Blackened Dagger Cursed Amulet
2 Blood-Stained Axe Warhammer Rusted Helm
3 Shadowy Cloak Blood-soaked Tunic Cursed Coin
4 Ghostly Armor Leather Bracers Magic Tome
5 Scarred Shield Barbed Net Flaming Torch
6 Eldritch Staff Bone Necklace Spiked Boots
4 5 6
1 Battle-Worn Armor Poisoned Blades Enchanted Cloak
2 Vial of Poison Steel Gauntlets Ritual Mask
3 Sacred Totem Elven Bow Mask of Terror
4 Dragon Scale Shield Twin Scimitars Silver Amulet
5 Tribal Mask Iron Shackles Blood Vials
6 Poison Darts Serpent’s Fang Rune-Covered Blade
CHARACTERS 13
NAMES
MALE
1 2 3
1 Kael Torin Garron
2 Roran Theron Jarek
3 Varis Leoric Caden
4 Kade Cael Finn
5 Draven Kaelan Aric
6 Garron Thorne Bael
4 5 6
1 Darius Kade Alaric
2 Tyr Malek Soren
3 Darian Zane Lucian
4 Garen Theron Zarek
5 Rylan Cyric Daegan
6 Orion Eamon Kieran
14 LONER: STEEL & SORCERY
FEMALE
1 2 3
1 Kiera Aela Nyx
2 Bryn Saria Elara
3 Zara Mira Talia
4 Lira Farah Thora
5 Kaida Seraph Zaira
6 Nyra Meya Eris
4 5 6
1 Sabra Lira Moira
2 Danya Vessa Rhea
3 Isolde Kaida Nessa
4 Sienna Orianna Jara
5 Mara Thalia Aria
6 Vara Feyra Cyra
CHARACTERS 15
SURNAMES
1 2 3
1 Blackthorn Ironclaw Darkblade
2 Bloodsword Darkwind Wolfsbane
3 Firebrand Grimblade Duskmourn
4 Silverfang Thorncrest Frostheart
5 Ironheart Grimstone Nightwind
6 Steelclaw Stormblade Nightshade
4 5 6
1 Blackthorn Ironclaw Darkblade
2 Bloodsword Darkwind Wolfsbane
3 Firebrand Grimblade Duskmourn
4 Silverfang Thorncrest Frostheart
5 Ironheart Grimstone Nightwind
6 Steelclaw Stormblade Nightshade
16 LONER: STEEL & SORCERY
NICKNAMES
1 2 3
1 The Unbroken The Silent The Cursed
2 The Bloodied The Dark The Swift
3 The Ruthless The Wild The Vengeful
4 The Savage The Ghost The Red
5 The Black The Wicked The Beast
6 The Cruel The Last The Wraith
4 5 6
1 The Forgotten The Grim The Scarred
2 The Shadow The Lost The Fearless
3 The Wraith The Dreaded The Mad
4 The Lone The Broken The Unseen
5 The Wolf The Damned The Merciless
6 The Torn The Scarred The Hunted
CHARACTERS 17
RULES
Loner: Steel & Sorcery is a minimalist Solo Role Playing Game designed to be
played with only one character (the Protagonist). You’ll guide them through
the story that will unravel during the game, asking closed questions to an Ora-
cle which will help you overturn your expectations.
Every now and then you will be surprised with an unexpected twist!
KEEP THE ACTION IN MOTION
A game in Loner: Steel & Sorcery is a succession of scenes. A scene is a unit of
time in which a certain action takes place in pursuit of a certain short-term
goal.
In Loner: Steel & Sorcery at each scene:
1. Identify what you expect from the scene. Compared to traits, goal, and
motivation determine the Protagonist’s action. What might be the reac-
tion of the game world?
2. Test your expectations. When you are uncertain (or overconfident)
about the reaction to your actions, ask the Oracle a closed question (an-
swer is Yes or No), considering the tags involved to determine if there is
an Advantage or Disadvantage.
3. Interpret the result. Is the Oracle’s answer in line with your expecta-
tions? If not, in the context in which the scene takes place, how should
an answer that subverts them be considered?
This sequence will come to you naturally after some practice. Use it as a guide-
line the first few times.
CONSULTING THE ORACLE
When you need to test your expectations you’ll ask the Oracle a closed ques-
tion.
You’ll need 2d6 in one color (Chance Dice), and 2d6 in another (Risk Dice).
To resolve a closed question, roll one Chance Die and one Risk Die:
● If the Chance Die is highest, the answer is Yes.
● If the Risk Die is highest, the answer is No.
● If both are low (3 or less), add a but….
● If both are high (4 or more), add an and….
● If both are equal, the answer is Yes, but…. Add a point to the Twist
Counter.
18 LONER: STEEL & SORCERY
Chance Die > Risk Die >
Dice Value
Risk Die Chance Die
Both < 4 Yes, but... No, but...
Both > 3 Yes, and... No, and...
Mismatched Yes No
Equal Yes, but… Add 1 to the Twist Counter
ADVANTAGE AND DISADVANTAGE
If circumstances or positive tags grant an advantage, add a Chance Die to the
roll. Otherwise, when hindrances or negative tag cause a disadvantage, add a
Risk Die. In both cases keep only the higher die of the added type when you
check the roll.
Consider tags intuitively and not quantitatively, using the context of the
situation at play. It is important to keep the flow of play fast and not account-
ing for advantages and disadvantages numerically!
TWIST COUNTER
The Twist Counter is a measure of the rising tension in the narrative. At the
beginning is set to 0. Every time a double throw (dice are equal) happens, add
1 to the Counter. If the Counter is below three, consider the answer as “Yes,
but…”. Otherwise a Twist happens and resets the Counter.
Roll 2d6 and consult the following Twist Table to determine what kind of
twist happens.
D6 Subject Action
1 A third party Appears
2 The hero Alters the location
3 An encounter Helps the hero
4 A physical event Hinders the hero
5 An emotional event Changes the goal
6 An object Ends the scene
Interpret the two-word sentence in the context of the current scene. Twists
will keep the plot and events going in unexpected ways.
RULES 19
CONFLICTS
A Conflict is any situation in which opponents clash, attacking, defending, or
wearing each other down in order to win. This applies both in a practical and
metaphorical sense.
So, a Conflict is not only limited to combat (or fighting) in the strict sense but
also to competitive situations (such as contests, duels, verbal confrontations,
etc.) in which two or more characters (including vehicles, of course!) compete.
Conflicts can be resolved in different ways depending on preferences and con-
text:
1. Ask a single closed question. The Oracle’s answer determines the out-
come of the conflict.
2. Ask a series of closed questions to resolve current single actions.
3. Use the rules of Harm & Luck below.
Note that the Twist Counter does not apply to Harm & Luck. Instead, it is
used regularly if the Conflict is handled with closed questions.
If the conflict is resolved by applying damage to the Luck trait, roll the dice to
determine whether the protagonist causes damage to the opponent or suffers
damage due to counterattack or failed defense. The rolls are player facing only.
The damage reduces the Luck of the target, whether protagonist or NPC.
When the Luck runs out, the character has lost the conflict.
The final outcome depends on the context. Do you get caught? Are you seri-
ously injured? You may even die if that fits the narrative.
Answer Do you get what you want? Harm
Yes, and... You get what you want, and something else. Cause 3
Yes... You get what you want. Cause 2
Yes, but... You get what you want, but at a cost. Cause 1
You don’t get what you want, but it’s not a to-
No, but... Take 1
tal loss.
No... You don’t get what you were after. Take 2
You don’t get what you want, and things get
No, and... Take 3
worse.
20 LONER: STEEL & SORCERY
DETERMINE THE MOOD OF THE NEXT
SCENE
At the end of the current scene some-
times you will be clear about the direc- D6 Next Scene
tion to take, other times you may need 1-3 Dramatic scene
to determine the general mood of the
next one. In this case roll 1d6 and con- 4-5 Quiet Scene
sult the following table:
6 Meanwhile…
● A dramatic scene does not break
the tension of the previous scene but carries it further forward, intro-
ducing further obstacles or difficulties.
● During a quiet scene there is time to take a breath, to heal, to make
plans for the next steps and to deepen relationships.
● A meanwhile scene takes place somewhere else, other than where the
hero is. It cuts to villains or other plot-important characters.
OPEN-ENDED QUESTION OR GET
INSPIRED
To answer an Open-Ended question, roll 1d6 once on each of the Inspiration
Tables (roll at least a verb and a noun, adjectives are optional).
WHEN THE STORY ENDS
At the end of the adventure you may add another trait to the character. It is
better that this is related to how the story just ended and can be either a Skill,
Gear, a new Frailty, or even a new Nemesis! You can also modify an existing
trait to better represent an enhanced expertise.
Also update the list of NPCs, Locations, and Events that may show up again in
future adventures.
RULES 21
SORCERY
Sorcery in Loner: Steel & Sorcery is a perilous yet alluring path. The Six Circles
of Sorcery represent escalating levels of power and risk, with each spell exact-
ing a toll on the caster. Wielding magic demands both skill and resolve, as the
temptations of Black Sorcery may lead to corruption and ruin.
THE SIX CIRCLES OF SORCERY
1. Ordered Power: Sorcery is divided into six Circles, each representing a
tier of magical potency.
2. Luck as a Resource: Casting a spell depletes Luck, with the Circle
level determining the Luck cost (e.g., a spell from the Third Circle costs
3 Luck).
3. Rising Difficulty: Higher Circles come with greater challenges but also
unleash far more powerful effects.
4. The Perils of Black Sorcery: Casting Black Sorcery inflicts corruption
upon the caster, a dangerous burden.
CASTING A SPELL
When you cast a spell:
1. Resolve the Action: Follow the usual process for resolving actions in
the game.
2. Consult the Oracle: Use the outcomes below to determine the result:
● No, and...: A catastrophic failure—roll on the Mishap Table.
● No: The spell simply fails.
● No, but...: The spell falters but creates a minor advantage.
● Yes, but...: The spell succeeds with a minor drawback.
● Yes: The spell works as intended.
● Yes, and...: The spell succeeds spectacularly, creating an additional
advantage.
LUCK RECOVERY
Luck replenishes at the end of a Conflict, as per the base rules. This cyclical
restoration encourages risk-taking while ensuring spells remain a valuable but
finite resource.
CORRUPTION AND FRAILTY
Black Sorcery comes at a heavy cost:
1. Every use adds 1 Corruption Point to the Corruption Track.
2. When the Corruption Track reaches 6 points, reset it to zero and
roll on the Corruption Table to determine a new Frailty.
3. Frailties are permanent and reflect the creeping taint of dark magic.
22 LONER: STEEL & SORCERY
RANGE SCALE
The range of a spell determines how far its effects can reach. Spells in Loner:
Steel & Sorcery use a narrative-driven range scale to keep descriptions thematic
and flexible:
● Touch: Requires physical contact with the target or object. Ideal for
close, personal effects or enchantments.
● Close: A few steps away, within a small room or immediate vicinity (ap-
proximately 10-20 feet).
● Medium: A moderate distance, covering the breadth of a large hall or
open clearing (approximately 30-60 feet).
● Long: Spans a great distance, such as across a battlefield or an entire val-
ley (approximately 100+ feet).
● Unlimited: The spell can target anywhere the caster has a connection
to, often requiring a ritual or special focus.
Ranges are intentionally narrative rather than strict measurements, allowing
the story to dictate their application. Always consider the context, terrain, and
obstacles when determining if a spell’s range can reach its target.
ACQUIRING NEW SPELLS
Learning spells requires in-game effort and a narrative justification. Spells can
be acquired:
1. As rewards for completing story arcs.
2. Through bargains with magical entities.
3. By discovering ancient tomes or relics.
SORCERY 23
SPELL TABLES
FIRST CIRCLE
d66 Spell Color Range Duration
11 Candlelight White Close 1 Hour
12 Whisper Wind White Medium Instant
13 Cursed Ink Black Touch Permanent
14 Chill Touch Black Touch Instant
15 Spark White Close Instant
16 Phantom Whisper Black Medium 10 Minutes
21 Cleanse White Touch Permanent
22 Blight Black Medium 1 Hour
23 Minor Illusion White Medium 5 Minutes
24 Fearful Visage Black Close Instant
25 Alarm White Close 1 Day
26 Curse Object Black Touch Permanent
31 Water Breathing White Self 10 Minutes
32 Flicker White Close Instant
33 Binding String Black Close 1 Hour
34 Shadow’s Edge Black Touch Instant
35 Light Step White Self 10 Minutes
36 Scarecrow’s Curse Black Close 1 Day
24 LONER: STEEL & SORCERY
Effect Acquisition Cost
Creates a small light equivalent to a
A drop of moonlit dew.
candle.
Sends a short whispered message. A feather from a bird of prey.
Marks a target with a sigil visible to
Blood from a fresh wound.
demons.
Reduces the temperature of an ob-
A shard of ice from a cursed spring.
ject or target.
Creates a small, harmless spark of
Two pieces of flint.
fire.
Causes eerie whispers to confuse a
A page from a forbidden tome.
target.
Purifies food or water from impuri-
A sprig of fresh thyme.
ties.
Rots a small area of plants. Soil from a graveyard.
Creates a simple sound or image il-
A silver coin buried in salt.
lusion.
Instills fear in a single target. An animal bone carved with runes.
Sets an audible magical alarm in a
A small bell.
small area.
Places a minor curse on a single ob-
A lock of hair from a foe.
ject.
Allows the caster to breathe under-
A fish scale.
water.
Temporarily dims all light sources
A piece of black cloth.
nearby.
Binds a target’s limbs with magical
A string tied around a cursed item.
force.
Sharpens a weapon with dark en- An iron shard taken from a battle-
ergy. field.
Silences the caster’s footsteps. A piece of spider silk.
Animates a scarecrow to terrify in-
Straw soaked in blood.
truders.
SORCERY 25
d66 Spell Color Range Duration
41 Gust White Close Instant
42 Corpse Whisper Black Touch 1 Question
43 Healing Hands White Touch Instant
44 Poison Stain Black Touch Permanent
45 Mystic Lock White Touch 1 Day
46 Blood Pact Black Close 1 Week
51 Frost Shield White Close 5 Minutes
52 Black Flame Black Close Instant
53 Lesser Shroud White Self 10 Minutes
54 Summon Vermin Black Close 5 Minutes
55 Mystic Compass White Self 1 Day
56 Death Rattle Black Touch Instant
61 Feather Fall White Close 1 Minute
62 Venom Spit Black Close Instant
63 Elemental Spark White Close Instant
64 Hex Black Close 1 Hour
65 Speak with Animals White Close 1 Minute
66 Dark Vision Black Self 1 Hour
26 LONER: STEEL & SORCERY
Effect Acquisition Cost
Creates a small gust of wind to push
A bird feather.
objects.
Allows a brief question to be asked
A freshly dug handful of grave dirt.
of a corpse.
Heals a minor wound. A drop of caster’s blood.
Poisons a small portion of food or A venomous insect crushed by
drink. hand.
Locks a door or chest with magic. A key-shaped trinket.
Creates a magical bond between
Blood from both participants.
two individuals.
Creates a barrier of ice to protect an
Ice touched by moonlight.
area.
Creates a dark flame that burns un-
Ash from a cursed fire.
naturally.
Hides the caster from view. A fragment of gauze.
Summons a swarm of insects or
Rotten food.
rats.
Points the way to a chosen location. A lodestone.
A single cry echoes from the target
A piece of bone from a predator.
upon death.
Slows the fall of an object or person. A feather plucked mid-flight.
Shoots venom at a nearby target. A snake’s fang.
Creates a spark of fire, ice, or light-
A stone of quartz.
ning.
Reduces a target’s abilities tempo-
An item belonging to the target.
rarily.
Communicates with a single animal. An animal’s tooth.
Allows the caster to see in total
A bat wing.
darkness.
SORCERY 27
SECOND CIRCLE
d66 Spell Color Range Duration
11 Flame Burst White Medium Instant
12 Arcane Bind White Close 1 Hour
13 Agony Curse Black Medium 5 Minutes
14 Shroud of Shadows Black Self 10 Minutes
15 Water Shape White Close 10 Minutes
16 Poison Fog Black Medium 5 Minutes
21 Stone Skin White Self 10 Minutes
22 Haunting Laughter Black Medium 1 Hour
23 Wind Surge White Medium Instant
24 Animate Bone Black Close 1 Day
25 Mirror Shield White Close 5 Minutes
26 Mark of Doom Black Touch 1 Week
31 Beacon of Hope White Medium 1 Hour
32 Spectral Weapon White Close 10 Minutes
33 Wailing Spirits Black Medium 10 Minutes
34 Wither Limb Black Medium Instant
35 Protective Ward White Close 1 Hour
36 Dread Aura Black Close 5 Minutes
28 LONER: STEEL & SORCERY
Effect Acquisition Cost
Shoots a small explosion of flame at
A spark caught from a campfire.
a target.
Restrains a target with glowing
A knot tied during an eclipse.
magical ropes.
Inflicts intense, distracting pain on a A personal item stolen from the tar-
target. get.
Makes the caster nearly invisible in
A shadow trapped in a jar.
darkness.
Manipulates a small volume of wa-
A seashell offered to the tide.
ter at will.
Creates a toxic cloud that weakens
A venomous plant crushed at dusk.
those within.
Hardens the caster’s skin, reducing
A pebble carried for 7 days.
damage.
Unnerves targets with echoing,
The tooth of a madman.
ghostly laughter.
Creates a powerful gust to knock
A hawk’s feather found on a cliff.
back foes.
Animates a single bone as a servile
A bone buried for 3 nights.
minion.
Reflects a portion of incoming at-
A shard of polished silver.
tacks.
Curses a target to draw supernatural
The blood of a willing accomplice.
danger.
Illuminates an area, dispelling fear A sunflower grown in a sacred
and despair. place.
Conjures a glowing weapon to fight
A gem charged with sunlight.
at your side.
Summons spirits to harass and dis-
Ashes from a burned funeral pyre.
orient foes.
Shrivels a target’s limb, reducing its
A brittle twig broken by moonlight.
function.
Creates a magical barrier that repels
A charm blessed by a healer.
harm.
Projects fear, forcing weaker foes to
A dark gem from a forgotten mine.
retreat.
SORCERY 29
d66 Spell Color Range Duration
41 Ice Lance White Medium Instant
42 Nightmare Pulse Black Medium Instant
43 Healing Rain White Close 10 Minutes
44 Necrotic Grasp Black Touch Instant
45 Empower Ally White Touch 1 Conflict
46 Spectral Chains Black Medium 10 Minutes
51 Earth Spike White Medium Instant
52 Soul Leech Black Touch Instant
53 Lightning Strike White Long Instant
54 Crippling Hex Black Medium 1 Day
55 Sanctuary White Close 1 Hour
56 Flesh Warp Black Touch Permanent
61 Flame Ring White Close 10 Minutes
62 Cursed Vision Black Medium 10 Minutes
63 Cleansing Light White Medium Instant
64 Phantom Blade Black Medium 5 Minutes
65 Shield of Faith White Close 1 Day
66 Summon Shade Black Close 10 Minutes
30 LONER: STEEL & SORCERY
Effect Acquisition Cost
Launches a deadly shard of ice at a
Water frozen under a full moon.
target.
Fills a target’s mind with horrifying
A thorn soaked in blood.
visions.
Summons a gentle rain that heals
Freshly collected spring water.
minor wounds.
Inflicts a decaying wound that saps
A bone dusted with grave ash.
vitality.
Enhances the strength or skill of an
A drop of your own blood.
ally.
Restrains a target with ghostly, un-
A chain soaked in oil.
breakable chains.
Causes a sharp spike of earth to
A stone from a mountain’s peak.
erupt.
Drains life force to heal the caster
The breath of a dying creature.
slightly.
Calls down a bolt of lightning on a
Metal struck by a storm.
target.
Weakens a target’s strength and re-
A spider crushed underfoot.
solve.
Protects an area from hostile entry. A circle of salt.
Twists a target’s body into a
A piece of unworked iron.
grotesque form.
Surrounds the caster with protec-
A handful of coal.
tive fire.
Forces a target to see unsettling ap-
A mirror cracked in anger.
paritions.
Purges a single curse or dark influ-
A branch from a holy tree.
ence.
Summons an ethereal sword to
A blackened piece of metal.
strike foes.
Wards against dark magic and evil
A holy symbol.
creatures.
Calls forth a shadowy servant for The name of the deceased spoken
assistance. aloud.
SORCERY 31
THIRD CIRCLE
d66 Spell Color Range Duration
11 Inferno Wave Black Medium Instant
12 Stoneshape White Close Permanent
13 Spectral Army Black Close 1 Hour
14 Healing Surge White Medium Instant
15 Abyssal Gate Black Medium 1 Minute
16 Wall of Ice White Medium 10 Minutes
Shadow Doppel-
21 Black Close 1 Hour
gänger
22 Solar Flare White Long Instant
23 Death Wail Black Medium Instant
24 Earthquake White Long Instant
25 Soul Shackles Black Touch Permanent
26 Blessed Sanctuary White Close 1 Day
31 Tempest Wrath Black Medium 10 Minutes
32 Ethereal Wings White Self 10 Minutes
33 Necrotic Wave Black Medium Instant
34 Elemental Binding White Medium 1 Hour
35 Nightmare Beast Black Medium 10 Minutes
36 Moonlit Refuge White Close 1 Night
32 LONER: STEEL & SORCERY
Effect Acquisition Cost
Releases a wave of fire that scorches
A flame taken from a burning pyre.
everything in its path.
Allows the caster to mold stone into
A piece of volcanic rock.
a desired shape.
Summons multiple ghostly warriors
Ashes of a battlefield warrior.
to fight for the caster.
Heals multiple allies in a small area. Water from a sacred spring.
Opens a portal to summon a minor
A rune-inscribed obsidian shard.
demon.
Creates a solid wall of ice for pro-
A drop of glacial water.
tection or to trap foes.
Creates a shadow clone to aid in
The shadow of a dying man.
battle or stealth.
Blinds all enemies in the area with a
A shard of gold exposed to sunlight.
flash of light.
Lets out a banshee-like scream,
A bone soaked in sorrow.
damaging all nearby.
Shakes the ground violently, top-
A fault-line map drawn in blood.
pling foes and structures.
Binds a victim’s soul, enslaving
A soul captured during a full moon.
them to the caster’s will.
Creates a holy refuge that heals and An oath sworn over an ancient
protects anyone within. relic.
Summons a violent storm of wind
A feather struck by lightning.
and lightning.
Grants the caster the ability to fly. A feather blessed by a priest.
Releases an aura that saps life from
Soil from an unmarked grave.
all within range.
Binds a minor elemental to serve A gem infused with elemental
the caster. essence.
Summons a horrifying beast to at- The blood of a freshly slain preda-
tack enemies. tor.
Grants restful sleep and protection
A leaf bathed in moonlight.
to all allies.
SORCERY 33
d66 Spell Color Range Duration
41 Flesh to Stone Black Close Permanent
42 Purifying Flame White Medium Instant
43 Spirit’s Command Black Medium 10 Minutes
44 Arcane Sentinel White Close 1 Hour
45 Dark Bargain Black Close 1 Day
46 Divine Intervention White Medium Instant
51 Blightstorm Black Long 10 Minutes
52 Sunbeam White Long Instant
53 Blood Puppeteer Black Medium 5 Minutes
54 Verdant Revival White Medium 1 Hour
55 Wraithform Black Self 10 Minutes
56 Barrier of Faith White Close 10 Minutes
61 Plague Touch Black Touch Permanent
62 Celestial Choir White Long 1 Hour
63 Phantom Legion Black Medium 10 Minutes
64 Elemental Wrath White Long Instant
65 Black Void Black Medium 1 Hour
66 Holy Resurrection White Close Instant
34 LONER: STEEL & SORCERY
Effect Acquisition Cost
Turns a target to stone. A petrified creature’s claw.
Burns away curses, diseases, and mi-
A vial of phoenix ash.
nor corruption.
Forces a spirit to obey the caster’s The spirit’s true name, written in
will. blood.
Creates a magical guardian that pro-
A crystal etched with glyphs.
tects a designated area.
Grants the caster immense power,
A blood pact with an ancient entity.
but at a great cost.
Calls upon a deity to perform a
A heartfelt prayer offered at dawn.
miraculous act.
Summons a storm that spreads dis-
A seed buried in tainted soil.
ease and decay.
Fires a concentrated ray of sunlight A golden medallion blessed by a
to smite enemies. druid.
Controls the movements of a living
A vial of the target’s blood.
target.
Revitalizes a dead patch of land,
A seed planted during the equinox.
causing plants to grow.
Transforms the caster into an intan- A shroud woven with cursed
gible wraith. thread.
Erects an unbreakable wall of light. A holy scripture read aloud.
Infects a target with a lethal, conta-
A corpse left to rot for three days.
gious disease.
A heavenly chorus grants allies
A song sung under the open sky.
courage and focus.
Summons a small army of ghostly
Relics from a forgotten war.
soldiers.
Unleashes a devastating attack using
A shard from an elemental core.
fire, ice, or lightning.
Creates a zone of darkness that
A black pearl soaked in blood.
drains vitality and hope.
Revives a recently deceased ally. A rare herb plucked at sunrise.
SORCERY 35
FOURTH CIRCLE
d66 Spell Color Range Duration
11 Hellfire Blast Black Long Instant
12 Stone Fortress White Close 1 Day
13 Mass Withering Black Medium Instant
14 Radiant Rain White Long 10 Minutes
15 Abyssal Chains Black Medium 1 Hour
16 Frost Citadel White Close 1 Day
21 Shadow Rift Black Medium 10 Minutes
22 Solar Purge White Long Instant
23 Wail of the Damned Black Long 10 Minutes
24 Earth Guardian White Close 1 Hour
25 Blood Price Black Touch Instant
26 Holy Circle White Close 1 Day
31 Tempest Storm Black Long 10 Minutes
32 Flight of Angels White Medium 1 Hour
33 Death Harvest Black Medium Instant
Elemental Conver-
34 White Long Instant
gence
35 Phantasmal Horror Black Medium 1 Hour
36 Sunlit Bastion White Close 1 Day
36 LONER: STEEL & SORCERY
Effect Acquisition Cost
Unleashes an infernal explosion,
Ashes from a pyre of sinners.
devastating a large area.
Raises a defensive stone structure Stones carried from a sacred moun-
around a location. tain.
Drains vitality from multiple targets
The life essence of a rare flower.
in the area.
Summons a healing rain over a vast A crystal vial of untouched rainwa-
area. ter.
Summons unbreakable chains to
A shackle forged in fire.
bind a powerful foe.
Creates a towering ice structure for
Ice cut from a glacier.
shelter or defense.
Opens a portal to a shadow realm,
The shadow of a slain creature.
releasing horrors.
Purifies a massive area, dispelling
A sunstone blessed at noon.
dark magic and curses.
Calls forth spectral screams that in-
The scream of a dying victim.
capacitate foes.
Summons a stone giant to defend
A boulder imbued with runes.
and assist allies.
Trades the caster’s vitality to save or A knife inscribed with the caster’s
enhance another. name.
Creates a sanctified zone that wards
Sacred herbs burned at dawn.
off evil.
Summons a destructive storm with
A feather soaked in stormwater.
rain, wind, and lightning.
Grants flight to all allies within
Feathers from a celestial bird.
range.
Reaps the life force of all dying crea-
A scythe stolen from a death cult.
tures nearby.
Summons fire, ice, and lightning si- Crystals of each element fused to-
multaneously to attack. gether.
Creates an illusory nightmare that
A mirror cursed by a sorcerer.
terrifies foes.
Raises a radiant fortress of light to
A gemstone blessed by sunlight.
protect allies.
SORCERY 37
d66 Spell Color Range Duration
41 Flesh Rebirth Black Touch Permanent
42 Resurrection Ritual White Close Instant
43 Voidwalker Black Self 1 Hour
44 Divine Command White Medium 1 Conflict
45 Dark Pact Black Touch 1 Week
46 Sacred Bond White Medium 1 Day
51 Curse of Ages Black Touch Permanent
52 Life Bloom White Medium Permanent
53 Black Tempest Black Long 1 Hour
54 Heaven’s Wrath White Long Instant
55 Necrotic Swarm Black Medium 5 Minutes
56 Celestial Ward White Close 1 Hour
61 Infernal Maw Black Close Instant
62 Radiant Barrier White Close 1 Hour
63 Abyssal Pulse Black Medium Instant
64 Arcane Nova White Medium Instant
65 Spectral Legion Black Medium 10 Minutes
66 Divine Resurgence White Close Instant
38 LONER: STEEL & SORCERY
Effect Acquisition Cost
Restores a shattered body, but
A pound of living flesh.
leaves the target scarred.
Revives a long-dead ally, though at
An ancient relic of the deceased.
great personal cost.
Transforms the caster into a shad- A shard of obsidian blessed by dark-
owy form capable of phasing. ness.
Forces a celestial creature to obey
A hymn sung flawlessly at dawn.
your will.
Makes a powerful deal with a de- The caster’s true name spoken
mon for immense power. aloud.
Links allies, allowing them to share A silver chain forged during an
strength and vitality. eclipse.
Afflicts the target with a slow, ago- A cursed heirloom buried for 10
nizing decay over time. years.
Causes an area to burst into vibrant
Seeds blessed by a druidic circle.
life.
Conjures a massive, chaotic storm A broken weapon from an ancient
of destruction. battle.
Calls down divine fire to smite an
A prayer chanted by a choir.
enemy.
Summons a swarm of flesh-eating
A jar of insects starved for days.
insects.
Protects an area from all hostile A gemstone consecrated in a tem-
magic. ple.
Summons a massive demonic
A fang from a cursed beast.
mouth to devour a target.
Erects an unbreakable wall of divine
A relic blessed by a high priest.
light.
Releases a wave of corruptive en-
Soil from a corrupted land.
ergy that warps the environment.
Unleashes a burst of raw magical A rare crystal shattered under pres-
energy to repel enemies. sure.
Summons an army of spectral war-
The ashes of a burned battlefield.
riors.
Fully restores an ally’s health and vi-
The caster’s greatest treasured item.
tality.
SORCERY 39
FIFTH CIRCLE
d66 Spell Color Range Duration
11 Infernal Storm Black Long 1 Hour
12 Bastion of Eternity White Close Permanent
13 Death Mark Black Medium 1 Week
14 Divine Choir White Long 1 Hour
15 Void Collapse Black Medium Instant
16 Heaven’s Light White Long 10 Minutes
21 Dark Ascension Black Self 1 Hour
22 Resurrection Beacon White Close 1 Day
23 Curse of Nightmares Black Medium 1 Month
Earthquake Mael-
24 White Long Instant
strom
25 Blood Ritual Black Close 1 Hour
26 Divine Shield White Medium 1 Day
31 Abyssal Rift Black Long 10 Minutes
32 Elemental Storm White Long 10 Minutes
33 Eternal Servant Black Close Permanent
34 Starfire White Long Instant
35 Harbinger of Doom Black Medium 1 Day
36 Celestial Avatar White Self 1 Hour
40 LONER: STEEL & SORCERY
Effect Acquisition Cost
Unleashes a devastating storm of
A relic from a hellish plane.
fire and brimstone.
Creates an indestructible sanctuary
A gemstone shaped by holy hands.
infused with divine energy.
Marks a target for death; the mark
A piece of the target’s essence.
attracts malevolent entities.
Calls upon angelic voices to heal
A pure note sung by the caster.
and inspire all allies.
Creates a singularity that implodes,
A black crystal charged with pain.
crushing everything nearby.
Summons a pillar of radiant energy
A relic blessed at a temple’s altar.
to banish darkness and evil.
Grants demonic wings and aug-
mented strength but corrupts the A vial of demon ichor.
caster further.
Revives all allies within range, at
A life willingly sacrificed.
great cost to the caster.
Afflicts a target with unending, hor-
The blood of someone betrayed.
rifying dreams.
Creates a massive quake that re-
A stone carved with ancient runes.
shapes the battlefield.
Enhances the caster’s spells for a
scene, at the cost of their own vital- The caster’s blood, spilled in a circle.
ity.
Creates an impenetrable barrier
A symbol of pure devotion.
around an ally.
Opens a portal to another plane, un- A sacrificial offering to a planar en-
leashing chaos. tity.
Summons a storm of all four ele-
Crystals representing each element.
ments, targeting foes.
Raises a powerful undead minion
A fragment of the soul of a hero.
bound to the caster’s will.
Summons burning starlight to strike
A shard of meteoric iron.
a target.
Creates an aura of despair, weaken-
The tears of a condemned soul.
ing all enemies within range.
Transforms the caster into a radiant
A vow sworn under the stars.
figure of divine power.
SORCERY 41
d66 Spell Color Range Duration
41 Fleshcraft Black Touch Permanent
42 Angelic Host White Close 10 Minutes
43 Soul Corruption Black Medium Permanent
44 Holy Conflagration White Long Instant
45 Infernal Pact Black Close Permanent
46 Light of Salvation White Close Instant
51 Eternal Darkness Black Long 1 Hour
52 Radiant Army White Medium 1 Hour
53 Necrotic Nova Black Medium Instant
54 Divine Judgment White Long Instant
55 Death’s Embrace Black Touch Permanent
56 Worldshaper White Close 1 Hour
61 Plaguebringer Black Long 1 Day
62 Blessing of Eternity White Close 1 Month
63 Voidwalker’s Gate Black Medium Permanent
64 Elemental Avatar White Self 1 Hour
65 Black Hole Black Long Instant
66 Miracle White Long Instant
42 LONER: STEEL & SORCERY
Effect Acquisition Cost
Reshapes the flesh of a living target,
A fresh heart from a strong beast.
with horrifying results.
Summons celestial beings to assist
A hymn inscribed in gold.
in battle.
Corrupts the soul of a target, bind-
A vial of their spilled blood.
ing them to the caster’s will.
Unleashes a devastating explosion
A prayer offered by a congregation.
of divine fire.
Forms a lifelong bond with a pow-
erful infernal entity for immeasur- The caster’s greatest possession.
able power.
Fully heals all allies, dispelling all
A rare herb infused with sunlight.
curses and afflictions.
Shrouds the area in a magical dark-
A lantern extinguished by a shadow.
ness that nullifies light.
Summons an army of spectral war-
A relic of a fallen hero.
riors to fight alongside allies.
Releases a burst of necrotic energy,
A skull crushed under moonlight.
harming all in range.
Calls down divine energy to smite
A chalice of consecrated water.
an entire enemy force.
Instantly kills a target and binds The target’s true name, spoken
their soul to serve the caster. thrice.
Alters the environment to suit the
caster’s needs, creating shelter, A shard of the caster’s homeland.
bridges, or defenses.
Spreads a devastating plague across
An infected corpse burned to ash.
an entire region.
Grants an ally immense strength
The caster’s most precious memory.
and vitality.
Creates a portal between dimen- A sacrifice given willingly to the
sions, but at great risk. void.
The caster embodies the raw power The blood of four elemental crea-
of all elements. tures.
Creates a destructive black hole, an- The caster’s heart, metaphorically or
nihilating everything in its center. literally.
Causes a miraculous event to occur,
A sacrifice of pure intention.
tailored to the caster’s needs.
SORCERY 43
SIXTH CIRCLE
d66 Spell Color Range Duration
11 Apocalypse Flame Black Long Instant
12 Eternal Sanctuary White Close Permanent
13 Oblivion Mark Black Medium Permanent
14 Dawn of Creation White Long Permanent
15 Abyssal Collapse Black Medium Instant
16 Heaven’s Triumph White Long Instant
21 Shadow World Black Long 1 Day
22 Godlight Manifest White Close 1 Day
23 Soul Reaver Black Long Permanent
24 Elemental Genesis White Long Permanent
25 Curse of Eternity Black Touch Permanent
26 Divine Resurrection White Close Instant
31 Infernal Dominion Black Medium 1 Hour
32 Eternal Flame White Medium Permanent
33 Void Consumption Black Long Instant
34 Pillar of Heaven White Long Permanent
35 Worldbreaker Black Long Instant
36 Arcane Apotheosis White Self 1 Hour
44 LONER: STEEL & SORCERY
Effect Acquisition Cost
Summons a firestorm capable of
The ashes of a sacrificed kingdom.
obliterating entire cities.
Creates an indestructible, sacred
A relic forged from celestial metal.
refuge that protects all within.
Brands a target for utter destruction The caster’s lifespan shortened by a
by dark forces beyond this plane. decade.
Restores a barren or destroyed land A seed from an ancient tree, soaked
to vibrant life. in blood.
Summons a vortex that consumes
A sacrifice of all the caster’s remain-
all within its range, erasing them
ing Luck.
from existence.
Calls forth a celestial army to deci- A holy artifact purified in divine
mate evil forces in a decisive battle. flames.
Transforms the area into a shadow
The soul of a hero consumed in
realm, bending reality to the caster’s
darkness.
will.
Bathes the area in divine light, re-
A divine relic offered to the light.
pelling all darkness and corruption.
Extracts and consumes the souls of The caster’s memories of loved
all living beings in a large area. ones.
Creates an elemental being of im-
A shard of pure elemental essence.
mense power to serve the caster.
Traps a soul in torment, unable to A personal vow to share the same
die or escape. fate.
Revives an ally fully, even if they’ve The life force of the caster, aged by
been dead for centuries. decades.
Summons an infernal army bound The caster’s heart metaphorically
to the caster’s will. turned to stone.
Creates an ever-burning holy fire to
A sacred text recited perfectly.
guard a sacred place.
Devours everything in a massive
The caster’s soul irrevocably tainted.
area, leaving only emptiness.
Raises an immense tower of light
The tears of a thousand believers.
that becomes a beacon of hope.
Splits the earth, creating cata-
A sacrifice of everything the caster
strophic destruction across the re-
values.
gion.
Transforms the caster into a semi-
The caster’s mortal body.
divine being of immense power.
SORCERY 45
d66 Spell Color Range Duration
41 Life Unbound Black Medium Permanent
42 Eternal Harmony White Close Permanent
43 Dark Star Black Long Instant
Celestial Conver-
44 White Long Instant
gence
45 Infernal Apotheosis Black Self Permanent
46 Light of Creation White Long Permanent
51 Eternal Hunger Black Long Permanent
52 Celestial Judgment White Long Instant
53 Nightfall Black Long 1 Month
54 Miracle of Life White Close Permanent
55 Corrupt the World Black Long Permanent
56 Spirit Ascension White Close Permanent
61 Shadow’s Dominion Black Long Permanent
62 Light Eternal White Long Permanent
63 Death’s Kingdom Black Long Permanent
64 Eternal Vigil White Close Permanent
65 Oblivion Gate Black Long Instant
66 Ascend to Divinity White Self Permanent
46 LONER: STEEL & SORCERY
Effect Acquisition Cost
Grants immortality to a target, but
The caster’s greatest ambition.
at the cost of their humanity.
Ends all conflict in a large area, fos- A peace treaty forged between ri-
tering lasting peace. vals.
Creates a black star that radiates de-
The caster’s sight forever lost.
structive energy, killing all near it.
Aligns celestial forces to perform a A vow of eternal servitude to a de-
miraculous, world-changing event. ity.
Transforms the caster into a power-
The caster’s mortal soul.
ful demonic entity.
Weaves new life into existence, cre-
A memory of perfect joy.
ating creatures, plants, or even land.
Imbues a target with an insatiable A cursed feast consumed by the
hunger, driving them to madness. caster.
Calls upon divine power to render
The caster’s complete faith in their
ultimate judgment on a group or
cause.
nation.
Casts the world into unnatural
A stolen fragment of the sun.
darkness for an extended period.
Brings back an entire region from
A sacrifice made with pure intent.
ruin, restoring all life within it.
Spreads corruption across a vast
A ritual performed over a century.
area, twisting it to the caster’s will.
Elevates a soul to divine status, cre-
A holy site consecrated by an angel.
ating a new celestial entity.
Grants the caster control over an
The caster’s name erased from his-
entire region, bending reality
tory.
within it.
Binds the forces of light to protect
A relic from an ancient civilization.
an area for all time.
Creates a realm of undeath, raising
The caster’s lineage sacrificed.
legions of the dead.
Grants the ability to watch over a
The caster’s bond to mortal exis-
location or group forever, even in
tence.
death.
Opens a portal to an unknown di-
mension, erasing all within its The caster’s sanity.
reach.
The caster becomes a god-like be- The caster’s willingness to leave all
ing, transcending mortality. behind.
SORCERY 47
MISHAPS TABLE
D66 Mishap
Arcane Explosion: The spell violently detonates, causing harm to
11
the caster and everything within Close range.
Reality Fracture: A rift to another plane opens briefly, releasing
12
hostile creatures or destabilizing the area.
Spell Rebound: The spell’s effect turns on the caster with double in-
13
tensity.
Elemental Chaos: The spell summons uncontrolled elemental
14
forces (fire, ice, wind, etc.) that wreak havoc.
Wild Magic Surge: A random magical effect occurs, unrelated to
15
the original spell. Roll again on this table for details.
Temporal Distortion: Time in the area warps, causing rapid aging
16
or slowing of individuals and objects.
Life Drain: The caster loses all remaining Luck and suffers debilitat-
21
ing exhaustion.
Phantom Manifestation: Ghostly apparitions fill the area, terrify-
22
ing or attacking indiscriminately.
Spell Amplification: The spell’s effect escalates uncontrollably, im-
23
pacting unintended targets.
Blighted Ground: The land within Medium range becomes cor-
24
rupted, withering plants and sickening creatures.
Curse Echo: The spell leaves behind a lingering curse on the caster
25
or their surroundings.
Mind Shatter: The caster suffers temporary insanity, hearing voices
26
or seeing hallucinations for 1 day.
48 LONER: STEEL & SORCERY
D66 Mishap
Ethereal Shift: The caster is partially pulled into another plane, be-
31 coming ghostly and unable to interact with the physical world for 10
minutes.
Chain Reaction: The spell triggers nearby magical effects or items,
32
creating a cascade of unpredictable outcomes.
Magical Conflagration: Nearby objects ignite or explode, spread-
33
ing chaos in the environment.
Summoning Mishap: A random, hostile creature is summoned and
34
immediately attacks the caster.
Memory Wipe: The caster forgets the spell they just attempted, re-
35
quiring re-learning.
Veil of Darkness: A magical darkness envelops the area, obscuring
36
all vision for 10 minutes.
Unstable Mutation: The caster or a target of the spell gains a
41
grotesque physical alteration.
Energy Drain: All magic in the area, including the caster’s, is nulli-
42
fied for 1 hour.
Backlash: The caster is thrown violently by the spell’s energy, tak-
43
ing damage and being incapacitated briefly.
Hostile Spirits: Malevolent spirits appear and begin attacking ev-
44
eryone present.
Dimensional Tear: Gravity and space twist in the area, creating un-
45
predictable movement or disorientation.
Corruptive Influence: The caster gains an immediate point of
46
Corruption.
SORCERY 49
D66 Mishap
Frenzied Beasts: Nearby animals are driven into a violent rage, at-
51
tacking indiscriminately.
Mirror Reflection: The spell creates an evil duplicate of the caster,
52
intent on their destruction.
Cursed Winds: A howling wind carries a curse that spreads misfor-
53
tune to everyone in the area.
Frozen Time: Time freezes briefly for everyone except the caster,
54
who is unable to interact with anything.
Arcane Feedback: Magical energy lashes back, severely injuring the
55
caster and damaging their surroundings.
Eldritch Whisper: A cosmic entity notices the spell, marking the
56
caster for future torment.
Catastrophic Collapse: Structures in the area weaken or collapse
61
entirely, creating hazards.
Reality Inversion: The laws of physics temporarily break, with
62
bizarre effects like floating objects or reversed gravity.
Hex Wave: A pulse of energy spreads from the spell, randomly curs-
63
ing everyone it touches.
Shadow Infusion: The area becomes permanently infused with
64
dark energy, attracting dangerous creatures.
Unstoppable Growth: Plants and fungi rapidly overtake the area,
65
creating an impassable jungle.
Void Manifestation: A fragment of the void materializes, consum-
66
ing everything in its vicinity before disappearing.
50 LONER: STEEL & SORCERY
CORRUPTION TABLE
1 2 3
Hair Turns Ash
1 Blackened Eyes Clawlike Hands
White
2 Cracked Skin Horn-like Growths Fangs Replace Teeth
Voice Becomes Eyes Drip Black
3 Fiery Veins
Echoing Ichor
Lich-like Hollow Uncontrollable
4 Patchy Decay
Eyes Tremors
Smoke Escapes Phantom Limbs
5 Twisting Scars
Mouth Appear
Spines Emerge from Hair Turns to
6 Burning Touch
Back Tendrils
4 5 6
Gaunt, Skeletal
1 Marked by Shadows Rotting Flesh Odor
Appearance
2 Unnerving Glow Permanent Chill Bloody Tears
Warped, Twisted Crawling Shadows
3 Aura of Dread
Limbs on Skin
4 Insatiable Hunger Withered Fingers Blood Burns to Ash
Face Loses
5 Unnatural Laughter
Symmetry
Mark of the Abyss
Weakness to Faint Whispers
6 Screaming Visions
Sunlight Follow
SORCERY 51
COMPANIONS AND
FOLLOWERS
Companions and followers add depth to the narrative by providing additional
skills, moral dilemmas, and story hooks. They are treated as simplified charac-
ters with their own motivations and vulnerabilities, tied to the protagonist
through a Loyalty mechanic. This system integrates seamlessly with the core
mechanics of Loner: Steel & Sorcery.
CREATING A COMPANION
Companions are defined by a minimal set of traits:
1. Concept: A short phrase capturing their role and personality. Examples:
"Cunning Scout," "Jaded Mercenary," "Faithful Beast," "Cursed Alchemist."
2. Skill: A single tag representing their primary ability. Examples: "Keen
Tracker," "Healing Touch," "Ferocious Bite."
3. Frailty: A vulnerability that might hinder them in certain situations.
Examples: "Cowardly," "Overzealous," "Injured Leg."
4. Gear: One piece of special equipment they carry or use. Examples: "Iron
Bow," "Alchemist’s Satchel," "Rugged Cloak."
5. Loyalty: A tracker that measures their connection to the protagonist,
starting at Neutral.
LOYALTY
LOYALTY LEVELS
Loyalty is a qualitative tag that reflects how the companion feels about the
protagonist. It influences their willingness to assist, stay, or even betray. Use
descriptive levels:
● Devoted: Willing to risk their life for the protagonist.
● Loyal: Committed to helping but with boundaries.
● Neutral: Cooperative but distant.
● Doubtful: Hesitant to assist, may question decisions.
● Hostile: Actively working against the protagonist or leaving.
52 LONER: STEEL & SORCERY
GAINING AND LOSING LOYALTY
Loyalty shifts based on the protagonist’s actions and the companion’s perspec-
tive. Consider the companion’s Concept, Skill, and Frailty when determining
impact.
● Gain Loyalty:
● Protecting or saving the companion in a dangerous situation.
● Acting in alignment with their moral code or shared goals.
● Gifting valuable resources or fulfilling their personal quests.
● Lose Loyalty:
● Ignoring their advice or exposing them to unnecessary danger.
● Betraying their trust or acting against their values.
● Failing to assist them in critical moments.
LOYALTY CHANGES
When an action might shift Loyalty, roll the Oracle:
● Yes, and...: Loyalty improves significantly (e.g., from Neutral to De-
voted).
● Yes: Loyalty improves slightly (e.g., from Neutral to Loyal).
● Yes, but...: Loyalty improves, but at a cost (e.g., resources or reputation).
● No, but...: Loyalty decreases slightly but opens a chance for redemption.
● No, and...: Loyalty decreases significantly, leading to potential conse-
quences (Hostile, betrayal, or departure).
COMPANIONS AND FOLLOWERS 53
USING COMPANIONS IN GAMEPLAY
ASSISTING THE PROTAGONIST
● Skill Rolls: When the companion’s Skill is relevant, add a Chance Die for Ad-
vantage.
● Independent Actions: Companions can act on their own in scenes (e.g., scouting,
creating distractions).
● Sacrifices: Devoted companions might intervene to shield the protagonist from
harm, taking consequences on themselves.
CONFLICT RESOLUTION
Companions can participate in conflicts, using their Skill and Gear to assist.
However:
● They are more vulnerable than the protagonist. If they lose all their
Luck or face a severe consequence, they might:
● Suffer a permanent Frailty Tag (e.g., "Shaken Spirit," "Lost Arm").
● Become Doubtful or Hostile in their Loyalty.
● Die, depending on the narrative.
MANAGING FRAILTIES
Companions’ Frailties can affect their performance. For example:
● A "Cowardly" companion might require a Loyalty roll to act under pres-
sure.
● An "Injured Leg" might slow the group or prevent certain actions.
COMPANION EXAMPLES
SCOUT: "KARA, SHADOW STALKER"
● Concept: A cautious ranger with a tragic past, Kara excels in stealth but
struggles to trust anyone.
● Skill: "Silent Movement."
● Frailty: "Distrustful of Outsiders."
● Gear: "Iron Bow."
● Loyalty: Starts as Neutral, leaning toward Doubtful if Kara feels unval-
ued.
54 LONER: STEEL & SORCERY
BEAST: "SKARN, DIRE WOLF"
● Concept: A loyal dire wolf companion, protective but terrified of
flames.
● Skill: "Ferocious Bite."
● Frailty: "Fear of Fire."
● Gear: "Thick Hide (counts as light armor)."
● Loyalty: Starts as Loyal, prone to Doubtful if the protagonist exposes
Skarn to fire.
MERCENARY: "DORAN, BLADES-FOR-HIRE"
● Concept: A capable fighter motivated by coin rather than ideals.
● Skill: "Deadly Swordsmanship."
● Frailty: "Greedy."
● Gear: "Steel Greatsword."
● Loyalty: Starts as Neutral, gaining Loyalty through gold or lucrative
missions.
COMPANION DOWNTIME
Companions can also benefit from downtime activities:
1. Healing Frailties: Use Rest and Recovery rules to heal companion in-
juries or resolve their doubts.
2. Training: Allow companions to gain new Skills or improve existing
ones.
3. Bonding: Spend downtime building rapport with companions to im-
prove Loyalty (e.g., shared stories, gifts, or meaningful gestures).
OPTIONAL: COMPANION BETRAYAL
If Loyalty drops to Hostile, a companion might betray the protagonist. Use the
Oracle to determine the nature of the betrayal:
● Yes, and...: The betrayal is devastating (e.g., they sabotage a critical mis-
sion).
● Yes: They leave the group, possibly returning as a rival.
● Yes, but...: Their betrayal is reluctant, leaving room for reconciliation.
● No, but...: They stay but remain untrustworthy.
● No, and...: The companion remains loyal despite doubts.
COMPANIONS AND FOLLOWERS 55
OPTIONAL RULES
MORALITY AND REPUTATION
This system introduces two interconnected elements: Morality, which re-
flects the character’s personal ethical compass, and Reputation, which deter-
mines how various groups or supernatural forces perceive them. Both are
qualitative, tag-based systems that integrate seamlessly with the game's exist-
ing mechanics.
MORALITY
Morality is defined by tags that represent key actions, decisions, or patterns of
behavior. These tags do not dictate gameplay but serve as narrative prompts
and influence interactions with the world.
1. Tag Tracking: List all Morality Tags on the character sheet, organized
by themes (e.g., Justice, Power, Faith).
2. Influence on Play: When a Morality Tag applies to a situation, it can:
● Grant Advantage or Disadvantage in rolls, depending on the
context.
● Trigger unique narrative events or interactions.
3. Tag Evolution: As the narrative progresses, combine or refine existing
tags to reflect character growth. For example, "Merciful Executioner"
might evolve into "Reluctant Warrior of Justice."
Whenever the character performs a morally significant action, assign a
Morality Tag that represents their choice.
Examples:
● "Merciful Executioner" (spared a foe but left them crippled)
● "Blood-Soaked Avenger" (took violent revenge)
● "Oathbreaker" (betrayed a solemn vow)
● "Guardian of the Weak" (defended the helpless)
● "Desecrator" (defiled a sacred place)
● "Redeemer" (helped an enemy seek forgiveness)
56 LONER: STEEL & SORCERY
REPUTATION
Reputation reflects how the character is perceived by specific Factions,
Groups, or Supernatural Forces. Like Morality, it uses tags, but these are
tied to the character's standing with external entities.
1. Create a simple list of Factions or Forces relevant to the game.
2. Assign Reputation Tags based on significant interactions or actions
taken.
3. Reputation tags are narrative, not numerical. For example:
● "Feared Champion of the Wastes" with the Nomads of the Wailing
Steppes.
● "Bearer of Cursed Knowledge" with a Supernatural Entity.
● "Traitor to the Throne" with a ruling kingdom.
Each faction or force has a Reputation Track, starting as Neutral. As the
character interacts with them, tags are assigned to denote their standing.
INTERACTION BETWEEN MORALITY AND REPUTATION
Morality and Reputation can influence each other:
1. Reputation Impact: A Morality Tag might alter how factions per-
ceive the character. For example: "Merciful Executioner" could lead a
benevolent faction to tag the character as "Worthy of Trust" but a cruel
faction to tag them as "Weak."
2. Moral Dilemmas: Reputation might pressure the character into ac-
tions that conflict with their morality. For example: A faction de-
mands the character burn a sacred grove to prove loyalty, challenging
their "Guardian of the Forest" Morality Tag.
OPTIONAL RULES 57
HEROIC FEATS
Heroic Feats represent moments of extraordinary effort where a character
achieves the nearly impossible. These feats allow players to create dramatic,
impactful scenes that transcend normal limits. However, such actions come at
a cost, introducing tension and consequences.
1. Earning Destiny Points:
● Characters start each session or adventure with 1 Destiny Point.
● Additional Destiny Points can be earned through:
● Completing significant story milestones.
● Overcoming major challenges or adversaries.
● Roleplaying intense moments of sacrifice or moral conflict (e.g.,
giving up a personal goal to save others).
2. Spending Destiny Points:
● A Destiny Point is spent to perform a Heroic Feat, allowing the
player to achieve something remarkable or improbable.
● Once spent, the Destiny Point is gone and can only be replenished
by earning it again through gameplay.
When a character attempts a Heroic Feat:
1. Declare the Feat: The player describes what extraordinary action they
want to achieve. Examples include:
● Defeating a powerful foe in a single stroke.
● Leaping across a chasm with no possible fallback.
● Convincing a hostile faction leader to call off an attack.
● Casting a spell far beyond the normal bounds of magic.
2. Spend a Destiny Point: Burn a Destiny Point to activate the feat.
3. Resolve the Feat:
● Roll the Oracle as usual but with a twist:
● Success is more likely, but failure introduces a dramatic cost.
● Use Advantage (add a Chance Die) to reflect the extraordinary ef-
fort.
● The outcome of the roll dictates the result, modified by the Twist
Counter if necessary.
58 LONER: STEEL & SORCERY
Oracle Result Heroic Feat Outcome Cost
The feat succeeds spectac- Gain a Morality or Repu-
Yes, and… ularly, exceeding expecta- tation Tag (positive or
tions. neutral).
The character suffers a mi-
The feat succeeds as in-
Yes nor setback (e.g., tempo-
tended.
rary exhaustion).
The feat succeeds, but The Twist Counter in-
Yes, but… there’s an immediate com- creases by 1 or a Frailty
plication. Tag is triggered.
The feat fails, but some- The character loses an im-
No, but… thing beneficial happens as portant resource (Gear,
a consolation. Luck, Reputation).
The character suffers sig-
No The feat fails outright. nificant consequences
(e.g., injury, loss).
The feat fails catastrophi- A major cost is imposed
No, and… cally, worsening the situa- (e.g., permanent damage
tion. or narrative shift).
COSTS OF HEROIC FEATS
Heroic Feats are powerful but taxing. Spending a Destiny Point often intro-
duces a cost beyond the immediate roll result. Examples include:
● Physical Costs: Exhaustion, temporary or permanent loss of Luck, or
Frailty Tags ("Weakened," "Drained of Energy").
● Narrative Costs: Allies’ disapproval, gaining a negative Reputation Tag
("Reckless Desperado"), or provoking a powerful enemy.
● Environmental Costs: Collateral damage, such as causing a landslide
or breaking a fragile alliance.
OPTIONAL RULES 59
DOWNTIME ACTIVITIES
Downtime activities provide a structured way to de-
velop the character and their story between
adventures. These activities allow players
to spend time improving their gear, re-
covering from injuries, crafting items,
building alliances, or learning new
skills. The downtime system inte-
grates with the tag-based mechanics
of Loner: Steel & Sorcery, ensuring sim-
plicity while enriching the narrative.
DOWNTIME ACTIONS
During downtime, the character can choose
one or more activities. Each activity typically takes one "unit" of time, such as
a day, a week, or a season, depending on the campaign's pace.
REST AND RECOVERY
Focus on healing long-term injuries, removing Frailty Tags, and recovering
from narrative consequences of past events.
Roll the Oracle to determine the effectiveness of recovery efforts:
● Yes, and...: Fully recover and gain a beneficial Tag (e.g., "Resilient" or
"Hardened Survivor").
● Yes: Remove one Frailty Tag or mitigate a significant consequence (e.g.,
healing a serious wound or clearing a "Cursed" condition).
● Yes, but...: Recovery succeeds, but at a cost (e.g., an unexpected delay,
additional resources spent, or a lingering minor effect like "Sore Limb").
● No, but...: Recovery is incomplete—gain partial relief, but the injury per-
sists in a diminished form (e.g., "Weakened Arm" becomes "Sore
Limb").
● No: Recovery fails, leaving the injury or condition unchanged, consum-
ing resources without results.
● No, and...: Recovery fails, and the injury worsens or introduces new
complications (e.g., gaining an additional Frailty Tag like "Lingering
Pain" or aggravating an existing condition).
60 LONER: STEEL & SORCERY
CRAFTING
Create or repair gear, enchant items, or brew potions.
● Declare the
D6 Crafting Resource
item to be
crafted and any 1 Ironwood from the Weeping Forest
special qualities 2 Scales from a Shadow Wyrm
it should have
3 Ashes of a Pyromancer’s Tome
(e.g., "Light-
weight Armor," 4 Crystals from the Singing Peaks
"Poisoned Dag- 5 Cursed Silver from Khemru
ger"). 6 Starshards from the Abyssal Rift
● Roll the Oracle:
● Yes, and...: The crafting succeeds perfectly, and the item gains an
additional beneficial Tag (e.g., "Unbreakable" or "Enhanced Preci-
sion").
● Yes: The crafting succeeds, and the item is created as intended.
● Yes, but...: The crafting succeeds, but with a minor issue (e.g., "Re-
quires Regular Maintenance" or consumes more resources than ex-
pected).
● No, but...: The crafting fails, but some materials are salvageable, al-
lowing for a second attempt or partial success.
● No: The crafting fails, and the materials are lost or rendered unus-
able.
● No, and...: A catastrophic failure occurs, consuming all resources
and introducing a complication (e.g., "Accidentally Cursed" or "Causes
Injury During Use").
TRAINING
Learn a new Skill or refine an existing one.
● Spend the downtime working with a mentor, practicing alone, or
studying ancient texts.
● Roll the Oracle:
● Yes, and...: Gain additional insight, adding a related Gear or Frailty
Tag ("Shattered Shieldmaster" evolves into "Master of the Broken De-
fense.").
● Yes: Gain or enhance a Skill Tag.
● Yes, but...: Training succeeds, but with a complication (e.g., the
training takes longer than expected, or it temporarily drains re-
sources like "Fatigued").
● No, but...: The training is incomplete, but the character gains par-
tial benefits (e.g., temporary Advantage in a specific scenario).
● No: Training fails, and no progress is made.
● No, and...: Training backfires, causing frustration or physical strain
(gain a Frailty Tag like "Injured Wrist" or "Discouraged Learner").
OPTIONAL RULES 61
BUILDING ALLIANCES
Forge relationships with factions, NPCs, or groups.
● Declare the group
and your intention D6 Faction Reaction
(e.g., "Convince the 1-2 Suspicious
Shadow Guild to ally 3-4 Neutral
with me."). 5 Cordial
● Roll the Oracle: 6 Friendly
● Yes, and...: The
alliance provides immediate aid or resources, exceeding expecta-
tions (e.g., "Shadow Guild offers elite mercenaries.").
● Yes: The alliance is formed, granting a Reputation Tag ("Trusted by
the Shadow Guild.").
● Yes, but...: The alliance is tentative or comes with conditions (e.g.,
"The Shadow Guild demands a favor in return.").
● No, but...: The negotiation fails, but there’s a chance to revisit the
opportunity later (e.g., "They remain neutral for now but might recon-
sider.").
● No: The negotiation fails outright, and the group remains disinter-
ested or wary.
● No, and...: The attempt worsens relations, creating a negative Rep-
utation Tag ("Enemy of the Shadow Guild" or "Deemed Untrustwor-
thy.").
RESEARCH
Investigate lore, uncover secrets, or analyze magical artifacts.
● Declare the subject of research (e.g., "The Crown of Khemru" or "The
Riverlands’ Hidden Vaults").
● Roll the Oracle:
● Yes, and...: Discover an additional, unexpected clue or opportunity
(e.g., "Uncover a hidden ritual linked to the Crown.").
● Yes: Learn key information relevant to your research goal.
● Yes, but...: Gain useful information, but it comes with a complica-
tion (e.g., "You must obtain a rare resource to proceed further." or "The
artifact is cursed.").
● No, but...: Partial information is gained, but it’s incomplete or mis-
leading (e.g., "The vault exists, but its location is obscured by riddles.").
● No: The research yields no results or leads.
● No, and...: The research triggers unintended consequences (e.g., "A
rival faction learns of your interest and takes action." or "The artifact re-
acts violently during analysis.").
62 LONER: STEEL & SORCERY
EXPLORATION PREPARATION
Plan your next adventure, scout locations,
or stock up on supplies.
Roll the Oracle to assess the success of
your preparation:
● Yes, and...: Discover a shortcut
or unexpected resource (e.g.,
"Find a hidden trail that reduces
travel time." or "Gain surplus
supplies.").
● Yes: Gain a useful map, item, or ad-
vantage for the journey (e.g., "Acquire a re-
liable guide.").
● Yes, but...: The preparation succeeds, but at a cost (e.g., "Lose extra time
or resources during planning." or "The map is incomplete but usable.").
● No, but...: Gather incomplete or flawed information, leading to potential
challenges (e.g., "Scout an incorrect route, but learn about a nearby
landmark.").
● No: The preparation fails, leaving you underprepared or uninformed.
● No, and...: The preparation backfires, introducing a hazard or false lead
(e.g., "The route is dangerous, leading to a trap." or "Supplies are spoiled
or insufficient.").
COSTS AND RISKS
Downtime activities often require resources, and failure can introduce compli-
cations:
1. Resource Costs:
● Healing: Payment for healers or materials for poultices.
● Crafting: Rare components or tools.
● Training: Access to mentors or texts.
● Alliances: Gold, favors, or reputation sacrifices.
2. Complications:
● Failed rolls might generate new Frailty Tags ("Exhausted," "In
Debt").
● Introduce risks like rival crafters sabotaging your work or factions
becoming suspicious of your motives.
OPTIONAL RULES 63
TRAVEL AND SURVIVAL
Travel and survival in Loner: Steel & Sorcery are essential to the sense of adven-
ture and danger. These mechanics introduce environmental hazards, resource
management, and procedural exploration while tying into the core resolution
system. This system ensures that the journey itself becomes a rich narrative
filled with challenges, discoveries, and hard choices.
TRAVEL PHASES
A journey is broken into three distinct phases: Preparation, Journey, and
Arrival.
1. PREPARATION
Before embarking, the protagonist prepares for the journey by determining
their destination, gathering resources, and setting priorities.
● Choose Your Destination:
● Decide where you’re headed and why. The Oracle can help deter-
mine a rumored location or plot-relevant goal.
● Example Questions for the Oracle:
● "Is the location nearby?"
● "Does the destination have a specific danger?"
● Stock Up on Supplies
● Supplies include food, water, medical kits, and special equip-
ment. Create Tags for key items, like "Weeks of Rations" or "Porta-
ble Shelter."
● Roll the Oracle to determine if preparation succeeds.
● Yes, and...: Gain high-quality or surplus supplies ("Extra Dry Ra-
tions" or "Weatherproof Cloak").
● Yes: You gather adequate supplies for the journey, meeting basic
needs without issues.
● Yes, but...: You gather enough supplies, but some are of lower
quality ("Stale Rations" or "Damaged Water Flask").
● No, but...: Supplies are insufficient, but you manage to find a
partial substitute ("Foraged Food" or "Improvised Shelter").
● No: You fail to gather enough supplies, leaving the group under-
prepared for the journey.
● No, and...: Supplies are insufficient, or an essential item is miss-
ing ("Forgot the Compass"), and the attempt results in wasted time or
other consequences ("Lose 1 Luck").
TRAVEL AND SURVIVAL 65
2. THE JOURNEY
The journey itself involves managing resources, navigating hazards, and un-
covering opportunities.
A. PROGRESS AND PACE
● The speed of travel determines how many rolls or events occur along
the way:
● Fast Pace: Cover more distance but risk higher exhaustion or
missed opportunities.
● Slow Pace: Travel cautiously, reducing risks but increasing time
and resource consumption.
● Roll the Oracle to check if progress is smooth or interrupted:
● Yes, and...: Advance smoothly and find something beneficial (a
shortcut, hidden trail, or safe resting spot).
● Yes: Advance without incident, making steady progress.
● Yes, but...: Progress is made, but a minor inconvenience arises
(e.g., light rain, minor injury).
● No, but...: Progress is delayed, but you gain useful information or
resources (e.g., scout an alternate route, discover fresh water).
● No: Progress is significantly slowed due to a challenge (e.g., a fallen
tree, washed-out path).
● No, and...: A major obstacle halts progress entirely (e.g., blocked
canyon, bandit ambush).
B. RESOURCE MANAGEMENT
Track the depletion of supplies using Tags.
● Example: "Weeks of Rations" might degrade into "Low Rations" or
"Spoiled Food".
● At the end of each day or travel segment, roll the Oracle to determine
resource consumption:
● Yes, and...: Supplies hold up perfectly and are even conserved ("Ex-
tra Rations Remaining").
● Yes: Resources hold up fine, no issues.
● Yes, but...: Resources are adequate but slightly diminished ("Re-
duced Rations").
● No, but...: Supplies are depleted, but you can make do with substi-
tutes ("Foraged Food" or "Watered Down Provisions").
● No: Supplies are significantly depleted, leaving the group under-
prepared.
● No, and...: Resources are not only depleted but damaged or lost
("Spoiled Water" or "Torn Food Sack").
66 LONER: STEEL & SORCERY
C. FORAGING AND SCAVENGING
Characters can attempt to gather food, water, or other materials to replenish
resources.
● Roll the Oracle to determine the outcome:
● Yes, and...: Gather abundant supplies, including rare or valuable
finds ("Wild Game and Medicinal Herbs").
● Yes: Gather enough supplies for a day ("Fresh Berries," "River Wa-
ter").
● Yes, but...: Gather enough to survive but with drawbacks (e.g.,
low-quality food or difficult terrain).
● No, but...: Gather only minimal supplies and face potential risks
("Barely Enough Water").
● No: Foraging fails, resulting in hunger or thirst.
● No, and...: Foraging fails and triggers a danger ("Attracts Predator"
or "Poisonous Plants Consumed").
D. ENVIRONMENTAL HAZARDS
Hazards create tension and test survival skills. Use the Oracle to determine if
the group encounters a hazard and how they handle it.
Roll the Oracle to determine how the hazard affects progress:
● Yes, and...: Hazard is avoided entirely, and the group benefits (e.g., spot-
ting a safe path or bypassing danger).
● Yes: Hazard is avoided or managed without issues.
● Yes, but...: The hazard is managed, but it consumes resources or causes
minor harm ("Lost Water Bottle," "Sprained Ankle").
● No, but...: The hazard causes minor damage or delays but reveals an op-
portunity ("Hidden Cave for Shelter").
● No: The hazard causes significant delays or harm ("Lost Supplies in Quick-
sand").
● No, and...: The hazard is disastrous, causing severe setbacks or injuries
("Injured Party Member," "Severe Storm Damage").
D6 Hazard Type Example
1 Weather Blizzard, sandstorm, torrential rain.
2 Terrain Landslide, quicksand, narrow cliffs.
3 Wild Creatures Predator attack, venomous insects.
4 Lack of Resources Dried riverbed, barren landscape.
5 Disease or Sickness Food poisoning, heatstroke.
6 Ambush Bandits, rival adventurers.
TRAVEL AND SURVIVAL 67
E. WEATHER IMPACTS
Dynamic weather influences survival and travel.
● Roll for weather at the start of each travel day.
● Characters may attempt to mitigate weather effects (e.g., setting up
shelter, changing routes).
D6 Weather Condition Effect
1 Clear Normal progress.
2 Overcast Dulls morale, harder to navigate.
3 Rain Slows progress, risk of illness.
4 Storm Halts travel, damages supplies.
5 Extreme Heat or Cold Exhaustion, faster resource depletion.
6 Magical or Unnatural Reality warps, curses, strange phenomena.
3. ARRIVAL
Upon reaching the destination, determine what awaits.
LOCATION DISCOVERY
Roll the Oracle to describe the location:
● Yes, and...: The location matches expectations and offers a significant
bonus (e.g., "A hidden ally is waiting," "A trove of ancient artifacts").
● Yes: The location matches expectations and is as anticipated (e.g., "The
ruins are intact, ready to explore").
● Yes, but...: The location matches expectations but presents a minor com-
plication (e.g., "Partially flooded ruins," "Tensions with locals").
● No, but...: The location is not what you expected, but there’s a silver lin-
ing (e.g., "The town is abandoned, but you find a useful map").
● No: The destination is not what you expected and offers no immediate
advantages (e.g., "The ruins have been looted").
● No, and...: The destination is more dangerous or useless than expected
(e.g., "A powerful foe is occupying the area," "The cave leads to a deadly
trap").
REST AND RECOVER
Safe destinations allow downtime for recovery or resupply. Use downtime
rules to resolve actions like healing or building alliances.
68 LONER: STEEL & SORCERY
THE SHROUDED
CONTINENT OF KHOR’DARA
Khor’Dara is a mythical lost continent, cloaked in shadow and intrigue, its ex-
istence debated by philosophers and storytellers alike. Some claim it lies be-
yond the uncharted seas of the ancient world, while others insist it slumbers
beneath the surface, deep within the Hollow Earth, accessible only through
forgotten fissures and labyrinthine caves. In this timeless epoch, where
primeval forces vie with men and gods alike, Khor’Dara exists as a testament
to the precarious balance between ambition and ruin.
The land is defined by stark contrasts: untamed wilderness where colossal
beasts prowl and the laws of nature warp unpredictably; decadent city-states
where wealth pools in gilded ziggurats, while the shadows teem with intrigue
and unrest; and borderlands where neither civilization nor chaos holds sway,
leaving space for nomadic tribes, rogue warlords, and things best left un-
named. Magic weaves through Khor’Dara like an unsteady pulse—feared for
its corruption, yet coveted for its power. It is a force both divine and perilous,
marking those who wield it with scars of their arrogance or desperation.
LANDS OF CONFLICT
GEOGRAPHICAL REGIONS
● The Wailing Steppes: These endless plains stretch to the horizon, dot-
ted with clusters of ancient burial mounds and weathered monoliths.
The nomadic tribes who roam this harsh land are masters of endurance,
hunting colossal megafauna like woolly saurians and horned thunder-
beasts with spears crafted from bone and flint. At night, the winds howl
through the open expanse, carrying whispers that chill even the bravest
souls. Tribes claim these are the voices of restless ancestors or forgotten
gods, and to ignore them is to court misfortune. Rival clans often clash
in brutal skirmishes over hunting grounds, their blood soaking the earth
that sustains them.
● The Spine of Kharn: Jagged peaks rise like the shattered ribs of a fallen
titan, casting long shadows over the valleys below. Treacherous paths
wind through the mountains, luring travelers with the promise of hid-
den treasures. Ancient ruins, half-buried in snow and rockslides, whis-
per of a lost civilization whose stone-skinned sentinels still patrol the
heights. The air here is thin and sharp, carrying the cries of monstrous
predators that stalk the cliffs. Those who dare these heights speak of
storms that appear from nowhere, howling with a supernatural fury
that drives even the hardiest mountaineers to their knees.
KHOR'DARA 69
● The Verdant Abyss: A suffocating canopy of greenery casts this jungle
into perpetual twilight, its air heavy with the scent of decay and the
constant buzz of unseen insects. Massive predators, their scales and
feathers gleaming with hues unseen in the outside world, stalk the dense
undergrowth. The flora is no less deadly—vines that constrict like ser-
pents, blossoms that exhale toxic mists, and trees that seem to move
when no one is watching. Crumbling temples and ziggurats, overrun by
moss and vines, hide the remnants of an elder race whose motives re-
main inscrutable. Explorers often vanish here, their fates whispered
about in fearful tones.
● The Scorched Wastes: Once the fertile breadbasket of Khor’Dara, this
land is now a desolate expanse of cracked earth and shimmering heat.
Great fissures scar the ground, belching occasional plumes of sulfur and
flame. Travelers speak of mirages that tempt the desperate with visions
of cool waters and lush oases, only to vanish at the last moment. Fire-
spirits known as Ember Wraiths patrol the dunes, their glowing eyes
the last thing many see before their demise. Despite the peril, the
Wastes are said to conceal vast treasures from the days when this was a
thriving heartland—artifacts too precious to be left undisturbed.
● The Riverlands of Nurim: This sprawling delta is a labyrinth of slow-
moving waterways, teeming with life both mundane and mystical.
Crocodilian beasts larger than warships lurk beneath the surface, while
river spirits, their forms shimmering with the hues of flowing water,
exact harsh tolls from those who trespass. Exiled nobles and rogue
shamans make their homes among the scattered islands, ruling over
makeshift fiefdoms or staging daring raids on merchant vessels. The
rivers themselves are fickle, their courses shifting unpredictably after
storms or floods, and the fertile soil along the banks often becomes a
battleground for rival factions.
● The Cloud Marches: Rolling highlands where the land seems to touch
the sky, the Cloud Marches are a place of stark beauty and unrelenting
danger. Herds of massive, shaggy beasts graze on windswept grasslands,
their migrations contested by nomadic clans and ambitious settlers alike.
The skies above teem with monstrous birds of prey whose talons can
carry off a horse, while lightning storms, laced with supernatural en-
ergy, ignite the landscape without warning. Small shrines dot the ridges,
dedicated to deities of storm and wind, and the locals believe these of-
ferings keep the worst of the Marches’ wrath at bay.
● The Weeping Forest: An expanse of towering trees whose gnarled
roots rise like barricades above the forest floor, the Weeping Forest
earns its name from the eerie sound of dripping water that echoes
through its depths, even in dry seasons. Strange lights flicker between
the trunks, leading the unwary astray, while settlers whisper of a shad-
owy figure known only as the Forest King, who guards the land against
those who seek to exploit it. Some claim to have glimpsed antlered sil-
houettes moving just beyond the edge of vision, while others speak of
trees that seem to watch with hollow, knothole eyes.
KHOR'DARA 71
SUPERNATURAL LANDSCAPES
● The Veil of Muon: This shimmering desert is less a place and more a
distortion of reality itself. The air ripples
with an iridescent haze, and the
boundaries of time and space fal-
ter. Explorers often stumble
upon their own footprints—
only to find they lead to the
bones of their future selves.
Ghostly figures appear at the
edge of sight, their forms frac-
tured and unreal, offering cryptic
warnings or guidance. Those who
survive the Veil speak of finding ob-
jects out of time—jewels from forgotten
empires or tools from lands yet to be born.
● The Singing Peaks: These mountains resonate with a constant, haunt-
ing hum that grows louder as one ascends. Legends say this melody is
the mourning song of the Titans, whose bones rest beneath the stone.
Avalanches and earthquakes plague the region, leading some to believe
the Titans are not as dead as they seem. The peaks glow faintly at night,
their rocks laced with veins of phosphorescent minerals. Seekers of for-
bidden knowledge often come here to commune with the Titans' linger-
ing essence, though few return unchanged.
● The Abyssal Rift: A gaping chasm that splits the continent’s heart, the
Abyssal Rift is a place of wonder and dread. Its edges are overgrown
with glowing fungal forests, whose bioluminescent spores drift like
ghostly fireflies in the still air. Strange, predatory creatures prowl these
shadowed woods, their forms alien and unsettling. At the rift’s depths
lies the rumored cradle of an ancient civilization, its ruins humming
faintly with unearthly power. Few dare to descend into the Rift, and
those who return often speak of voices in the dark and an overwhelm-
ing sense of being watched.
72 LONER: STEEL & SORCERY
TRIBES AND SURVIVORS
DOMINANT CULTURES
● Skycallers of the Steppes: The Skycallers are nomads who view the
ever-shifting winds as sacred, believing them to carry the whispers of
ancestors and the decrees of forgotten gods. They craft their weapons
from the bones of the megafauna they hunt, their blades and spear tips
etched with prayers that channel the winds' blessings. Shamans play a
pivotal role in their society, standing at the nexus of spiritual guidance
and survival. These figures claim to hear the voices of ancestors carried
by the gales and are often consulted before major hunts, battles, or mi-
grations. Skycaller warriors are famed for their agility and ferocity, of-
ten attacking with blinding speed on horseback, using the terrain and
wind to their advantage. To lose touch with the wind, either by betrayal
or exile, is considered a fate worse than death.
● Children of Khemru: Deep in the fetid swamps, the Children of
Khemru thrive under the rule of necromancer-kings who claim domin-
ion over life and death. Their society revolves around a grim cycle of
decay and rebirth, mirrored in their belief that the swamp itself is a liv-
ing entity, simultaneously nurturing and devouring. The necromancer-
kings extend their reign through undead servitors, which patrol the
murky waters and guard their temples. Commoners live in fear of their
rulers but also view them as indispensable protectors against the
swamp’s many dangers, including venomous predators and rival tribes.
Ritual sacrifices are common, their blood feeding both the land and the
magic of the necromancers. The Children of Khemru craft boats and
tools from the swamp’s abundant resources, their resilience as remark-
able as their morbid customs.
● Ironleaf Clans: Hidden within the towering trees of the Weeping For-
est, the Ironleaf Clans are fierce warriors and master craftsmen who use
the enchanted wood of their home to create weapons and armor with
almost supernatural qualities. They speak of a mysterious figure known
as the Forest King, a shadowy guardian said to guide their hunts and
punish those who disrespect the balance of the forest. Clan life is com-
munal, with decisions made in council by the eldest hunters and
shamans, though leadership is earned through acts of bravery and cun-
ning. Outsiders who enter the forest uninvited often disappear, their
fates attributed to the Forest King or the Ironleaf scouts, who strike
from the shadows with uncanny precision. Their bond with the forest is
absolute, and they will defend it to their last breath, even if it means
leaving their own kind to die for the greater good.
KHOR'DARA 73
SOCIAL STRUCTURES
The societies of Khor’Dara reflect the harsh reali-
ties of survival, each adapted to their envi-
ronment in unique ways:
● Tribal Societies: Tribes are of-
ten small, tight-knit groups,
their cohesion ensured by
bonds of blood, shared strug-
gle, or spiritual favor. Leader-
ship is rarely hereditary; in-
stead, it is claimed by strength,
cunning, or an individual's connec-
tion to the divine. Challenges to lead-
ership are common, often resolved through
ritualized combat or grueling trials. Those who fail to contribute—
whether through weakness, betrayal, or laziness—are exiled, left to wan-
der the wilderness or join the ranks of marauding outcasts.
● City-States: By contrast, city-states like Zhara or Khemru are rigidly hi-
erarchical. Nobles and priest-kings sit at the top, enforcing their will
through soldiers and bureaucrats. Below them, merchants wield power
through wealth and trade, while laborers toil endlessly to support the
cities' grandeur. Slaves and outcasts form the bottom tier, their lives of-
ten forfeit to feed the insatiable ambitions of the ruling class.
● Cults and Outsiders: Outside these structures lie outcast factions, scav-
enger tribes, and wandering mystics. Many are remnants of fallen civi-
lizations or groups who defied social norms, eking out precarious exis-
tences on the fringes of Khor’Dara.
SURVIVAL HIERARCHIES
Each tribe or settlement defines its hierarchy by what it values most:
● Strength: Warriors rise to prominence in societies that value might
above all else. Among the Skycallers and the Ironleaf Clans, prowess in
battle or the hunt earns leadership and respect.
● Cunning: In regions like the Riverlands, where survival often hinges
on strategy and guile, leaders are those who can outwit rivals and secure
resources.
● Divine Favor: In the Children of Khemru and many city-states, spiri-
tual authority dominates. Shamans and priests claim their place by in-
terpreting omens, commanding magic, or earning the gods' blessings.
Failure to meet these expectations can result in severe consequences, from
public humiliation to exile, or even ritual sacrifice in the more spiritually
charged societies.
74 LONER: STEEL & SORCERY
WARRIOR TRADITIONS
Khor’Dara’s warriors are brutal pragmatists, their techniques honed by cen-
turies of hardship and conflict:
● Guerilla Tactics: The Ironleaf Clans strike like phantoms from the
shadows, vanishing into the trees before retaliation is possible. They use
their enchanted wooden weapons with deadly precision, exploiting
their intimate knowledge of the forest.
● Mounted Combat: The Skycallers dominate the steppes with their
bone-tipped spears and swift, sure-footed mounts. Their riders are
trained from childhood, bonding with their horses in a sacred ceremony
believed to be blessed by the wind itself.
● Necromantic Forces: The Children of Khemru supplement their mor-
tal soldiers with legions of undead, who march tirelessly through the
swamps to enforce the will of their kings. However, their true strength
lies in their ability to sow terror—facing an unkillable enemy often
breaks their opponents before battle begins.
● Ritual Duels: Across Khor’Dara, disputes are often settled through du-
els, which serve both as displays of prowess and as sacred acts of justice.
These duels are rarely to the death, though the losing party often suffers
exile or permanent injury as a mark of defeat. The terms of combat vary
widely: a duel in the Scorched Wastes might involve flaming blades,
while the Weeping Forest favors contests of stealth and ambush.
KHOR'DARA 75
POWERS AND INTRIGUES
RIVAL CITY-STATES
● The Obsidian Spire of Zhara: Rising from the flanks of a perpetually
smoldering volcano, Zhara is both a beacon of power and a harbinger of
destruction. Its obsidian walls glisten like dark mirrors, reflecting the
fires of the earth below. The sorcerer-priests of Zhara draw their
strength from blood magic, performing elaborate rites that keep the vol-
cano in check—or so they claim. These rituals are spectacles of horror
and devotion, involving the sacrifice of slaves, prisoners, and even will-
ing acolytes who believe their deaths will ensure the city's survival. Be-
neath its fiery exterior, Zhara is a crucible of treachery. Merchant lords
jockey for influence, using poisoned wines and cursed artifacts to elimi-
nate rivals. Spies lurk in every shadow, and the city's labyrinthine un-
dercroft is said to house the Chamber of Unspoken Deals, where assas-
sins and informants ply their trades. Despite its dangers, Zhara thrives
on trade, exporting volcanic glass, rare gems, and enchanted obsidian
weaponry coveted by warlords across Khor’Dara.
● Lunhai, the Pearl City: Nestled along the shores of an inland sea that
gleams like liquid silver, Lunhai is a city of opulence and decay. Its
gleaming towers are adorned with mother-of-pearl mosaics, and its
canals wind through markets overflowing with spices, silks, and exotic
beasts. Yet beneath this veneer of splendor lies rot. The city's nobles,
clad in garments that shimmer like the ocean, indulge in opium-fueled
orgies and wine-drenched feasts, their wealth wrung from the labor of
the impoverished masses. Lunhai harbors a darker secret: the cult of the
Drowned God, a shadowy faith that worships the primordial entity said
to sleep beneath the sea. Cult rituals, conducted in the dead of night, in-
volve drowning initiates in sacred pools before reviving them as devout
servants. Whispers claim the canals themselves are cursed, with figures
glimpsed just beneath the surface—neither living nor dead. For all its
beauty, Lunhai is a place where the tides of ambition and despair drown
even the mightiest.
● Khemru, the Sunken Crown: Half-lost to the fetid swamps, Khemru
is a city where death is not an end but a beginning. Its necromancer-
kings, wrapped in golden funerary masks, command legions of undead
to maintain their crumbling dominion. Towering ziggurats rise from
the swamp’s mire, their steps slick with algae and gilded with offerings
to dark gods. Life here is a grim affair, with commoners toiling under
the watchful gaze of skeletal sentinels, their labors often interrupted by
the need to appease the city's rulers with sacrifices. Yet even in Khemru,
power is not absolute. Rival necromancers scheme against one another,
and rumors of insurrection stir among the living populace.
76 LONER: STEEL & SORCERY
The swamp itself resists the necromancers' control; strange will-o’-the-
wisps lure travelers to watery graves, and ancient beasts rise from the
muck to lay waste to undead patrols. Despite its squalor, Khemru is a
repository of forbidden knowledge, its archives filled with tomes on
necromancy, curses, and the manipulation of life and death.
MERCENARY ALLIANCES
Khor’Dara's fractured politics have birthed a thriving culture of mercenary
companies, each with its own creed, reputation, and price. These bands range
from disciplined legions to ragtag groups of cutthroats, their services available
to anyone who can pay. Some of the most feared alliances include:
● The Black Talons: Elite sellswords clad in
blackened bronze, known for their
unswerving loyalty to contracts.
Their banner, marked with a
clawed gauntlet, strikes fear
into any battlefield.
● The Ember Wolves: A no-
madic band infamous for their
scorched-earth tactics, their
leader, Kaerath the Burned, is
said to wield a flaming blade
forged in Zhara.
● The Ghosts of Nurim: An enigmatic
group that operates along the Riverlands, their warriors blend into the
mist, striking without warning before vanishing as if they were never
there.
POLITICAL MACHINATIONS
Power is a fragile thing, and those who wield it must do so with cunning. No-
bles, priest-kings, and rebel leaders alike engage in constant games of sub-
terfuge:
● Poison is the weapon of choice among Zhara’s merchant lords, their
feasts as deadly as any battlefield. Cups are often tested by tasters,
though not all poisons leave traces—or claim their victims immediately.
● Blackmail fuels the intrigues of Lunhai, where even the most de-
bauched noble fears the exposure of their darkest secrets. Courtesans,
spies, and servants often wield influence far greater than their station,
trading whispers for gold or favors.
● Assassination is commonplace in Khemru, where necromancers use
their arcane arts to send shadowy specters or venomous curses after
their rivals. A sudden death is rarely questioned in a city where life and
death are but tools of power.
KHOR'DARA 77
UNDERGROUND NETWORKS
Beneath the gilded towers and festering streets of
Khor’Dara’s cities lies a hidden world of
smugglers, thieves, and cultists. These
underground networks thrive on the
chaos above, shaping the destinies of
the continent in ways unseen.
● The Silk Veil: A smugglers'
syndicate that operates along
Lunhai’s canals, their members
recognizable by the translucent
scarves they wear. They specialize
in contraband like rare silks, narcotics,
and cursed artifacts, often trading with
rebel groups.
● The Shadow Guild: Zhara’s premier thieves’ guild, their network ex-
tends into every corner of the city. From burglary to espionage, no
crime is beyond their reach. They are rumored to answer to a single fig-
ure known only as The Mask, whose identity is fiercely protected.
● The Charnel Pact: A cult operating in Khemru’s ruins, worshiping
death itself as a deity. Their members desecrate burial sites to harvest
relics and forbidden magics, often working as mercenaries or assassins
for the necromancer-kings.
MYSTIC FORCES
SORCERY
Magic flows like an untamed river, its currents shaped by the land’s supernat-
ural elements but always threatening to overflow its banks. Practicing sorcery
is a perilous endeavor, for every spell carries a price—be it one’s sanity, life
force, or something less tangible but equally vital. Sorcerers walk a thin line
between reverence and fear, often revered as saviors while simultaneously
shunned as harbingers of doom.
● Blood Magic: The most feared and viscerally potent form of sorcery,
blood magic draws power directly from life essence. Practitioners use
their own blood—or, more commonly, that of others—to fuel their
spells. The rituals are grisly, often involving sacrifices on altars en-
graved with runes that pulse with a sickly red glow. While immensely
powerful, blood magic leaves a permanent mark on its wielder, mani-
festing in pale skin, cracked veins, or an aura of unease that makes ani-
mals and children shy away. Blood mages often become addicted to the
potency of their craft, their humanity slowly eroded by their lust for
power.
78 LONER: STEEL & SORCERY
● Ritual Sorcery: Ritual sorcery demands time, precision, and rare com-
ponents, but it allows practitioners to channel power far beyond their
natural abilities. These rites often take place in sacred or cursed loca-
tions, where the boundaries between worlds are thin. Sorcerers may
draw sigils in ash, chant incantations under eclipses, or harness the la-
tent energy of ancient artifacts. The price for failure is high: botched rit-
uals can summon unintended horrors, tear rifts in reality, or trap the
caster’s soul in a liminal space where torment knows no end.
● Wild Magic: Wild magic is raw, untamed, and unpredictable, often
springing up in regions where the natural order has been broken. These
bursts of power are as likely to heal a wound as to turn the ground be-
neath one’s feet into molten glass. Travelers in regions like the Veil of
Muon or the Abyssal Rift report experiencing wild magic as storms of
radiant energy, sudden transformations, or strange voices whispering in
unknown tongues. Those who attempt to harness it must do so at great
risk, for wild magic answers only to itself.
MAGICAL THREATS
Magic is as much a danger as it is a tool, and its misuse often gives rise to enti-
ties and phenomena that threaten mortal lives:
● Rogue Sorcerers: These are practitioners who have been consumed by
their own power, their minds shattered or their bodies warped into
monstrous forms. Some wander aimlessly, leaving destruction in their
wake, while others deliberately spread chaos, viewing it as a natural ex-
tension of their newfound nature.
● Spirit-Bonded Predators: In regions like the Spine of Kharn or the
Verdant Abyss, predators have been known to bond with elemental or
otherworldly spirits. These creatures are faster, stronger, and more cun-
ning than their mundane counterparts, making them nearly impossible
to kill through conventional means.
● Cursed Zones: Certain places, often marked by ancient tragedies or
failed rituals, have become permanently warped by residual magic. In
these zones, the rules of reality unravel: time loops endlessly, gravity
pulls in unpredictable directions, and even
death itself loses its permanence.
KHOR'DARA 79
SUPERNATURAL ENTITIES
● The Forest King: In the shadowy depths of the Verdant Abyss, the
Forest King reigns as both protector and predator. Descriptions of this
being vary—some say it is a towering figure with antlers that scrape the
canopy, its eyes glowing with an unearthly light; others believe it is a
spirit that takes many forms, from a great beast to a swarm of insects.
The Forest King is said to punish those who exploit the jungle’s re-
sources without reverence, often leaving their remains displayed as grim
warnings. Worshiped by the Ironleaf Clans and feared by outsiders, the
Forest King’s true nature remains a mystery, though its influence over
the Verdant Abyss is undeniable.
● Stormcallers: Dwelling in the Spine of Kharn, the Stormcallers are ele-
mental spirits who embody the fury of the skies. They are believed to be
remnants of ancient Titans, their voices echoing in thunder and their
wrath manifesting in tempests. Shepherds and mountaineers leave of-
ferings at cliffside shrines, hoping to placate the Stormcallers, while sor-
cerers and shamans occasionally risk summoning them for guidance or
power. Summoning a Stormcaller, however, is fraught with peril, for
their aid is as likely to destroy as to save.
FORBIDDEN KNOWLEDGE
The ruins of Khor’Dara hold secrets too dangerous to be freely known. Hid-
den within labyrinthine temples, crumbling ziggurats, and sunken archives are
tomes, artifacts, and inscriptions that offer glimpses into the arcane. Yet this
knowledge often demands a terrible price:
● Eldritch Tomes: Books bound in human skin or etched into obsidian
tablets contain spells, prophecies, and histories long forgotten. Reading
these texts often induces madness, as the words twist and writhe on the
page, seeming to speak directly into the reader’s mind.
● Artifacts of Power: Items like the Opal Mask or the Blood Chalice
grant immense abilities but corrupt their wielders, draining their life
force or twisting their bodies. These relics are highly sought after by
sorcerers and rulers alike, though few who obtain them survive un-
scathed.
● Enigmatic Cults: Hidden sects dedicate their lives to guarding—or ex-
ploiting—this forbidden knowledge. Some act as caretakers, ensuring it
remains buried, while others seek to unlock its full potential, no matter
the cost.
80 LONER: STEEL & SORCERY
RELICS AND ARTIFACTS
ANCIENT WEAPONS
● Obsidian Fang: Forged in the volcanic depths beneath the Obsidian
Spire of Zhara, this curved blade drinks the essence of those it slays,
leaving their corpses pale and desiccated. The souls consumed by the
Fang are said to linger within the blade, their whispers haunting the
wielder’s dreams. Legends claim that the blade’s full power can only be
unlocked through a ritual sacrifice atop Zhara’s fiery altars, binding the
wielder to the sorcerer-priests. Those who wield the Obsidian Fang
gain immense strength and speed in battle, but the blade’s hunger is in-
satiable, and its user risks becoming a prisoner of its dark will.
● Spear of the Skycaller: Said to be a gift from the storm gods, this spear
crackles with latent electricity, its shaft carved from the bones of a fallen
thunderbeast and its head crafted from meteoric iron. When hurled, the
spear calls down lightning to smite its target, leaving scorched earth and
shattered foes in its wake. Skycallers of the steppes revere the weapon as
a sacred relic, wielded only by their most honored champions. However,
the Spear exacts a toll: prolonged use weakens the wielder’s body, leav-
ing them frail and scarred by the very storms they command.
CURSED TREASURES
● The Crown of Khemru: A tarnished gold circlet adorned with blood-
red gemstones, the Crown of Khemru once graced the brow of the
necromancer-kings who ruled the Sunken Crown. It grants its wearer
mastery over the undead, allowing them to summon and command le-
gions of skeletal warriors. Yet the Crown binds its bearer’s soul to the
necromancer-kings of old, who whisper their commands through
dreams and visions. Over time, the wearer begins to lose their sense of
self, their thoughts and will subsumed by the collective consciousness of
the Crown's former rulers.
● The Opal Mask: This porcelain-white mask is inlaid with shimmering
opals that catch the light in mesmerizing patterns. When worn, the
mask grants its user glimpses of the future, from minor portents to
grand visions of destiny. Yet these visions are fragmented and contra-
dictory, driving the wearer to madness as they attempt to reconcile
them. Those who have worn the mask for too long speak in riddles,
their minds fractured by an eternity of potential outcomes. The mask is
believed to have been crafted by an elder race, and some say it holds the
key to their lost civilization—if one can decipher its cryptic insights.
KHOR'DARA 81
MAGICAL IMPLEMENTS
● Starshards: Iridescent crystals that hum faintly with arcane energy,
Starshards are fragments of a meteor said to have fallen during
Khor’Dara’s earliest epoch. They amplify sorcery, allowing even novice
practitioners to wield immense power. However, their use comes at a
steep cost: prolonged exposure drains the vitality of their wielder, caus-
ing physical decay and, eventually, death. The shards glow brighter as
their user approaches their end, a hauntingly beautiful reminder of the
price of ambition.
● Blood Chalice: A goblet carved from bone and encrusted with rubies,
the Blood Chalice magnifies blood magic rituals, allowing sorcerers to
enact feats of incredible power. It is said that the Chalice contains the
essence of a forgotten god, whose thirst for sacrifice drives its user to
madness. Lands where the Chalice has been used are left barren and
cursed, with twisted flora and hostile spirits haunting the desolate ruins.
Despite its dangers, many covet the Chalice, seeing it as the ultimate
tool to tip the scales of war or reshape reality itself.
REMNANTS OF LOST CIVILIZATIONS
Scattered across Khor’Dara are the echoes of civilizations that predate even
the gods. Their ruins are filled with relics whose purposes remain a mystery,
often guarded by ancient traps and custodians.
● Ziggurat of the Veiled Star: This crumbling temple houses an artifact
known as the Luminarch, a golden orb that radiates light capable of
banishing even the darkest sorcery. The orb, however, can only be
wielded by those who pass the trials of the temple, which test both
strength and virtue.
● Hollow Guardians: Towering statues of stone and bronze that stand
vigil over ancient labyrinths, these automatons awaken when intruders
draw near. Their origins are unknown, but they are thought to be con-
structs of an elder race that sought to preserve its secrets for eternity.
● The Glyph-Laden Doors: Massive stone gates etched with glowing
runes are said to block access to the heart of the Abyssal Rift. Scholars
theorize that opening them would unleash a power capable of reshaping
the continent—or destroying it.
82 LONER: STEEL & SORCERY
DANGEROUS SUPERNATURAL OBJECTS
● The Shard of the Black Sun: A jagged sliver of obsidian said to have
fallen from a celestial eclipse, this shard radiates a malevolent energy
that warps the minds and bodies of those who come into contact with it.
The shard’s power is undeniable—it can amplify the strength of its
bearer and imbue them with supernatural abilities. Yet, the price is
steep: prolonged exposure transforms the wielder into a monstrous
abomination, consumed by the shard’s darkness.
● Echo Stone: A smooth, silver-gray stone that captures and stores
sounds, allowing its wielder to replay voices, chants, or even battle cries
at will. While seemingly innocuous, the Echo Stone can also trap the
voices of the dead, unleashing them as a cacophony that drives listeners
to madness. It is said that breaking the stone releases the spirits within,
granting them vengeance upon those who wronged them in life.
● The Eye of Muon: A glowing crystal orb that seems to shift between
colors depending on who gazes into it. The Eye grants visions of other
places and times but leaves its user vulnerable to being seen in return by
entities from beyond. Those who use the Eye too often report strange
occurrences: shadows that linger too long, whispers in languages they
do not know, and an overwhelming sense of being watched.
LEGENDS AND WHISPERS
ORIGIN MYTHS
The creation of Khor’Dara is a tale cloaked in awe and fear, with variations
shaped by the beliefs of different tribes and city-states:
● The Fallen Titan: It is said that Khor’Dara rose from the corpse of a
great titan, slain by the gods in a battle that shook the heavens. The ti-
tan’s immense body formed the mountains and valleys, its breath gave
rise to the winds, and its blood seeped into the earth, creating the rivers
and fueling the land’s potent sorcery. The titan’s spirit lingers still, its
wrath manifesting in the land’s violent storms, earthquakes, and erup-
tions. Some whisper that the titan’s heart still beats, buried deep within
the Abyssal Rift, and that one day it will rise again to reclaim the world.
● The Hollow Earth Exile: Another myth speaks of the gods' punish-
ment upon the people of Khor’Dara, whose hubris led them to defy di-
vine will. For their arrogance, the gods banished the continent, sinking
it beneath the surface and shrouding it in an eternal veil of mystery. Ac-
cording to this tale, the gods severed Khor’Dara from the heavens, leav-
ing its inhabitants to wander in shadow and despair. Priests in the Ob-
sidian Spire claim that the gods’ gaze still pierces the earth, and only
through devotion and sacrifice can the continent be restored to its
rightful place under the sun.
KHOR'DARA 83
HEROIC NARRATIVES
The exploits of lone warriors and cunning champions resonate through the
history of Khor’Dara, their deeds becoming the backbone of songs, epics, and
whispered tales:
● The Scourge of Khemru: Long ago, a warrior known only as Kael the
Unyielding stormed the swamp city of Khemru, seeking vengeance for
the death of his family. Armed with the Spear of the Skycaller, Kael
defied the necromancer-kings, cleaving through legions of undead and
shattering the enchanted chains that bound the city’s slaves. His final
battle took place atop the Grand Ziggurat, where he struck down the
last necromancer-king before succumbing to his wounds. Though he
perished, his deeds are immortalized in the songs of the free folk, and
the Spear is said to remain hidden somewhere within the ruins of
Khemru.
● The Beast-Tamer of the Steppes: The Skycallers tell of Ashira Win-
drider, a shaman who rode a thunderbeast into battle during an inva-
sion of the Wailing Steppes. Armed with bone-crafted weapons and the
blessings of the winds, she united the scattered tribes to repel the in-
vaders. Ashira’s bond with the thunderbeast became legendary, and it is
said that when she died, her spirit merged with the winds, forever
guarding her people from harm.
● The Betrayer’s Redemption: Among the Ironleaf Clans, the story of
Jorin the Oathbreaker is told as both cautionary tale and inspiration.
Banished for betraying his kin to a rival clan, Jorin wandered the Weep-
ing Forest, hunted by spirits and beasts. In his exile, he discovered the
ruined temple of an elder race, where he forged a pact with the Forest
King. With the Forest King’s guidance, Jorin redeemed himself by lead-
ing his people to victory against an encroaching army, though it is said
he paid a terrible price, forever bound to the forest’s will.
DARK PROPHECIES
The shamans of Khor’Dara speak of a foreboding event known as the Eclipse
of Khor’Dara, a time when the barriers between worlds will shatter, plung-
ing the land into chaos:
● The Eclipse of Khor’Dara: According to ancient texts and oral tradi-
tions, the eclipse will begin when the moon and sun align above the
Abyssal Rift, casting the continent into shadow. During this time, it is
said that horrors from beyond the veil will spill into the mortal realm,
driven by the titan’s stirring heart. The Forest King’s antlered form will
darken the skies, the Stormcallers will rage unchecked, and the necro-
mancer-kings will rise from their graves to reclaim their dominion.
Prophecies differ on how the eclipse can be stopped—some claim the
Luminarch must be retrieved from the Ziggurat of the Veiled Star,
while others say a chosen warrior must sever the titan’s heart before it
awakens.
84 LONER: STEEL & SORCERY
● The Veil of Blood: Another prophecy, whispered by the priests of
Zhara, speaks of a future when the Obsidian Fang will drink so deeply of
souls that it will tear open a gateway to a realm of endless fire. This
event, known as the Veil of Blood, will herald the end of all mortal life,
leaving Khor’Dara as a charred wasteland. The priests claim only their
rites can prevent this apocalypse, though skeptics argue they may be
hastening its arrival.
ORAL TRADITIONS
The tribes and city-states of Khor’Dara each preserve their histories and
warnings through oral traditions, weaving truths and myths into a tapestry of
shared memory:
● Songs of the Steppes: The Skycallers pass down their history through
song, each melody carried on the winds. These ballads recount great
hunts, battles, and alliances, often changing subtly with each generation.
Many of these songs contain hidden warnings about the land’s dangers,
from storms that speak to cursed springs that lure the unwary.
● The Tales of Khemru: The Children of Khemru weave their traditions
into elaborate funerary rites, where the deeds of the dead are recited in
chants as their bodies are offered to the swamp. These chants often hint
at buried relics and hidden power, guarded by curses only the most dar-
ing or foolish would dare to challenge.
● Whispers of the Forest: Among the Ironleaf Clans, elders share tales
by firelight, their voices low to avoid attracting unwanted attention.
These stories often blur the line between myth and caution, warning of
travelers who defied the Forest King or dared to disturb the ruins of the
elder race. Many such stories end abruptly, leaving the fate of their pro-
tagonists to the imagination—a deliberate choice meant to instill fear
and humility.
● Legends of the Rift: Those who have dared to explore the Abyssal Rift
bring back fragmented tales of glowing spires, voices in the dark, and
visions of otherworldly cities. These stories are passed from traveler to
traveler, their details mutating with each retelling. Some dismiss them
as exaggerations, but others believe they contain clues to the Rift’s se-
crets and the lost civilization that once thrived there.
KHOR'DARA 85
CREATURES & FOES
11. BLOODSHADE STALKER
● Concept: Lurking Shadow
● Skills: Silent Pursuit, Venomous Fangs
● Frailty: Fragile in sunlight
● Gear: Barbed Tongue, Cloak of Night
● Goal: Consume the life force of prey.
● Motive: Sustained by darkness
● Nemesis: Flame-wielding hunters.
12. SANDTHORN LEVIATHAN
● Concept: Shifting Serpent
● Skills: Desert Camouflage, Crushing Coils
● Frailty: Easily disoriented by sound
● Gear: Scaled Hide, Bone-Crested Tail
● Goal: Dominate all desert creatures.
● Motive: Hunger for dominance
● Nemesis: Rival desert predators.
13. DREAMWEAVER MOTH
● Concept: Hypnotic Lure
● Skills: Mesmerizing Patterns, Airborne Agility
● Frailty: Fragile wings
● Gear: Hallucinogenic Dust, Silk Snares
● Goal: Trap and feed on dreamers.
● Motive: Instinctual feeding
● Nemesis: Creatures immune to its illusions.
14. IRONSPINE CHIMERA
● Concept: Hybrid Horror
● Skills: Pouncing Strikes, Elemental Breath
● Frailty: Divided instincts
● Gear: Bone Claws, Razor Tail
● Goal: Defend its cursed domain.
● Motive: Protect its lair
● Nemesis: Greedy treasure hunters.
86 LONER: STEEL & SORCERY
15. ABYSSAL SHRIEKER
● Concept: Screaming Wraith
● Skills: Sonic Attack, Ethereal Form
● Frailty: Bound to cursed relics
● Gear: Banshee’s Cry, Corporeal Dagger
● Goal: Spread despair and madness.
● Motive: Torment the living
● Nemesis: Those with unbreakable resolve.
16. EMBERFANG BASILISK
● Concept: Fiery Serpent
● Skills: Petrifying Gaze, Heat Aura
● Frailty: Vulnerable to cold
● Gear: Molten Teeth, Lava-Dripping Hide
● Goal: Expand its molten territory.
● Motive: Territorial instinct
● Nemesis: Iceborn creatures.
21. WAILING SENTINEL
● Concept: Undying Watcher
● Skills: Eternal Vigil, Deadly Precision
● Frailty: Cracked and aging
● Gear: Stone Bow, Binding Glyphs
● Goal: Guard ancient treasures.
● Motive: Bound by duty
● Nemesis: Relic thieves.
22. THORNBACK RAVAGER
● Concept: Primal Predator
● Skills: Stealth Ambush, Jagged Claws
● Frailty: Distracted by bright light
● Gear: Poisoned Quills, Hide of Thorns
● Goal: Claim the apex predator title.
● Motive: Survival of the strongest
● Nemesis: Rival jungle predators.
CREATURES & FOES 87
23. FROSTWAIL PHANTOM
● Concept: Icy Spirit
● Skills: Freezing Touch, Misty Form
● Frailty: Dispels in sunlight
● Gear: Icicle Shard, Winter’s Breath
● Goal: Drown the world in ice.
● Motive: Elemental vengeance
● Nemesis: Warm-blooded invaders.
24. CRAGHARROW BEAST
● Concept: Stone Devourer
● Skills: Cliff Ascension, Boulder Slam
● Frailty: Weak against swift attacks
● Gear: Mineral-Laced Fangs, Armored Hide
● Goal: Consume rare earth minerals.
● Motive: Endless hunger
● Nemesis: Alchemists and miners.
25. SHADOWBLIGHT SAURIAN
● Concept: Cursed Lizard
● Skills: Night Camouflage, Venomous Spit
● Frailty: Repelled by sacred symbols
● Gear: Shadow Veil, Toxic Blood
● Goal: Spread its corruption.
● Motive: Hunger for destruction
● Nemesis: Sacred warriors.
26. HOLLOWFANG HYDRA
● Concept: Regenerating Terror
● Skills: Multistrike Heads, Rapid Healing
● Frailty: Decapitation weakens it
● Gear: Venomous Fangs, Armored Hide
● Goal: Guard its cavernous lair.
● Motive: Instinct to defend
● Nemesis: Persistent hunters.
88 LONER: STEEL & SORCERY
31. GRAVEBLOOM REVENANT
● Concept: Undead Florist
● Skills: Toxic Spores, Vine Lash
● Frailty: Withers in arid zones
● Gear: Necrotic Bloom, Thorned Crown
● Goal: Reclaim lost forests.
● Motive: Return the land to nature
● Nemesis: Loggers and pyromancers.
32. OBSIDIAN STALKER
● Concept: Nightblade Beast
● Skills: Razor Claws, Stalking Patience
● Frailty: Cracks under pressure
● Gear: Jet-Black Hide, Shard Teeth
● Goal: Enforce ancient contracts.
● Motive: Serve its forgotten masters
● Nemesis: Wielders of forbidden magic.
33. ASHBORN TITAN
● Concept: Volcanic Colossus
● Skills: Magma Fists, Seismic Stomp
● Frailty: Cooled by water
● Gear: Lava Core, Igneous Armor
● Goal: Awaken dormant volcanoes.
● Motive: Elemental rage
● Nemesis: Water-wielders and frostborn mages.
34. MIRELURKER ABOMINATION
● Concept: Swamp Horror
● Skills: Ambush Predator, Toxic Muck
● Frailty: Slow on dry land
● Gear: Barbed Tentacles, Camouflaged Hide
● Goal: Trap and devour intruders.
● Motive: Pure hunger
● Nemesis: Swamp-exploring druids.
CREATURES & FOES 89
35. SKYSTALKER ROC
● Concept: Predatory Giant
● Skills: Gale Wings, Bone-Crushing Talons
● Frailty: Weakened by confined spaces
● Gear: Feathered Spines, Beak of Steel
● Goal: Reign supreme in the skies.
● Motive: Dominate aerial territory
● Nemesis: Mountain-dwelling rivals.
36. WRAITHCALLER LICH
● Concept: Undying Summoner
● Skills: Necrotic Spells, Eternal Knowledge
● Frailty: Vulnerable phylactery
● Gear: Obsidian Staff, Soul Cage
● Goal: Enslave the living and the dead.
● Motive: Immortal ambition
● Nemesis: Spirit-bound heroes.
41. THUNDERHORN CHARGER
● Concept: Stormbound Beast
● Skills: Lightning Surge, Crushing Gore
● Frailty: Stubborn and territorial
● Gear: Electrified Horns, Thunderous Hooves
● Goal: Harness storm energy for survival.
● Motive: Territorial instinct
● Nemesis: Skycallers and storm mages.
42. VENOMVEIL WIDOW
● Concept: Spider Matriarch
● Skills: Web Spinner, Venomous Bite
● Frailty: Fragile exoskeleton
● Gear: Silken Traps, Toxic Fangs
● Goal: Expand her brood’s domain.
● Motive: Instinct to propagate
● Nemesis: Hunters armed with flame.
90 LONER: STEEL & SORCERY
43. BRONZEHIDE BEHEMOTH
● Concept: Armored Giant
● Skills: Iron Hide, Titanic Strength
● Frailty: Slow and unwieldy
● Gear: Bronze-Plated Skin, Titanic Club
● Goal: Protect ancient battlefields.
● Motive: Guardianship of the past
● Nemesis: Relic raiders and treasure seekers.
44. BLIGHTROOT GOLEM
● Concept: Corrupted Construct
● Skills: Earth Manipulation, Poisonous Vines
● Frailty: Weakness to pure elements
● Gear: Mossy Plate, Rotting Core
● Goal: Spread corruption in the land.
● Motive: Tainted purpose
● Nemesis: Purifying forces.
45. HOWLING MIRAGE
● Concept: Phantasmal Predator
● Skills: Illusory Movement, Pack Instinct
● Frailty: Dissipates in focus light
● Gear: Shimmering Cloak, Echoing Howl
● Goal: Lead prey into despair.
● Motive: Sadistic hunger
● Nemesis: Nomads of the Scorched Wastes.
46. CRIMSON MARAUDER
● Concept: Bloodthirsty Warlord
● Skills: Bladed Fury, Fear Incitement
● Frailty: Overconfident in combat
● Gear: Twin Blood Axes, Spiked Armor
● Goal: Conquer and plunder all lands.
● Motive: Lust for power
● Nemesis: Defenders of free peoples.
CREATURES & FOES 91
51. SERPENTCALLER MYSTIC
● Concept: Snake-Bound Shaman
● Skills: Venomous Magic, Snake Command
● Frailty: Distrustful and paranoid
● Gear: Staff of Fangs, Amulet of Scales
● Goal: Amass a snake-worshiping cult.
● Motive: Spiritual domination
● Nemesis: Independent thinkers.
52. RIFTCLAW PREDATOR
● Concept: Dimensional Beast
● Skills: Phase Walk, Ethereal Senses
● Frailty: Anchored by runes
● Gear: Temporal Talons, Dimensional Hide
● Goal: Prey on interlopers between realms.
● Motive: Instinctual hunter
● Nemesis: Planar guardians.
53. BONEHARROW WARDEN
● Concept: Undead Keeper
● Skills: Bone Manipulation, Eternal Patience
● Frailty: Weak against sacred weapons
● Gear: Ossified Blade, Skeletal Mantle
● Goal: Preserve the sanctity of graveyards.
● Motive: Duty-bound
● Nemesis: Grave robbers and defilers.
54. PYRESTORM WYRM
● Concept: Flame-Wreathed Dragon
● Skills: Infernal Breath, Wingstorm
● Frailty: Weak to frost magic
● Gear: Scaled Inferno, Molten Claws
● Goal: Hoard treasures of fire.
● Motive: Greed
● Nemesis: Dragon slayers.
92 LONER: STEEL & SORCERY
55. GLASSFANG SPECTER
● Concept: Reflective Phantom
● Skills: Mirror Manipulation, Razor Reflection
● Frailty: Dispels when isolated
● Gear: Shard Blade, Ethereal Mirror
● Goal: Trap victims in endless illusions.
● Motive: Sadistic curiosity
● Nemesis: Survivors with unbreakable will.
56. BRINECLAW KRAKEN
● Concept: Oceanic Horror
● Skills: Tentacle Crush, Tidal Surge
● Frailty: Trapped in shallow waters
● Gear: Coral Encrustations, Inkcloud Defense
● Goal: Drag ships to the depths.
● Motive: Feed and dominate
● Nemesis: Skilled seafarers.
61. DREADVINE STRANGLER
● Concept: Animated Plant
● Skills: Constricting Vines, Rapid Regrowth
● Frailty: Weak to fire
● Gear: Barbed Stalks, Toxic Sap
● Goal: Envelop the jungle in its grip.
● Motive: Spread unchecked
● Nemesis: Slash-and-burn explorers.
62. DOOMSCAR RAIDER
● Concept: Cursed Berserker
● Skills: Frenzied Assault, Undying Tenacity
● Frailty: Bound to cursed runes
● Gear: Blood-Runed Blade, Tarnished Shield
● Goal: Break free from its curse.
● Motive: Desperation
● Nemesis: Rune-binding sorcerers.
CREATURES & FOES 93
63. VOIDSPINNER PRIESTESS
● Concept: Cult Leader
● Skills: Web of Deceit, Dark Rituals
● Frailty: Requires devout followers
● Gear: Obsidian Dagger, Void Orb
● Goal: Open a portal to the void.
● Motive: Worship
● Nemesis: Heretical opposition.
64. EBONCLAW GUARDIAN
● Concept: Winged Sentinel
● Skills: Aerial Maneuvering, Razor Dive
● Frailty: Limited to its patrol zone
● Gear: Onyx Talons, Piercing Cry
● Goal: Protect sacred skies.
● Motive: Ancient pact
● Nemesis: Sky marauders.
65. LANTERNFIRE WISP
● Concept: Will-o’-Wisp
● Skills: Luminous Lure, Energy Absorption
● Frailty: Shattered by blunt force
● Gear: Flickering Aura, Ethereal Core
● Goal: Drain the life force of wanderers.
● Motive: Sustenance
● Nemesis: Clever trackers.
66. NIGHTSEER ORACLE
● Concept: Haunted Seer
● Skills: Prophetic Sight, Mind Manipulation
● Frailty: Cursed with fragmented visions
● Gear: Starbound Amulet, Dreamcatcher Crown
● Goal: Prevent a foreseen catastrophe.
● Motive: Avoidance of doom
● Nemesis: Those who dismiss their warnings.
94 LONER: STEEL & SORCERY
APPENDIX:
INSPIRATIONAL MEDIA
BOOKS
● Conan the Barbarian by Robert E. Howard
● Elric of Melniboné by Michael Moorcock
● The Broken Sword by Poul Anderson
● Fafhrd and the Gray Mouser series by Fritz Leiber
● The Black Company by Glen Cook
FILMS
● Conan the Barbarian (1982)
● The 13th Warrior (1999)
● The Sword and the Sorcerer (1982)
● Excalibur (1981)
● Fire and Ice (1983)
TV SERIES
● The Witcher (Netflix)
● Game of Thrones (HBO)
● Spartacus (Starz)
● Vikings (History Channel)
COMIC BOOKS/GRAPHIC NOVELS
● Conan the Barbarian by Marvel Comics
● The Savage Sword of Conan by Marvel Comics
● Red Sonja by Dynamite Entertainment
VIDEO GAMES
● Dark Souls series
● The Witcher series
● Shadow of the Colossus
● Dragon's Dogma
● Darkest Dungeon
APPENDIX 95
ADVENTURE SEEDS: SURVIVAL
D66 Adventure Seed
A colossal predator threatens both a nomadic tribe and a nearby city.
11
Will you save one, or attempt to protect both?
A nomadic caravan discovers a forgotten ruin in the wilderness,
12
sparking interest from nearby city-states.
A city seeks mercenaries to tame the wilderness and expand its bor-
13
ders, but at what cost to the tribes?
A devastating plague breaks out in a trade hub, and the cure might
14
lie in a venomous jungle flower.
A warlord claims dominion over the wild frontier, forcing nomads
15
to unite or perish.
A feral child is found wandering the wilds, speaking in riddles about
16
an ancient threat.
The city’s wells run dry, and a perilous expedition to the Verdant
21
Abyss is their only hope.
A wandering tribe’s sacred totem is stolen by urban scavengers, in-
22
citing tension between the groups.
Shifting landscapes isolate an outpost, leaving it vulnerable to jungle
23
predators.
A nomadic shaman offers a vision of prosperity but demands sacri-
24
fices from all.
A nomadic tribe offers refuge to outcasts from the city, sparking civil
25
strife.
A city-state offers sanctuary to nomads but secretly plans to enslave
26
them.
98 LONER: STEEL & SORCERY
D66 Adventure Seed
31 A lush valley perfect for settlement lies guarded by an ancient beast.
A tribe’s leader mysteriously vanishes, leaving the group vulnerable
32
in hostile territory.
A mysterious storm traps both nomads and settlers, forcing coopera-
33
tion—or betrayal.
A jungle overgrowth begins creeping toward a city’s walls, carrying
34
supernatural dangers.
A holy site of a nomadic tribe is claimed as the foundation for a new
35
city.
A predatory creature attacks from both the wilds and the city, leav-
36
ing cryptic marks.
A forgotten ziggurat holds resources to save the city, but the tribe
41
views it as sacred.
A nomadic elder reveals that the spirits demand balance between city
42
and wilderness—or both will fall.
A series of poisoned streams forces tribes and urbanites to compete
43
for scarce water.
A venomous bloom overruns a city’s outskirts, spreading into no-
44
madic hunting grounds.
A lost child of a noble house is adopted by a tribe; both worlds want
45
to claim them.
The tribe’s shaman warns that the wilds themselves grow angry at
46
human incursion.
ADVENTURE TABLES 99
D66 Adventure Seed
A city-state sends mercenaries into the forest, but none return. The
51
tribe knows why.
A drought forces nomads to raid a city, threatening a cycle of re-
52
venge.
A festival celebrating a truce between tribes and settlers is disrupted
53
by a blood feud.
An enigmatic hermit bridges city and wilderness with strange,
54
prophetic insights.
The Forest King demands tribute, pitting urban priests against tribal
55
shamans.
A mysterious sickness afflicts those who cross between city and
56
wilderness.
The jungle’s predators begin targeting both nomads and settlers, at-
61
tacking unnaturally.
A titanic creature blocks a key passage between wilderness and set-
62
tlement.
A nomadic warband seeks vengeance for a broken treaty with the
63
cities.
A tribe discovers ruins of their ancestors buried beneath an en-
64
croaching city.
A powerful storm traps rival factions in a ruined temple, forcing
65
them to work together.
A supernatural pact between a city and a tribe begins to unravel with
66
deadly consequences.
100 LONER: STEEL & SORCERY
ADVENTURE SEEDS: AMBITION AND HUBRIS
D66 Adventure Seed
A ruler seeks a forbidden relic to ensure their dynasty but risks un-
11
leashing an ancient curse.
A sorcerer’s failed ritual has left their city shrouded in unending
12
night. They beg for your aid—or mercy.
A noble dreams of conquering the Verdant Abyss, but the cost of
13
their ambition is paid in blood.
A merchant offers you a small fortune to smuggle cursed artifacts
14
into rival city-states.
A priest-king’s desire for immortality threatens to transform their
15
subjects into mindless thralls.
A legendary warrior has returned, but whispers claim it’s a pretender
16
driven by greed.
A city-state’s council plots to expand its borders into sacred land,
21
stirring divine wrath.
A desperate prince uses forbidden magic to protect his realm, draw-
22
ing the attention of elder forces.
A city offers glory to anyone who can conquer the Spine of Kharn,
23
but none who try ever return.
A scholar accidentally awakens a sleeping titan while unearthing lost
24
knowledge.
A general campaigns to unite Khor’Dara under one banner, no mat-
25
ter the cost.
A forgotten god demands a grand temple be built in its honor—or it
26
will claim retribution.
ADVENTURE TABLES 101
D66 Adventure Seed
A powerful noble hires mercenaries to retrieve an artifact, but they
31
plan to keep its power for themselves.
A group of priests declares war on a rival sect, their conflict threat-
32
ening the land itself.
A struggling tribe unleashes a cursed weapon to repel invaders, but it
33
exacts a dire toll.
A child claiming to be the reincarnation of a god gathers followers,
34
but not all believe their claims.
A rich merchant has bought the loyalty of a tribal warlord, destabiliz-
35
ing the frontier.
A sorcerer’s experiments have turned the Riverlands into a toxic
36
wasteland. Can they be stopped?
A rogue necromancer offers forbidden power to anyone willing to
41
pay their price.
A city-state hosts a tournament to find the mightiest champion but
42
secretly plans to sacrifice the victor.
A cursed blade has fallen into the hands of a petty thief, who un-
43
knowingly spreads chaos.
A ruined ziggurat whispers promises of power to those who dare en-
44
ter its halls.
A rival warlord seeks the Spear of the Skycaller to cement their rule,
45
but the spear exacts a cruel price.
A forbidden ritual could end a famine but would unleash horrors
46
across the land.
102 LONER: STEEL & SORCERY
D66 Adventure Seed
A tribe’s leader covets an artifact that their ancestors forbade anyone
51
to touch.
A ruler seeks to erase a rival city with a weapon created from blood
52
magic.
A famed architect offers to rebuild a ruined city but secretly plans to
53
enslave its people.
A long-dead sorcerer’s library has been unearthed, and factions race
54
to claim its secrets.
A cursed river threatens to flood the land unless a terrible sacrifice is
55
made.
A tribe worships a fallen star that whispers of dominance but cor-
56
rupts all who listen.
A legendary beast has been captured for sport, but its capture stirs
61
greater danger.
A ruler’s greed leads them to plunder a sacred grove, angering the
62
Forest King.
A seer predicts the rise of a hero who will overthrow a tyrant, lead-
63
ing to bloody purges.
A gold rush in the Singing Peaks sparks violent conflict between
64
miners and local clans.
A city’s ruler has vanished, leaving factions scrambling for power as
65
chaos looms.
A sorcerer bargains with an elder god to conquer the continent, risk-
66
ing catastrophe.
ADVENTURE TABLES 103
ADVENTURE SEEDS: MORAL AMBIGUITY
D66 Adventure Seed
A warlord offers protection to nearby villages but demands tribute in
11
lives or gold.
A tribe asks you to steal sacred artifacts from a city-state to ensure
12
their survival.
A dying priest confesses their temple hoards wealth stolen from the
13
poor.
A healer offers aid to a plague-stricken town but only for a steep and
14
unethical price.
A powerful noble asks you to sabotage their rival’s defenses, ensuring
15
a swift conquest.
A child thief reveals they’ve been stealing to support an outlawed but
16
benevolent cult.
A rival adventurer accuses your employer of treachery, claiming they
21
saved their life.
A town is harassed by spirits demanding the return of stolen relics—
22
will you appease them?
A tribe offers you sanctuary but demands you lead a raid against a
23
neighboring city.
A reclusive sorcerer offers aid in a dire crisis but insists on a dark,
24
unspoken favor.
A powerful warrior demands a duel, but defeating them would doom
25
their tribe.
A priest begs you to destroy a cursed artifact, but it could also save
26
their dying child.
104 LONER: STEEL & SORCERY
D66 Adventure Seed
A caravan guards a treasure they claim is cursed. Do you take it to
31
help a starving village?
A band of mercenaries offers protection but threatens to overthrow
32
the local ruler.
A tribe faces extinction unless they ally with a tyrannical ruler. Do
33
you broker the deal?
A necromancer offers to revive a fallen comrade but hints at an un-
34
natural cost.
A wild beast terrorizes a region, but killing it may drive its species to
35
extinction.
A dying king wants you to deliver their crown to an heir exiled for
36
heinous crimes.
A sacred relic is needed to repel invaders but would curse the land
41
forever.
A merchant you aid is later revealed to be a notorious slave trader.
42
Do you turn them in?
A noble family offers you riches to track down their “runaway ser-
43
vant,” who claims freedom.
A rival city offers peace but demands the destruction of a nearby
44
tribe.
45 A deadly artifact offers its wielder invincibility but drives them mad.
A sorcerer’s failed spell threatens a village; killing them would halt
46
the damage.
ADVENTURE TABLES 105
D66 Adventure Seed
A desperate tribe asks you to desecrate a rival’s holy site to ensure
51
their survival.
A priest claims you’ve been chosen by the gods, but their motives re-
52
main suspect.
A powerful entity offers you immense power to save lives but at the
53
cost of your soul.
A mercenary company asks for your help securing territory stolen
54
from a peaceful tribe.
A cursed town offers gold for aid, but survivors warn their plight is
55
self-inflicted.
A ruler offers freedom to enslaved people in exchange for help
56
crushing a rebellion.
A noble family seeks revenge on a tribe for a massacre; the tribe
61
swears innocence.
A city-state asks you to poison the waters of an enemy tribe to win a
62
coming war.
A dying sorcerer offers to train you but demands you continue their
63
dark work.
A powerful shaman asks you to destroy an elder beast whose death
64
will destabilize the land.
A group of survivors pleads for you to help them escape a tyrant—
65
but they hide dark secrets.
A once-heroic figure asks you to kill them before they lose control of
66
their power.
106 LONER: STEEL & SORCERY
ADVENTURE SEEDS: MYSTERY AND WONDER
D66 Adventure Seed
A glowing door in the Abyssal Rift hums with power but cannot be
11
opened by mortal hands.
A ghostly figure offers cryptic guidance, urging you toward an an-
12
cient ziggurat.
A nomad claims the Singing Peaks have begun “calling” travelers to
13
their doom.
A dying starshard hums with forgotten knowledge, luring scholars
14
and treasure hunters.
A desert mirage reveals an ancient city, untouched by time—but only
15
briefly.
A titan’s fossilized remains stir, shaking the land as if alive once
16
more.
A hermit guards a relic they claim holds the key to the gods’ down-
21
fall.
A strange, glowing mist flows through the jungle, disorienting all
22
who enter.
23 A map to a mythical floating city falls into your hands—can it be real?
A newly unearthed ruin whispers warnings in a language no one re-
24
members.
A cryptic prophecy points to the Veil of Muon, but those who enter
25
rarely return.
A cursed mask speaks to its bearer, revealing truths and lies in equal
26
measure.
ADVENTURE TABLES 107
D66 Adventure Seed
A forgotten temple plays a haunting melody that compels travelers
31
to dance.
A shaman dreams of a mythical beast, insisting it holds the fate of the
32
land.
A city’s canals glow with unnatural light; some say it’s the drowned
33
god’s return.
A tribe claims the stars have shifted, signaling the rise of a long-lost
34
hero.
A deep cavern hums with otherworldly energy, making explorers
35
hear disembodied voices.
A relic from an elder race seems to rewrite history, changing what
36
people remember.
A thunderstorm manifests faces in its lightning, seemingly watching
41
travelers below.
A vast chasm opens suddenly, revealing a city buried beneath layers
42
of earth.
43 A strange artifact pulses in time with the heartbeat of those nearby.
A skyward light appears at the Spine of Kharn, visible for miles but
44
unreachable.
A nomadic oracle speaks of a “song of the earth” that only the chosen
45
can hear.
A river spirit demands tribute for passage, but its motives seem
46
oddly human.
108 LONER: STEEL & SORCERY
D66 Adventure Seed
A tower in the jungle grows taller every full moon, defying all rea-
51
son.
A creature made entirely of light appears during a festival, dazzling
52
and alarming all.
A time-lost figure appears in the wilderness, claiming they know
53
your future.
A sacred grove blooms with ethereal flowers, but plucking them
54
causes strange visions.
A massive floating stone hovers in the Cloud Marches, singing in an
55
alien tongue.
A portal to another realm opens, revealing a city both alien and fa-
56
miliar.
A mountain begins to hum loudly, frightening local tribes and shak-
61
ing nearby settlements.
62 A dead river flows again, its waters reflecting ghostly faces.
63 A cursed ship sails on land, leaving tracks of melted glass in its wake.
64 A statue whispers ancient secrets when bathed in moonlight.
A strange, new constellation appears in the sky, and people begin
65
hearing voices.
A relic glows brighter as you approach, warning you of unseen dan-
66
gers.
ADVENTURE TABLES 109
TRIBAL ORIGINS AND RITES OF PASSAGE
D66 Origin or Rite
Skycaller Initiation: Must ride a wild beast through a deadly storm
11
to prove their bond with the wind.
Bloodwater Baptism: The tribe’s shaman marks the initiate with a
12
pattern of cuts, which must be bathed in sacred swamp water.
Bonecarver Ceremony: Initiates carve a weapon from the bones of
13
a slain predator to claim their place as a warrior.
Trial of Shadows: Survive alone in the forest for a full moon, evad-
14
ing both predators and the Forest King’s watchful eye.
Scorched Rite: Walk barefoot across hot coals to demonstrate en-
15
durance and resolve.
River Reckoning: Swim across a treacherous river and return with
16
a token of the spirits’ favor.
Sky Burial Watch: Spend a night on a mountaintop, meditating
21
with the bones of the ancestors.
Masking Ritual: Wear a mask crafted by the elders until the tribe
22
determines you’ve proven your true face.
Storm-Dance Duel: Face a rival in a ceremonial fight atop a storm-
23
swept ridge.
Death’s Rebirth: Simulate death by burial under the earth, only to
24
emerge renewed.
Feather Hunt: Capture the feather of a monstrous bird to gain the
25
tribe’s blessing.
Firekeeper Vigil: Tend a sacred fire for three days without letting it
26
extinguish.
110 LONER: STEEL & SORCERY
D66 Origin or Rite
Spirit Walk: Travel into the Veil of Muon and return with a vi-
31
sion—or risk being lost forever.
Cleansing of the Fangs: Gather the venom of a deadly predator to
32
anoint your weapon.
Battle of the Ancestors: Reenact an ancient battle to learn the
33
tribe’s history and find your role within it.
Hunt of the Titan’s Shadow: Chase a mythical beast across the
34
steppes and return with a trophy.
Bloodbrother Pact: Forge a lifelong bond with another initiate
35
through shared trials and a blood oath.
Song of the Skycaller: Craft and play a melody on a wind-hollowed
36
bone flute during a gale.
Earthbinding Rite: Bury your weapon in sacred ground and re-
41
trieve it after fasting for three days.
Ancestor’s Echo: Commune with the spirits to receive your tribal
42
name and purpose.
Wolf Hunt Ceremony: Join a pack of hunters to slay a beast said to
43
be cursed by an enemy tribe.
Bonefire Leap: Leap through a roaring bonfire while elders chant
44
blessings for courage.
Forest’s Claim: Allow the jungle to mark you with its thorns, grant-
45
ing you its protection—or curse.
Spiritblade Baptism: Bathe your weapon in a sacred pool to bind it
46
to your soul.
ADVENTURE TABLES 111
D66 Origin or Rite
Ghost Vision: Inhale the fumes of a sacred herb and recount your
51
vision to the elders.
Mark of the Sun: Burn a sigil into your skin to prove your resolve
52
to the tribe’s protector deity.
Trial of Silence: Spend one season alone, speaking no words, until
53
you return with proof of your survival.
Riverstone Carving: Shape a stone into a talisman, channeling the
54
guidance of the river spirits.
Ancestor’s Feast: Prepare and serve a feast in honor of a long-dead
55
hero, ensuring their favor.
Fangtooth Duel: Face an elder in combat, fighting with ceremonial
56
bone daggers.
Night of the Eclipse: Endure the terrors of a moonless night in a
61
cursed region without aid.
Weeping Roots Ritual: Drink the sap of a sacred tree to connect
62
with the Weeping Forest.
Thundershield Trial: Forge and bless a shield to withstand a
63
storm’s fury.
Spirit’s Mask: Create and wear a mask to reflect the ancestor who
64
will guide your path.
Bonebridge Crossing: Walk a bridge made of bones over a treach-
65
erous canyon to prove balance and courage.
Falling Star Watch: Witness a celestial event and interpret its
66
meaning for the tribe’s future.
112 LONER: STEEL & SORCERY
UNUSUAL TRAITS OR QUIRKS FOR NPCS
D66 Trait or Quirk
11 Speaks only in riddles and claims to have no memory of their origins.
Wears a mask at all times, hiding scars said to be inflicted by an an-
12
gry god.
Collects teeth from fallen foes and strings them into elaborate neck-
13
laces.
14 Laughs uncontrollably when nervous or lying.
Has an intense fear of shadows, carrying dozens of lanterns to ward
15
them off.
16 Never eats food prepared by others, claiming it’s always poisoned.
21 Bears glowing tattoos that shift with their emotions.
22 Insists they are haunted by the ghost of their twin sibling.
Hums ominous tunes when danger approaches, seemingly without
23
noticing.
Wields an oversized weapon that they claim is cursed to never let
24
them rest.
25 Constantly sketches maps, even of places they’ve never been.
Speaks in the third person and refers to themselves as their weapon’s
26
servant.
ADVENTURE TABLES 113
D66 Trait or Quirk
Carries a jar of glowing fireflies, calling them “ancestors” who guide
31
them.
32 Has a patch of fur, scales, or feathers growing from their skin.
33 Always seems to know what time it is, even in complete darkness.
34 Frequently makes offerings to invisible spirits.
35 Cracks their knuckles loudly before making any decision.
36 Claims to have “borrowed” their body from someone else.
41 Has a voice that echoes unnaturally in enclosed spaces.
42 Often finishes others’ sentences with uncanny accuracy.
Refuses to walk through doorways, always climbing through win-
43
dows instead.
Only eats raw meat, believing it strengthens their bond with preda-
44
tors.
Their shadow behaves independently, mimicking actions before they
45
occur.
46 Repeatedly forgets their name and must check a note to remember it.
114 LONER: STEEL & SORCERY
D66 Trait or Quirk
Claims to be the reincarnation of a hero but can’t remember the de-
51
tails.
52 Speaks to their weapon as if it’s alive—and it might be.
53 A thick scar across their throat makes their voice unnervingly raspy.
Wears mismatched armor scavenged from fallen enemies, claiming
54
it’s a trophy.
Tends to a small, otherworldly creature they keep hidden in their
55
cloak.
56 Has a different accent or mannerism each time you meet them.
61 Seems to instinctively know when someone nearby is lying.
Can’t stop staring at the moon, speaking cryptic phrases about its
62
phases.
63 Has a strange fascination with fire, staring into flames for hours.
64 Collects trinkets from ruins, even if they’re useless.
65 Leaves cryptic symbols wherever they camp.
Sometimes falls into a trance, claiming to hear a voice that predicts
66
danger.
ADVENTURE TABLES 115
PERSONAL GOALS AND HIDDEN AGENDAS
D66 Goal or Agenda
11 Seeking revenge against a rival who betrayed them during a raid.
12 Secretly working to resurrect a loved one using forbidden rituals.
Wishes to overthrow their leader and claim the tribe or city for
13
themselves.
14 Searching for an artifact that will prove their divine lineage.
15 Plans to unite warring tribes under their rule, no matter the cost.
16 Desires to open a portal to another realm to learn its secrets.
Has sworn to protect a child destined for greatness but refuses to re-
21
veal why.
22 Wants to discover the lost location of a mythical treasure hoard.
23 Hopes to earn favor with a god by completing an impossible task.
Seeks to destroy all remnants of a forgotten civilization they deem
24
heretical.
Intends to free an imprisoned elder spirit, even if it risks great de-
25
struction.
26 Trying to secure enough wealth to retire far from conflict.
116 LONER: STEEL & SORCERY
D66 Goal or Agenda
Desires vengeance on the descendants of those who wronged their
31
ancestors.
32 Dreams of taming a legendary beast to prove their worth.
Wishes to broker peace between two rival factions, hiding personal
33
stakes.
34 Is trying to conceal their cursed lineage from others.
35 Hopes to achieve immortality through sorcery, at any price.
Plans to sabotage a powerful faction they believe threatens the
36
world.
41 Seeks redemption for a past mistake that led to many deaths.
42 Desires to master a forbidden form of magic to challenge the gods.
43 Secretly working as a spy for a rival faction.
44 Aims to restore an ancient ruin to its former glory.
45 Wishes to destroy an artifact tied to their family’s shameful history.
46 Plans to usurp their mentor or master when the time is right.
ADVENTURE TABLES 117
D66 Goal or Agenda
51 Believes they are destined to become a hero from a prophecy.
52 Hopes to cure a magical affliction that slowly consumes them.
53 Aims to protect an endangered tribe or species from exploitation.
Wants to claim vengeance against a supernatural entity that
54
wronged them.
55 Seeks to destroy all magic, believing it to be a curse upon the world.
56 Intends to gain enough power to challenge their ruling deity.
61 Wants to find a lost sibling taken by slavers or raiders.
62 Plans to betray their current companions at a critical moment.
63 Desires to destroy a rival faction by spreading discord and rumors.
Hopes to preserve their tribe’s dying traditions by creating a lasting
64
legacy.
Is hunting for a mythical being they believe holds all the answers
65
they need.
66 Wishes to ascend to godhood to “fix” the world in their image.
118 LONER: STEEL & SORCERY
UNIQUE WEAPONS WITH A DARK HISTORY
D66 Weapon
Bloodfang Blade: A sword that grows sharper with each life it takes,
11
but saps its wielder’s strength.
Shroudclaw: A dagger that cloaks its user in shadow, but whispers
12
secrets to nearby enemies.
Ashstrike Spear: Forged in volcanic fire, it burns its enemies but
13
slowly chars its wielder’s flesh.
Moonveil Bow: Arrows fired from it strike true under moonlight
14
but falter in daylight.
Ebonhammer: A weapon that shatters bones effortlessly but crum-
15
bles when used against stone.
Wailstone Axe: Emits a chilling scream when swung, unnerving
16
foes—and allies.
Venombrand Sword: Inflicts lingering poison but corrupts its
21
wielder’s mind.
Doomspike Lance: A weapon that impales multiple foes but binds
22
their souls to the wielder.
Rustfang Dagger: Inflicts wounds that never heal, but rusts further
23
with every use.
Gravecall Staff: Summons skeletal allies at the cost of the wielder’s
24
vitality.
Stormrider’s Blade: Calls down lightning but becomes impossible
25
to wield in calm weather.
Hollowfang Bow: Fires arrows that cannot be seen or heard but
26
drain the wielder’s blood.
ADVENTURE TABLES 119
D66 Weapon
Soulforge Maul: Breaks the will of enemies but slowly steals the
31
wielder’s memories.
Blightblade: Wounds left by this sword fester unnaturally, but its
32
wielder becomes marked by decay.
Shardfire Staff: Channels devastating flame but permanently scars
33
its wielder with each use.
Ironleaf Shield: Deflects all but the strongest blows but makes its
34
user susceptible to magic.
Mirrorsteel Sword: Reflects its wielder’s image in its blade, twist-
35
ing with each kill.
Thunderclaw Gauntlet: Grants immense strength but forces its
36
wielder into blind rages.
Frostbite Axe: Freezes flesh instantly, but numbs the wielder’s
41
hands with prolonged use.
Serpentfang Spear: Strikes with venomous precision but must be
42
bathed in blood daily.
Crimson Veil Blade: Renders the wielder invisible when un-
43
sheathed but drains their life force.
Obsidian Howl: A curved blade that lets out an eerie howl when
44
swung, attracting predators.
Ironroot Bow: Arrows grow into vines, binding foes, but the bow
45
slowly entangles its wielder.
Wraithcaller Sword: Summons specters to fight alongside its
46
wielder but demands their life as payment.
120 LONER: STEEL & SORCERY
D66 Weapon
Lanternblade: Illuminates the darkest paths but reveals the
51
wielder’s location to all nearby.
Blackwater Staff: Controls water but corrupts it into a toxic sludge
52
over time.
Starborn Mace: Strikes with the force of a meteor but burns the
53
wielder’s hand with each swing.
Dreadthorn Bow: Arrows grow into thorny brambles, but they
54
pierce friend and foe alike.
Voidlash Whip: Lashes tear reality itself but slowly unravel the
55
wielder’s sanity.
Bonegrinder Flail: Gains power with every kill, but the chain tight-
56
ens around the wielder’s wrist.
Stormbound Javelin: Soars farther than any normal spear, but be-
61
comes lost after every throw.
Cursed Crown Blade: Grants visions of its previous wielders, but
62
each vision worsens the wielder’s paranoia.
Shadowpiercer Rapier: Passes through armor like air but becomes
63
brittle in sunlight.
Soulbreaker Halberd: Rends both body and soul but grows heavier
64
with each use.
Phoenixfang Sword: Heals its wielder when it kills but bursts into
65
flames if swung too often.
Eclipse Blade: A sword of absolute darkness that steals light, but
66
blinds its wielder over time.
ADVENTURE TABLES 121
WARRIOR TRADITIONS
D66 Tradition
Storm Dancers: Warriors who fight with curved blades, their
11
movements mirroring lightning strikes.
Bonecarvers: Use weapons carved from prey and adorn themselves
12
with trophies of hunts.
Shieldweavers: Form unbreakable phalanxes using intricately
13
interlocked shields.
Bloodsingers: Chant battle hymns that inspire allies and terrify
14
enemies.
Ghostblades: Strike swiftly and vanish, leaving only whispers
15
behind.
Flamebearers: Fight with flaming weapons, their battles spectacles
16
of fire.
Windriders: Mounted warriors who use their speed to overwhelm
21
enemies.
Death’s Echo: Duelists who reenact the motions of ancient heroes
22
in battle.
Stonehearts: Fight with hammers, claiming unyielding resolve from
23
the mountains.
24 Serpentfangs: Rely on venom-coated weapons and stealth.
Blightwalkers: Warriors who endure cursed terrain and inflict
25
sickness upon their foes.
Skycallers: Use weapons imbued with elemental power, often
26
blessed by storms.
122 LONER: STEEL & SORCERY
D66 Tradition
Firebrands: Set traps to ignite the battlefield, causing chaos before
31
charging.
Riftclimbers: Experts in fighting at high altitudes or precarious
32
terrain.
Ironleaves: Use enchanted wooden weapons, blending nature’s
33
power with deadly precision.
Wavebreakers: Wield tridents and fight with the rhythm of the
34
sea.
35 Wraithbinders: Channel the spirits of the dead for added strength.
Doomcallers: Use loud warhorns to disorient and demoralize their
36
enemies.
Sunwalkers: Rely on the blessings of light to blind and purify their
41
foes.
Thunderstriders: Charge into battle with spears, shattering enemy
42
formations.
Frostfangs: Use ice-infused weapons, leaving their foes frozen in
43
fear.
Bladewhisperers: Duelists who can disarm opponents with a single
44
precise move.
45 Necroguards: Protect their leaders using undead-enhanced tactics.
46 Veilwalkers: Strike from the shadows, retreating before retaliation.
ADVENTURE TABLES 123
D66 Tradition
51 Stonelords: Excel in ambush tactics, blending into rocky terrain.
Dawnchasers: Fight with fire-lit weapons, claiming dawn as their
52
inspiration.
Cindershields: Carry charred shields that can reflect heat and fire
53
back at enemies.
Lifebinders: Use vines and thorns to entangle foes while striking
54
from afar.
55 Ashcloaks: Fight surrounded by smoke, confusing their enemies.
Bladeshards: Use shattered weapons for chaotic but effective
56
strikes.
Skyborn: Train alongside giant birds, often launching aerial
61
assaults.
62 Wolfkin: Fight as packs, howling to unnerve their prey.
Bloodstone Legion: Paint themselves with blood and mud, creating
63
terrifying visages.
Voidwalkers: Infuse their weapons with dark energy to weaken
64
their foes.
Eclipsed Blades: Fight during solar eclipses, using the chaos of
65
shadow to their advantage.
Starseekers: Use celestial phenomena to time their attacks for
66
maximum effect.
124 LONER: STEEL & SORCERY
TRAITS OF RIVAL ADVENTURERS
D66 Trait
11 Believes themselves to be the true protagonist of every encounter.
12 Refuses to use weapons and fights barehanded for honor.
13 Always carries a cursed item they refuse to part with.
14 Hoards treasure compulsively, even if it endangers the group.
15 Has an intense rivalry with another NPC in your group.
16 Claims to follow the gods but ignores any sign of divine displeasure.
21 Obsessed with collecting rare and dangerous creatures.
22 Speaks in cryptic phrases, often confusing allies and enemies alike.
23 Carries a sentient weapon with its own motives.
24 Has a tragic backstory they share constantly, looking for sympathy.
25 Refuses to wear armor, insisting their speed will keep them safe.
26 Constantly underestimates the danger of every situation.
ADVENTURE TABLES 125
D66 Trait
31 Keeps detailed records of their exploits, embellishing liberally.
32 Treats every fight as a grand spectacle, narrating their own moves.
33 Has a price on their head and is hunted wherever they go.
34 Will betray anyone for the right price or opportunity.
35 Pretends to be a noble but is clearly lying.
Competes with you to collect magical artifacts, no matter the conse-
36
quences.
41 Is terrified of supernatural creatures but hides it poorly.
42 Frequently takes credit for victories they didn’t earn.
43 Challenges party members to duels for trivial reasons.
44 Believes they are cursed and blames every setback on the curse.
45 Has a debt to a dangerous faction they’re hiding from.
46 Secretly sabotages allies to ensure they come out on top.
126 LONER: STEEL & SORCERY
D66 Trait
Has a vendetta against a specific monster or faction, often derailing
51
plans.
52 Insists on leading every group they join, regardless of their skills.
53 Is a secret agent for a powerful faction, collecting information.
54 Hides a deadly magical affliction they fear will destroy them.
55 Wields a weapon so ostentatious it’s impractical in combat.
Constantly compares their exploits to a famous adventurer they idol-
56
ize.
61 Has a second identity they switch to when it benefits them.
Obsessed with finding an ancient relic they believe will grant them
62
godhood.
63 Repeatedly steals from allies and blames others.
64 Refuses to kill, even when it puts others in danger.
65 Secretly working against the group to further their own goals.
66 Will stop at nothing to recover a lost family heirloom.
ADVENTURE TABLES 127
WEATHER CONDITIONS AND THEIR EFFECTS
D66 Condition
11 Clear Skies: Easy navigation; morale improves for the day.
Overcast: Shadows are duller; stealth checks gain Advantage but
12
morale falters.
13 Light Rain: Slows travel slightly; foraging checks have Advantage.
Heavy Rain: Travel speed halved; visibility reduced. Rivers swell
14
dangerously.
Foggy: Visibility limited to a few feet; stealth checks gain Advantage,
15
but navigation suffers.
Thunderstorm: Lightning strikes and flooding threaten. All ranged
16
attacks have Disadvantage.
Windy: Loose items or light structures are at risk; ranged attacks
21
suffer Disadvantage.
Hailstorm: Hailstones cause minor damage over time; perception
22
checks are harder.
Blistering Heat: Exhaustion risks increase. Water consumption
23
doubles.
Freezing Cold: Movement slows, and frostbite becomes a danger
24
without proper protection.
Snowfall: Navigation becomes difficult. Fresh tracks may reveal or
25
betray travelers.
Dust Storm: Sight is completely obscured. Breathing becomes
26
difficult without cover.
128 LONER: STEEL & SORCERY
D66 Condition
Supernatural Calm: The air is unnervingly still. Predators are
31
more likely to strike.
Radiant Sunset: The beauty inspires awe. Gain Advantage on
32
morale checks, but predators stalk at dusk.
Eerie Night Fog: Figures or shapes appear within the mist, possibly
33
illusory.
Howling Winds: Strange voices seem to speak through the gusts.
34
Navigation becomes dangerous.
Ashfall: Grey ash rains down, making tracks impossible to follow
35
and causing respiratory discomfort.
Blinding Light: An unexplained brightness bathes the land,
36
disorienting all.
Sudden Storm: A freak deluge appears from nowhere, forcing an
41
immediate search for cover.
Magical Rain: Rain droplets shimmer with strange energy, causing
42
minor mutations or visions.
Starless Night: The stars vanish, leaving complete darkness. Travel
43
is impossible without light sources.
Auroras: Colorful lights dance across the sky, distracting or
44
mesmerizing travelers.
Time-Freeze Fog: Inexplicably, time seems to slow within a heavy
45
mist.
Lightning Barrage: The storm strikes with unusual precision,
46
targeting metallic objects.
ADVENTURE TABLES 129
D66 Condition
Pollen Drift: Thick clouds of pollen choke the air, causing sickness
51
or hallucinations.
Searing Winds: Winds from the Wastelands carry heat intense
52
enough to blister skin.
Frozen Gale: Winds freeze everything they touch; exposed flesh
53
suffers instant frostbite.
54 Blood Rain: Red droplets fall, raising fear and morale penalties.
Storm of Echoes: Thunder repeats as whispered voices. Some claim
55
they hear prophecy.
Firestorm: Fiery winds scour the land, reducing visibility and
56
sparking wildfires.
Shadow Eclipse: A partial eclipse unnerves the party; luck seems to
61
falter.
Mirage Lights: The landscape shimmers with illusions, leading to
62
disorientation.
Ice Needles: Tiny ice crystals rain down, inflicting small but
63
persistent injuries.
64 Crimson Horizon: A blood-red sunset seems to foretell danger.
Rainbow Veil: A beautiful prismatic curtain obscures the horizon,
65
hiding unknown dangers.
Cursed Drizzle: A light rain causes a sense of dread; those caught in
66
it report disturbing dreams.
130 LONER: STEEL & SORCERY
ENVIRONMENTAL HAZARDS
D66 Hazard
11 Quicksand: A seemingly stable path hides a treacherous sinkhole.
Venomous Insects: A swarm of biting insects forces the group to
12
find cover.
Rogue Boulder: A sudden landslide sends boulders tumbling toward
13
the party.
Collapsed Trail: A key path crumbles into a steep ravine, requiring
14
detours or clever navigation.
Carnivorous Plants: Large, camouflaged plants snap at unwary
15
travelers.
Poisonous Spores: Fungi release clouds of spores that cause sickness
16
or hallucinations.
Flooded Path: A swollen river or swamp blocks passage, requiring
21
improvisation to cross.
Rockfall: Loose debris from above rains down, causing injury and
22
blocking the path.
Magnetic Disturbance: Metal objects behave erratically, and
23
navigation tools fail.
Petrifying Mist: A fog slowly turns living beings to stone if they
24
linger too long.
Erupting Geyser: Scalding water bursts from the ground,
25
threatening burns and upheaval.
Tree Collapse: A massive tree falls without warning, crushing
26
anything below.
ADVENTURE TABLES 131
D66 Hazard
Echoing Cries: Strange noises distract and unsettle the group,
31
leading them off track.
Hidden Predator: A predator hides nearby, striking when the
32
group is at its weakest.
Toxic River: Water is tainted with toxins, unusable for drinking or
33
foraging.
Windswept Fire: A wildfire ignites, moving swiftly toward the
34
group.
Sunken Caves: A hollow area collapses underfoot, swallowing
35
anything on top.
Haunting Howls: Supernatural screams echo through the air,
36
sapping morale.
Swarming Creatures: Mice, insects, or small predators swarm
41
unexpectedly, overwhelming the group.
Enchanted Stones: Stepping on these glowing stones induces vivid
42
nightmares or hallucinations.
Cursed Idol: A small shrine tempts curious travelers, cursing those
43
who disturb it.
Mirage Heatwaves: Hallucinations distract and disorient the party,
44
wasting time and supplies.
Living Vines: Vines suddenly animate, attempting to drag travelers
45
into the undergrowth.
Whispering Breeze: The wind carries strange, distracting voices
46
that may mislead the group.
132 LONER: STEEL & SORCERY
D66 Hazard
Spike Traps: Old hunting traps hidden beneath debris threaten
51
limbs and lives.
Tar Pits: The ground collapses into bubbling, inescapable tar,
52
threatening to engulf travelers.
Sudden Chasm: A new rift in the ground forces the group to
53
reroute.
Fungal Growth: A massive fungus emits spores that cause
54
drowsiness or aggression.
Petrified Forest: The path winds through a silent, eerie expanse of
55
stone trees.
Ancient Snare: A forgotten hunting trap is still functional,
56
ensnaring travelers.
Shifting Sands: Loose sand creates illusions of stability, risking
61
entrapment.
Skyfall Crystals: Shards of magical crystal rain from above,
62
dangerous but valuable.
Predatory Fog: The mist seems to follow travelers, hiding lurking
63
creatures.
Geyser Eruption: Boiling steam explodes without warning,
64
scorching the landscape.
Forgotten Graveyard: A haunted burial site triggers unexplained
65
phenomena.
Temporal Rift: The area distorts time, causing travelers to lose
66
hours or even days.
ADVENTURE TABLES 133
MYSTERIOUS RUINS AND TEMPLES
D66 Ruins or Temples
Sunken Ziggurat: Half-buried in swampy terrain, its steps are
11
overgrown with moss, and eerie lights shine from within.
Cursed Shrine: A small altar surrounded by withered vegetation,
12
with a faint hum of dark energy emanating from it.
Forgotten Vault: Hidden behind a crumbled rockfall, it contains
13
gold coins but an ominous warning etched into the walls.
Titan’s Rest: A massive humanoid skeleton sprawls across the ruins,
14
with an ancient spear embedded in its ribcage.
Bloodstone Monolith: A towering red stone hums with power, its
15
inscriptions glowing faintly in moonlight.
Temple of Whispers: Murmurs echo from its darkened halls,
16
warning intruders to turn back—or face unknown consequences.
Star-Fall Spire: A crumbled spire made from meteorite fragments,
21
still pulsing with alien energy.
Skyward Steps: A stairway ascending into mist; those who climb
22
higher often disappear.
Echoing Tomb: Sounds in the area repeat unnaturally, as though
23
the space bends time and memory.
Petrified Cathedral: This massive ruin is encased in stone, as if
24
frozen in the middle of a cataclysm.
Golden Canopy: A ruin overtaken by immense, gold-leafed trees
25
that glow faintly in the dark.
Abyssal Gate: A massive black archway carved with glyphs that
26
seem to shimmer when viewed directly.
134 LONER: STEEL & SORCERY
D66 Ruins or Temples
Rift Shrine: The ruins pulse with unnatural energy, and an open
31
portal flickers in and out of existence.
Obsidian Watchtower: Perched on a cliff, it radiates a dark aura
32
and overlooks the wastelands below.
Veiled Pyramid: Covered in layers of fine sand, the pyramid’s tip
33
reveals a crystal that catches the sun’s rays unnaturally.
Temple of the Crawling Vines: Every surface is covered with
34
living plants, and the air hums with vitality—or menace.
Sealed Crypt: The entrance is chained shut with runes of warning,
35
yet faint knocking comes from within.
Weeping Ruins: This structure constantly drips water, even in arid
36
climates, creating a strange, chilling echo.
Floating Pillars: A ruined plaza of ancient pillars that hover slightly
41
above the ground.
Mirror Pool Temple: Reflective water lines the halls, and
42
reflections sometimes move independently of their counterparts.
Bone-Guarded Ruins: Skulls and ribcages litter the area, arranged
43
in warning patterns.
Shattered Obelisk: Its broken pieces float mid-air, glowing faintly
44
and humming with barely restrained power.
Temple of Storms: A ruin atop a mountain that crackles with
45
lightning even under clear skies.
Labyrinth of Eternal Night: This ruin is shrouded in darkness
46
that no torch can pierce.
ADVENTURE TABLES 135
D66 Ruins or Temples
Crystal Choir Cavern: Within the ruin, singing crystal formations
51
create haunting melodies.
Shadowed Hall: Every light brought here dims unnaturally, and
52
shadowy figures flicker just out of view.
Rift of Flame: This cracked temple floor occasionally bursts with
53
searing jets of fire.
Skyblade Altar: A sword floats above an ancient altar, but the air
54
around it feels heavy and menacing.
Entwined Grove: Massive tree roots form halls and chambers,
55
intertwining with ancient stone.
Temple of the Hollow God: A colossal statue dominates the ruin,
56
but its head is missing, leaving an eerie void.
Gold-Spined Arch: Glittering spines of gold line the entrance, but
61
touching them creates strange auditory hallucinations.
Eclipse Temple: The temple’s carvings depict an unending eclipse,
62
and its altar bleeds black ichor.
Veilspire Ruins: A tower cloaked in mist that refuses to dissipate,
63
hiding untold treasures—or dangers.
Burned Ziggurat: Scorched and crumbling, its remaining carvings
64
speak of a long-forgotten fire deity.
Runed Coliseum: The arena thrums with power, and ghostly
65
combatants replay ancient battles.
Starshard Observatory: The structure contains broken
66
instruments, but the heavens themselves seem closer here.
136 LONER: STEEL & SORCERY
RANDOM JUNGLE ENCOUNTERS
D66 Encounter
A pack of brightly feathered raptors stalks the party from the under-
11
growth.
A gigantic snake silently coils around a nearby tree, observing travel-
12
ers.
A carnivorous plant snaps at the unwary, with treasure glittering
13
among its roots.
14 A swarm of venomous insects clouds the air, attacking relentlessly.
15 A group of hunters from a local tribe demands tribute for passage.
A glowing, ghostly figure darts between trees, vanishing when ap-
16
proached.
An enormous bird, its wings shimmering with strange patterns,
21
screeches overhead.
A moss-covered ruin looms in the distance, surrounded by flickering
22
lights.
The sound of rushing water leads to a hidden cascade—but some-
23
thing lurks within the pool.
24 A wounded predator blocks the path, desperate and dangerous.
25 A grove of trees animates and moves to block progress.
A shaman from the Ironleaf Clans offers cryptic warnings about the
26
Forest King.
ADVENTURE TABLES 137
D66 Encounter
A deep pit filled with writhing, venomous creatures yawns suddenly
31
ahead.
32 A jaguar with glowing eyes prowls, unafraid of the group.
33 A trail of glowing mushrooms leads into denser jungle.
34 A winged serpent circles above, watching cautiously.
35 Faint singing echoes through the jungle, but no source can be found.
36 The ground trembles as something massive moves nearby.
A tribe of monkey-like creatures throws stones and shrieks, testing
41
the party’s patience.
An old hermit tends a fire and speaks of “ancient spirits” that will
42
awaken soon.
43 A jagged tree trunk is covered in strange, glowing carvings.
44 A dense fog envelops the area, and faint shapes flit just out of sight.
45 A hunter offers to trade, though their goods seem strangely cursed.
46 A blackened skeleton, overgrown with moss, clutches a rusted blade.
138 LONER: STEEL & SORCERY
D66 Encounter
51 A shimmering, multicolored bird sings an unearthly tune.
A jagged scar in the ground leads to an underground cavern filled
52
with echoes.
An enormous, colorful insect clicks and chirps, clearly guarding
53
something valuable.
A nomadic group of Skycallers rests nearby and invites a cautious ex-
54
change of words—or steel.
A predator’s ambush reveals its lair, filled with fresh kills and old
55
treasures.
A grove of trees bears fruit that glows faintly in the dark, tempting
56
but dangerous.
The group stumbles into a field of thorny vines that move unnatu-
61
rally.
A deep, resonant hum fills the jungle, coming from no discernible
62
source.
63 A burst of rain suddenly floods the area, cutting off an escape route.
64 Tracks of a massive predator lead directly to a ruined campsite.
65 A colorful, venomous frog leaps onto a traveler’s gear.
A grove of ancient, humanoid statues is partially reclaimed by the
66
jungle.
ADVENTURE TABLES 139
SCORCHED WASTELAND EVENTS
D66 Event
A massive dust devil sweeps across the plain, scattering loose items
11
and blinding travelers.
12 A distant pillar of fire erupts without warning, its source unclear.
A group of scavengers, gaunt and desperate, approaches seeking
13
aid—or weakness.
Cracks in the ground emit a low, guttural rumbling, followed by
14
bursts of searing heat.
15 A shimmering mirage reveals a hidden oasis—or is it a trap?
A skeletal figure in scorched armor lies half-buried in ash, clutching
16
an unbroken relic.
A predator made of flame stalks the group, vanishing before every
21
attack.
The remains of a caravan, charred and broken, lie scattered across
22
the desert floor.
A strange light pulses under the cracked ground, guiding—or lur-
23
ing—the party onward.
A tribe of Ember Wraiths swarms toward the group, their glowing
24
eyes fixed on intruders.
The party encounters a lone survivor babbling about a “fire god” and
25
a great sacrifice.
A wall of heat suddenly descends, leaving travelers gasping for air
26
and cover.
140 LONER: STEEL & SORCERY
D66 Event
A storm of ash and cinders engulfs the area, forcing the group to
31
seek shelter.
The remains of a once-thriving settlement emerge, its structures
32
warped by intense heat.
A jagged obsidian spire radiates unnatural heat; inscriptions on it
33
glow faintly.
A pack of heat-resistant predators prowls, their glimmering hides re-
34
flecting the sunlight.
A phantom caravan appears on the horizon, vanishing when ap-
35
proached.
A patch of dry, cracked earth suddenly collapses into a network of
36
underground tunnels.
The faint sound of chimes leads to a half-buried shrine covered in
41
soot and ash.
A volcanic fissure belches plumes of sulfurous smoke, revealing
42
molten streams below.
Tracks from a massive, clawed creature disappear into a smoldering
43
gorge.
44 A derelict wagon holds the shattered remains of a powerful artifact.
A shimmering dome of light stands in stark contrast to the waste-
45
land’s bleakness, radiating energy.
A lone figure stumbles forward, burned beyond recognition, begging
46
for help—or mercy.
ADVENTURE TABLES 141
D66 Event
A massive, blackened skeleton lies curled in the desert, half buried in
51
hardened lava.
The group stumbles across a glowing vein of molten minerals in the
52
ground.
A blood-red sunrise illuminates shadowy figures moving unnaturally
53
in the distance.
A mirage reveals a vision of the wasteland’s fertile past, tempting
54
travelers to linger.
The ground underfoot begins to radiate unnatural warmth, melting
55
boots and armor.
A deep, resonant bell tolls across the wasteland, coming from no dis-
56
cernible source.
A weathered obelisk holds the charred names of countless unknown
61
people.
The winds carry eerie, distant laughter that grows louder with no
62
apparent source.
A massive shadow blots out the sun for minutes, but no creature ap-
63
pears in the sky.
A pack of small, fiery creatures skitters along the ground, seemingly
64
toying with the group.
A glowing symbol appears briefly in the ash, matching no known
65
language.
A deadly firestorm rises on the horizon, forcing a desperate race to
66
safety.
142 LONER: STEEL & SORCERY
RIVERLAND MYSTERIES AND FOES
D66 Event or Encounter
A crocodilian beast larger than a boat surfaces near the group, ob-
11
serving them silently.
A strange merchant navigates the river, offering rare goods at suspi-
12
ciously low prices.
The river’s flow suddenly reverses, bringing with it bones and old
13
treasures.
A thick mist rises from the water, obscuring both threats and oppor-
14
tunities.
A rogue shaman on a makeshift raft warns the group to leave before
15
“the spirits rise.”
A school of shimmering, piranha-like fish attacks anything entering
16
the water.
A seemingly abandoned boat drifts toward the group, carrying
21
strange cargo.
River spirits, their forms glistening like liquid, demand tribute for
22
safe passage.
A large aquatic snake glides alongside the party, its scales radiating
23
faint light.
An underwater cavern glows faintly with bioluminescence, beckon-
24
ing the curious.
A small island drifts toward the group, but strange figures stand
25
among the foliage.
A rogue wave washes ashore, carrying with it wreckage from an un-
26
known source.
ADVENTURE TABLES 143
D66 Event or Encounter
An eerie silence descends; all life in and around the water seems to
31
vanish.
32 A makeshift fort built on stilts is under siege by swamp predators.
A massive, half-sunken temple lies within the river, its entrance just
33
barely visible.
A mournful song echoes across the water, coming from an unseen
34
source.
A ghostly ship sails the river at night, offering cryptic warnings be-
35
fore disappearing.
A group of exiles from a nearby city begs for aid, pursued by river
36
raiders.
A whirlpool forms suddenly, revealing the wreckage of a long-lost
41
vessel.
A shimmering, humanoid figure rises from the river and stares
42
silently before vanishing.
43 A rival adventuring party blocks the way, demanding passage fees.
The group encounters an enormous, ancient dam guarded by
44
strange, animate statues.
An unusual current draws the group toward a network of submerged
45
ruins.
A nomadic clan of river dwellers offers guidance—but at a steep
46
price.
144 LONER: STEEL & SORCERY
D66 Event or Encounter
The waters rise inexplicably, sweeping debris and threats toward the
51
group.
A sleek, scaled predator emerges from the river, tracking the party as
52
prey.
A floating tree trunk suddenly animates, attacking with tendrils and
53
gnarled limbs.
A thick layer of algae glows faintly, concealing dangerous predators
54
below.
A sudden deluge from the mountains floods the river, threatening to
55
sweep away the group.
56 A group of river nomads offers trade but conceals a deadly secret.
A stranded merchant’s barge carries rare goods—and a cursed arti-
61
fact.
62 A massive water serpent rises, its scales marked with glowing runes.
63 Strange, human-like shapes drift just below the water’s surface.
A makeshift raft bearing wounded warriors drifts toward the group,
64
its story unclear.
65 A submerged ziggurat’s carvings glint with faint, otherworldly light.
A whirlpool reveals an entrance to an underwater cavern filled with
66
ancient treasures.
ADVENTURE TABLES 145
HIGH MOUNTAIN PERILS
D66 Peril or Event
A sudden rockslide crashes down the slope, forcing a desperate
11
scramble for safety.
12 The group’s path is blocked by a massive, frost-covered boulder.
Thin air causes lightheadedness and hallucinations, making progress
13
treacherous.
A nest of gigantic, predatory birds looms above, watching the group
14
intently.
15 A narrow bridge of ice spans a deep chasm, cracking under weight.
16 A storm rolls in, bringing fierce winds and freezing sleet.
21 A cavern offers shelter but is occupied by a territorial predator.
22 The distant sound of crashing echoes—avalanche danger looms.
A mountain shrine emits faint, harmonic tones, seemingly out of
23
nowhere.
A strange hermit offers cryptic advice but demands a toll for his wis-
24
dom.
A hidden crevasse opens beneath a traveler’s feet, threatening to
25
swallow them whole.
26 A thunderous roar signals the presence of a territorial frost wyrm.
146 LONER: STEEL & SORCERY
D66 Peril or Event
High-altitude storms form out of nowhere, lashing the group with
31
lightning.
A group of mountain nomads warns of forbidden peaks and unseen
32
dangers.
A treacherous ledge crumbles, forcing the group to find another
33
route.
A shimmering ice wall reflects distorted versions of the party, which
34
seem to move on their own.
35 A mountain spirit demands an offering in exchange for safe passage.
A flock of massive birds attacks, using the strong winds to their ad-
36
vantage.
A frozen skeleton clutches a map or journal with cryptic notes about
41
the peaks.
A fissure in the rock glows faintly, radiating warmth and unnatural
42
energy.
A natural stone bridge spans a dizzying chasm, but strong winds
43
make crossing perilous.
The sound of heavy wingbeats grows louder as a predator circles
44
overhead.
An ancient, broken watchtower juts from the cliffside, offering shel-
45
ter—or danger.
46 Strange, glowing veins of minerals in the cliff face exude a faint hum.
ADVENTURE TABLES 147
D66 Peril or Event
The group finds a hidden mountain shrine, its offerings untouched
51
for centuries.
52 The footprints of a massive beast lead into a narrow, ice-filled gorge.
A glowing mist rises from the valley, obscuring everything in eerie
53
light.
54 The wind carries haunting voices, whispering cryptic warnings.
A massive snowdrift collapses, revealing a hidden path—or a buried
55
danger.
56 A rival expedition approaches, claiming the path as their territory.
A dead mountaineer is discovered, clutching a relic or journal with
61
urgent warnings.
A strange melody echoes from an ice cave, luring travelers toward its
62
depths.
A sudden earthquake shakes the peaks, creating chaos and blocking
63
trails.
A vertical cliff blocks the way, and the climbing route is riddled with
64
dangers.
The tracks of a large, clawed creature lead to a cavern with glowing
65
crystal formations.
The summit reveals ancient ruins, but the air thrums with ominous
66
energy.
148 LONER: STEEL & SORCERY
UNIQUE FEATURES OF CITY-STATES
D66 Feature
Skywalk Canals: Elevated aqueducts serve as both waterways and
11
bustling markets.
Hanging Gardens: Verdant terraces spill over the city walls,
12
maintained by sacred gardeners.
Obsidian Domes: The rooftops of the ruling district gleam darkly,
13
catching and refracting sunlight.
Living Walls: The city’s defensive walls are covered in enchanted
14
moss and vines that repel intruders.
Crystal Lanterns: Streets are lit by magical crystals that hum with
15
faint, calming melodies.
Sunken Districts: Entire neighborhoods lie partially underwater,
16
accessible only by gondola.
Eternal Flame Plaza: A central flame burns perpetually, said to be
21
blessed by the gods.
Whispering Alleyways: Certain streets amplify whispers, allowing
22
secret conversations across vast distances.
Stone Guardians: Enormous, animate statues patrol the city,
23
enforcing its laws with silent precision.
Market of Echoes: A vast bazaar within a cavern that reflects every
24
sound, creating an overwhelming cacophony.
Shifting Streets: Sections of the city change layout at night,
25
allegedly to confuse intruders.
Rooftop Shrines: Every building is crowned with a miniature
26
shrine dedicated to a local god.
ADVENTURE TABLES 149
D66 Feature
Veiled Courtyards: Ornate silk drapes shroud open-air spaces
31
where only the elite may gather.
Stilted Periphery: The outer neighborhoods are raised on stilts
32
above marshy ground, prone to sudden collapse.
Labyrinthine Catacombs: A sprawling underground network
33
connects the city’s districts, but also hides criminals and monsters.
Bloodwell Fountain: A central fountain dyed red by minerals,
34
rumored to have magical properties.
Mirror Walls: Polished surfaces throughout the city reflect
35
passersby, occasionally revealing things they’d rather keep hidden.
Basilisk Gardens: Enchanted sculptures of petrified creatures adorn
36
a royal promenade.
Floating Markets: Entire merchant districts operate on rafts,
41
drifting through canals or rivers.
Chiming Spires: The tallest towers ring out melodies when struck
42
by the wind.
Golden Bridges: The city’s bridges shimmer as if made of solid gold,
43
though they are merely painted.
Moonlit Amphitheater: An outdoor performance space enchanted
44
to glow under moonlight.
Towering Archives: A central library rises above the city,
45
containing forbidden knowledge under heavy guard.
Sacrificial Plaza: A grand square where offerings to the gods are
46
held, drenched in sacred blood.
150 LONER: STEEL & SORCERY
D66 Feature
Shadow Market: A hidden bazaar that appears only during the
51
darkest nights, selling cursed and forbidden goods.
Living Statues: Monumental figures that change pose each sunrise,
52
said to watch over the city’s destiny.
Serpent Pools: Ornamental pools where sacred snakes glide through
53
crystalline water.
Clockwork Ziggurat: A mechanical marvel that rotates to follow
54
the sun, aligning perfectly with solstices.
Undying Orchard: A grove within the city that bears fruit year-
55
round, tended by a mysterious order.
Gleaming Spines: Tall, needle-like structures that emit light, visible
56
for miles.
Golden Canal Gates: Intricate gates control water flow, engraved
61
with images of past rulers.
Elder’s Seat: A monumental throne embedded in the city center,
62
carved from a single giant stone.
River Spirit Shrine: A sacred temple built in the middle of the
63
river, accessible only by boat.
Warrior Pillars: Stone columns inscribed with the names of fallen
64
heroes from past battles.
Crimson Aqueducts: Water flows tinged red due to the minerals in
65
the rock, believed to strengthen the drinker.
Ethereal Garden: A park where flowers glow faintly, their scents
66
inducing vivid dreams.
ADVENTURE TABLES 151
LOCAL FESTIVALS AND RITUALS
D66 Festival or Ritual
Festival of the Forgotten: Masks are worn to honor the nameless
11
dead, who are believed to walk among the living during this time.
Raincaller’s Dance: Performed in the city square to summon rain
12
for the crops.
Feast of Chains: Citizens eat symbolic meals to commemorate a
13
past uprising against their oppressors.
Dawnlight Vigil: Participants light torches to ward off darkness
14
until sunrise, believed to protect against lurking spirits.
Moonflower Bloom: Rare flowers open under moonlight, and
15
offerings are made to ensure a bountiful harvest.
The Great Hunt: A competition to capture or slay a mythical beast
16
released into the city outskirts.
The Crimson Tide: The canals run red with dyed water during this
21
festival, honoring the city’s warrior god.
Ritual of Masks: Citizens exchange masks at random, with each
22
symbolizing a different virtue or vice.
The Lantern’s March: A procession of floating lanterns drifts
23
down the river to honor lost souls.
Festival of Reflection: Mirrors are covered or destroyed, believed
24
to trap malevolent spirits during this time.
Day of Reckoning: Public trials and executions are held, framed as
25
divine judgment.
Eclipse Offering: Rare sacrifices are made during a solar eclipse to
26
ensure prosperity for the city.
152 LONER: STEEL & SORCERY
D66 Festival or Ritual
Harvest of the Moon: A festival celebrating the largest moon of the
31
year, complete with banquets and song.
Trial of the Ancestors: Youths reenact heroic deeds from city lore,
32
earning their place in society.
Festival of Whispers: During this silent celebration, citizens place
33
written prayers in public spaces.
Starfall Revelry: An annual celebration under a meteor shower,
34
believed to bless those who make wishes.
Serpent’s Feast: Sacred snakes are adorned with flowers and
35
paraded through the streets.
Day of the Flame: Citizens carry torches from the Eternal Flame
36
Plaza to their homes for good fortune.
Festival of Waking Dreams: A week-long celebration involving
41
hallucinogenic herbs and prophetic rituals.
Rite of the River Spirits: The river is blessed, and travelers are
42
warned to pay proper respects to its guardians.
Great Bell Toll: A massive bell rings throughout the city, marking a
43
day of mourning for the city’s founders.
Golden Bounty: Offerings of gold and grain are made to appease
44
the city’s patron deity.
Shattered Chains Day: An annual reenactment of the city’s
45
liberation from tyranny.
Skyward Festival: Kites shaped like mythical beasts are flown to
46
honor the gods.
ADVENTURE TABLES 153
D66 Festival or Ritual
Labyrinth Walk: Citizens navigate the city’s winding streets,
51
representing life’s unpredictable path.
Sacred Duel: Chosen warriors reenact the city’s founding conflict,
52
drawing massive crowds.
Duskfire Celebration: Bonfires are lit at dusk, and the ashes are
53
scattered in sacred sites for protection.
Festival of Relics: Artifacts from the city’s history are paraded
54
through the streets.
Ceremony of the First Flame: Young priests light a sacred fire to
55
commemorate the city’s founding.
Veil of the Spirits: Citizens wear veils to conceal their faces,
56
honoring spirits who walk unseen among them.
Rite of the Shifting Sands: A symbolic march through a
61
constructed desert, commemorating the city’s origins.
Festival of the Three Suns: Celebrating the gods of dawn, midday,
62
and dusk with offerings and chants.
Rain of Ashes: Marked by ritualized burns of incense and relics,
63
symbolizing renewal from destruction.
Day of Ascension: Celebrates the city’s divine founder, with
64
performances depicting their rise to power.
Golden Harvest Ritual: Farmers bring the season’s first crop to the
65
city for blessing.
Night of the Fallen Star: Commemorating a legendary meteor
66
impact with stargazing and feasts.
154 LONER: STEEL & SORCERY
RUMORS IN THE MARKETPLACE
D66 Rumor
A noble’s prized heirloom was stolen, and some say it was cursed to
11
bring ruin to the thief.
A mysterious masked figure has been seen buying rare herbs and al-
12
chemical supplies.
The city’s ruler has fallen ill, and whispers suggest poison rather than
13
disease.
A section of the catacombs has been sealed off, with guards refusing
14
to explain why.
A long-lost treasure map was sold for a pittance to a wandering ad-
15
venturer.
A local priest has been secretly meeting with a cultist under cover of
16
night.
The blacksmith claims their forge is haunted; strange sounds echo
21
from it after dark.
A ghost has been seen walking the canals, always pointing toward
22
the same direction.
A new merchant sells rare gemstones that are said to glow faintly
23
under moonlight.
24 A secret gambling den is rumored to offer strange, cursed prizes.
Strange claw marks have been found on rooftops near the market-
25
place.
The ruler’s advisor was seen slipping a parchment into the hands of
26
an outsider.
ADVENTURE TABLES 155
D66 Rumor
A merchant claims they sold a weapon to a hero destined to save—or
31
destroy—the city.
An ancient prophecy is being reenacted in the city, and some say dis-
32
aster looms.
33 A shadowy faction plans to raid the treasury during the next festival.
34 A prisoner in the dungeons claims to know the city’s darkest secrets.
A farmer brought a fruit to market that grew glowing patterns
35
overnight.
A cursed artifact was stolen from the archives, and its new owner is
36
marked for doom.
A new performer in the square sings songs that predict tragedies—
41
and they come true.
A beast has been prowling the outer streets, but no one has seen it
42
clearly.
A rival city is rumored to be plotting an attack disguised as a trade
43
envoy.
A merchant offers to sell relics from a long-lost civilization—but
44
they’re unusually cheap.
A black-robed figure has been asking about forbidden rituals and
45
blood sacrifices.
46 A noble has been quietly hiring mercenaries, but for what purpose?
156 LONER: STEEL & SORCERY
D66 Rumor
Someone spotted an unusual glow coming from the old sacrificial al-
51
tar.
A child claims to have found a secret tunnel under the city, but no
52
one believes them.
A beggar in the plaza knows the true history of the city’s founding,
53
or so they claim.
54 A shipment of enchanted weapons was stolen en route to the palace.
55 A strange sickness has struck down workers in the canal district.
A merchant whispers of a hidden treasure hoard beneath the Eternal
56
Flame Plaza.
A cult has begun to spread strange symbols in alleyways and under
61
bridges.
The city’s clocktower has started chiming at odd hours, even when
62
silent for decades.
A local artist’s new sculptures seem unnervingly lifelike—and some
63
are disappearing.
A rogue sorcerer has been sighted at the outskirts, performing illegal
64
enchantments.
A noble family is seeking adventurers to retrieve a lost heirloom
65
stolen generations ago.
A mysterious buyer is paying handsomely for rare artifacts from
66
nearby ruins.
ADVENTURE TABLES 157
ENCOUNTERS IN THE STREETS
D66 Encounter
A masked figure bumps into you, dropping a note with cryptic in-
11
structions.
A group of children challenges you to a game of dice—and they’re
12
suspiciously lucky.
A heavily armored figure follows you at a distance, never getting too
13
close.
A merchant’s cart tips over, spilling its contents, which include
14
strange, glowing objects.
A fight breaks out between rival street gangs, drawing the attention
15
of the city guard.
A beggar offers to sell you information about the city’s secret pas-
16
sages.
A street performer weaves a tale that seems eerily similar to your
21
current situation.
A cloaked figure offers to sell you a map of the city, but it seems in-
22
complete.
A parade suddenly blocks your path, the noise drowning out any
23
chance of stealth.
A pickpocket swipes your coin purse, leading you on a chase through
24
twisting alleys.
A guard captain stops you, claiming you match the description of a
25
wanted fugitive.
A mysterious voice calls out to you from an abandoned building,
26
beckoning you inside.
158 LONER: STEEL & SORCERY
D66 Encounter
A noble’s litter is carried through the streets, and the guards shove all
31
in their way aside.
A group of robed figures chant in an alley, marking the walls with
32
unsettling symbols.
An alchemist’s shop explodes nearby, scattering fragments and po-
33
tions everywhere.
A drunk stumbles into you, muttering about a conspiracy in the
34
palace.
35 A group of street performers accuses you of stealing their coin box.
36 A local guide offers to show you the quickest way out—for a price.
A small creature darts from shadow to shadow, appearing to follow
41
you.
A vendor insists on selling you a rare talisman, claiming it will save
42
your life.
A thief running from the guard drops an item into your hands before
43
vanishing.
A window slams open above you, and someone hurls a bundle of pa-
44
pers into the street.
A pair of rival adventurers blocks your path, demanding you share
45
any recent finds.
A street musician begins playing a melody that fills you with an inex-
46
plicable sense of dread.
ADVENTURE TABLES 159
D66 Encounter
A cart carrying exotic animals overturns, unleashing chaos in the
51
streets.
52 A masked figure silently offers a potion, refusing to say what it does.
A group of street orphans offers to lead you to safety—or ambush
53
you.
A sudden downpour floods the streets, forcing everyone to higher
54
ground.
55 A shadow passes overhead, but nothing appears in the sky.
A cloaked figure warns you not to enter the next street, claiming it’s
56
cursed.
A wild dog starts following you, growling at anyone who gets too
61
close.
A shuttered house suddenly lights up, and faint chanting emerges
62
from within.
A curious child runs up to you, asking strange questions about your
63
past.
A patrol of guards surrounds you, demanding to inspect your be-
64
longings.
A merchant’s stall collapses just as you pass, scattering wares every-
65
where.
A figure in ornate armor blocks your path, challenging you to a duel
66
for honor.
160 LONER: STEEL & SORCERY
POLITICAL SCHEMES AND INTRIGUES
D66 Scheme or Intrigue
11 A noble family secretly funds a rebellion to unseat the current ruler.
The high priest is suspected of forging divine prophecies to manipu-
12
late the city council.
A foreign ambassador is blackmailing key officials to secure control
13
over trade routes.
An influential merchant guild conspires to raise taxes on competing
14
factions.
The ruler’s heir is rumored to be illegitimate, sparking whispers of
15
civil war.
A secret society operates within the city’s elite, controlling decisions
16
behind closed doors.
A general loyal to the crown is accused of plotting a coup, but the ev-
21
idence is suspect.
A rival city-state has planted spies in the palace, feeding false infor-
22
mation to the ruler.
A scandal involving the city’s treasury threatens to expose wide-
23
spread corruption.
A charismatic revolutionary rallies the poor to overthrow the
24
wealthy elites.
A mysterious assassin has been hired to eliminate several key politi-
25
cal figures.
A long-forgotten bloodline emerges, claiming rightful rule over the
26
city.
ADVENTURE TABLES 161
D66 Scheme or Intrigue
A powerful sorcerer offers their allegiance to the ruler—for a price
31
that’s too high.
Two merchant houses feud publicly, but secretly collude to corner
32
the market on rare goods.
A religious faction seeks to expand their influence by ousting rival
33
sects from the city.
The head of the city guard is suspected of aiding criminals in ex-
34
change for bribes.
The ruler has been secretly meeting with a fugitive sorcerer, anger-
35
ing the council.
An ambitious noble plans to discredit their rival by orchestrating a
36
“heroic” rescue.
The city’s leading architect has disappeared, leaving a major project
41
in turmoil.
A powerful artifact is discovered beneath the city, and factions vie
42
for its control.
A visiting dignitary is assassinated, and tensions between cities esca-
43
late.
A rogue adventurer claims to have proof of the ruler’s betrayal of
44
their people.
A shadowy figure has been bribing council members to block a criti-
45
cal alliance.
The ruler’s closest advisor is suspected of using dark magic to control
46
their decisions.
162 LONER: STEEL & SORCERY
D66 Scheme or Intrigue
A foreign power offers a lucrative trade deal in exchange for military
51
support in their wars.
The leader of a prominent guild is framed for a crime they didn’t
52
commit.
The city’s lower class threatens to revolt unless their demands for
53
better living conditions are met.
A key figure in the council disappears under mysterious circum-
54
stances.
A trusted royal guard is revealed to have ties to a notorious criminal
55
faction.
A rival faction spreads rumors that the ruler has made a pact with a
56
forbidden god.
A scholar uncovers a prophecy foretelling the city’s destruction,
61
sparking chaos.
A foreign spy infiltrates the council, manipulating key votes to
62
weaken the city.
The city’s secret police begin targeting innocents in their hunt for
63
conspirators.
A minor noble blackmails a higher-ranking rival to gain control of
64
their estates.
A mysterious benefactor offers generous gifts to the poor, under-
65
mining the ruler’s authority.
The ruler falls mysteriously ill, and the race for succession turns
66
deadly.
ADVENTURE TABLES 163
CRIMINAL FACTIONS AND THEIR GOALS
D66 Faction and Goal
The Shadow Veil: A guild of spies aims to take over the city’s
11
intelligence network.
The Blood Scales: A gang smuggles exotic beasts and sells them as
12
living weapons.
The Night Cloaks: Assassins target key political figures to
13
destabilize the ruling order.
The Iron Masks: Extortionists use magical disguises to impersonate
14
nobles and cause havoc.
The Riftborn Syndicate: A cabal of rogue sorcerers experiments
15
with dangerous rituals to seize power.
The Amber Daggers: This thieves’ guild manipulates the black
16
market for cursed artifacts.
The Ashen Hands: Pyromaniacs spread chaos through arson to
21
demand tribute from terrified citizens.
The Starlight Circle: A cult secretly works to overthrow the
22
government in favor of their deity.
The Whisper Blades: Assassins who aim to monopolize control of
23
all mercenary work in the city.
The Broken Chains: A network of ex-slaves aims to dismantle the
24
city’s economy by sabotaging trade routes.
The Hollow Fangs: A gang traffics in rare poisons, targeting nobles
25
to weaken their influence.
The Rusted Coins: Counterfeiters flood the city with fake currency
26
to destabilize the treasury.
164 LONER: STEEL & SORCERY
D66 Faction and Goal
The Crimson Talons: Warriors-for-hire protect criminals in
31
exchange for a cut of their profits.
The Gilded Knives: A gang of aristocratic criminals controls
32
smuggling routes into the city.
The Serpent’s Tongue: A faction of silver-tongued manipulators
33
spreads false rumors to start riots.
The Black Suns: Enigmatic sorcerers blackmail nobles with
34
knowledge of their darkest secrets.
The Wailing Masks: A gang uses staged hauntings to extort
35
businesses and families.
The Raven Syndicate: Criminal spies infiltrate government
36
positions to pull strings from within.
The Dust Hawks: A gang of rooftop thieves controls illegal routes
41
across the city’s rooftops.
The Obsidian Pact: Shadowy figures deal in cursed items, creating
42
chaos wherever they sell.
The Silent Choir: Muted enforcers terrorize neighborhoods,
43
enforcing their own brutal justice.
The Hollow Daggers: Assassins use ritualistic killings to spread fear
44
and establish dominance.
The Ebon Blades: Mercenaries-for-hire sabotage rivals to protect
45
their exclusive contracts.
The Veiled Crown: An underground faction conspires to place one
46
of their own on the throne.
ADVENTURE TABLES 165
D66 Faction and Goal
The Silver Strands: Smugglers use silk caravans as cover to
51
transport contraband.
The Drowned Sons: Pirates infiltrate inland trade by seizing
52
control of river ports.
The Withered Hands: A group of necromancers traffics in undead
53
laborers for illicit work.
The Ember Wolves: Arsonists aim to burn specific landmarks for a
54
mysterious benefactor.
The Shifting Coin: A cartel dominates gambling dens, ensuring
55
their own agents always win big.
The Gutter Kings: A coalition of beggars manipulates public
56
sympathy to gain power.
The Iron Vultures: Grave robbers deal in ancient artifacts stolen
61
from forgotten crypts.
The Pale Chain: Human traffickers capture and sell people to far-
62
off regions.
The Golden Veil: Pretenders infiltrate noble houses, assuming false
63
identities to steal wealth.
The Smoke Rats: Street thieves spread chaos with timed
64
distractions to mask larger crimes.
The Azure Rings: Fences for rare jewels, they manipulate prices by
65
controlling the supply.
The Crimson Masks: A faction intent on framing rival guilds to
66
consolidate criminal power.
166 LONER: STEEL & SORCERY
CONSEQUENCES OF FAILED RITUALS
D66 Consequence
A portal opens to a random plane, unleashing hostile creatures be-
11
fore collapsing.
The caster is marked with glowing runes that attract magical preda-
12
tors.
13 All living things within a 30-foot radius age by 10 years.
14 The ritual’s energy explodes outward, inflicting burns on all nearby.
The caster loses the ability to speak except in an ancient, forgotten
15
language.
Gravity fluctuates wildly for an hour, making movement unpre-
16
dictable.
21 Shadows in the area become animate and attack the group.
The caster’s reflection disappears from mirrors, replaced by a malev-
22
olent double.
Weather in the region turns catastrophic, with storms laced with
23
magical energy.
The caster swaps bodies with the nearest sentient creature for 24
24
hours.
The ground cracks open, revealing a cursed relic that refuses to be
25
ignored.
The ritual’s target is transformed into an unnatural, half-alive crea-
26
ture.
ADVENTURE TABLES 167
D66 Consequence
The caster’s magic is sealed, requiring a rare item to reverse the ef-
31
fect.
32 Local wildlife mutates, becoming hostile and more intelligent.
Time skips forward or backward by several hours, leaving the group
33
disoriented.
34 The area is bathed in unnatural light that attracts dangerous entities.
35 The ritual tears a hole in reality, leaking an otherworldly substance.
The caster’s memories are replaced with fragments from an ancient
36
civilization.
All plant life within a mile withers and dies, leaving a desolate waste-
41
land.
An ancient being notices the ritual and begins subtly influencing
42
events.
The caster’s shadow detaches and becomes a hostile, independent en-
43
tity.
An aura of fear spreads for miles, unsettling animals and people
44
alike.
The caster becomes unable to dream, losing the ability to recover
45
fully from exhaustion.
The ritual traps the caster in a loop, forcing them to relive the mo-
46
ment endlessly.
168 LONER: STEEL & SORCERY
D66 Consequence
51 An elemental storm breaks loose, targeting the caster and their allies.
A nearby river or lake turns black and poisonous, killing everything
52
in it.
The ritual summons an incorporeal entity that demands impossible
53
tasks.
The caster gains unnatural, glowing eyes that frighten even their al-
54
lies.
55 Everyone within range forgets who they are for an hour.
A monstrous creature is summoned but immediately rampages un-
56
controllably.
The area’s gravity reverses for a brief time, launching objects sky-
61
ward.
62 Magical residue taints the area, causing spells cast nearby to go awry.
63 The caster’s voice changes to mimic the speech of a long-dead deity.
64 A swarm of spectral insects emerges, harassing the group endlessly.
65 The ground transforms into a blackened, glassy substance for miles.
66 A god or higher being manifests, enraged by the ritual’s failure.
ADVENTURE TABLES 169
CURSED ITEMS AND THEIR EFFECTS
D66 Item and Effect
Ring of Unrest: Grants immunity to exhaustion but prevents sleep
11
entirely.
Blade of Whispers: Strengthens the wielder in battle but constantly
12
mutters dark secrets.
Mirror Pendant: Reveals hidden truths but causes hallucinations
13
when worn too long.
Boots of the Restless: Double movement speed but force the
14
wearer to wander endlessly.
Lantern of the Lost: Illuminates hidden paths but attracts spectral
15
entities.
Cloak of Echoes: Allows perfect stealth but amplifies all nearby
16
sounds.
Charm of Lifeblood: Heals wounds quickly but weakens the heart
21
with every use.
Shadow Gauntlet: Grants powerful unarmed attacks but burns the
22
wearer’s hands with each strike.
Coin of False Fortune: Guarantees success on one action but curses
23
the next three.
Bracelet of Fealty: Inspires loyalty in others but forces the wearer
24
to obey a mysterious voice.
Grimoire of Sorrows: Doubles spellcasting power but drains the
25
caster’s lifespan.
Crown of Broken Oaths: Grants influence over others but causes
26
allies to doubt your intentions.
170 LONER: STEEL & SORCERY
D66 Item and Effect
Veil of Agony: Hides the wearer from enemies but inflicts constant,
31
minor pain.
Quill of the Forgotten: Writes only in blood and erases memories
32
of what it records.
Shard of the Eclipse: Amplifies magical power but corrupts nearby
33
allies.
Scepter of Ashes: Grants control over fire but burns the wielder
34
when inactive.
Talisman of Nightmares: Protects from mental intrusion but
35
causes horrific dreams.
Sword of Thorns: Deals extra damage but injures the wielder
36
slightly with each strike.
Gem of Echoing Voices: Stores spells but plays disembodied voices
41
when held.
Mask of the Revenant: Grants visions of the dead but binds the
42
wearer to their will.
Ring of Endless Flame: Emits eternal fire but cannot be removed,
43
even when burning the wearer.
Staff of Hollow Light: Casts dazzling spells but blinds anyone near
44
the user, including allies.
Bone Charm: Grants resistance to necrotic damage but slowly turns
45
the wearer skeletal.
46 Cursed Compass: Always points to your greatest fear.
ADVENTURE TABLES 171
D66 Item and Effect
Singing Blade: Alerts its wielder to danger by humming, but its
51
song attracts enemies.
Pendant of the First Flame: Warms the wearer in cold climates
52
but weakens them in heat.
Cloak of the Storm: Allows control of weather but damages the
53
wearer with every storm created.
Ebon Shard: Provides immunity to psychic attacks but causes
54
paranoia.
Bell of the Abyss: Summons allies with a chime but also calls
55
nearby predators.
Armor of Wailing Souls: Protects its wearer but constantly
56
screams faintly.
Locket of the Lost: Protects the wearer from curses but prevents
61
them from being remembered.
Bracers of Fury: Double strength but enrage the wearer, making
62
them attack indiscriminately.
Helm of the Forgotten King: Grants command over undead but
63
attracts them to the wearer.
Shard of the Black Sun: Emits radiant energy but causes mutations
64
over time.
Crystal of Echoing Time: Freezes time briefly but shatters if
65
overused.
Obsidian Fang: Deals devastating damage but binds the soul of the
66
wielder to the weapon.
172 LONER: STEEL & SORCERY
FORBIDDEN KNOWLEDGE AND ITS PRICE
D66 Knowledge and Price
Secrets of Immortality: Grants eternal life but slowly erodes the
11
soul, leaving a husk.
The True Names of Spirits: Allows control over certain entities
12
but marks you for their vengeance.
Lost Language of the Ancients: Enables access to forgotten spells
13
but causes constant headaches and visions.
Blueprints of Creation: Permits the manipulation of matter but
14
warps your sense of reality.
Forbidden Geometries: Grants insight into new dimensions but
15
leaves you haunted by alien visions.
Lies of the Gods: Exposes divine deceptions but draws the wrath of
16
their followers.
The Ritual of the Black Eclipse: Summons immense power but
21
requires the life of a loved one.
22 The Map of Time: Predicts future events but accelerates your aging.
Key to the Abyss: Opens portals to other realms but leaves
23
lingering corruption.
The Song of Creation: Inspires awe and creation but drives others
24
to envy and sabotage.
The Codex of the Dead: Allows communication with the dead but
25
anchors their spirits to you.
The Secret of the First Flame: Unlocks unparalleled destructive
26
power but burns away your emotions.
ADVENTURE TABLES 173
D66 Knowledge and Price
Knowledge of Star Runes: Enables crafting of potent artifacts but
31
ties you to cosmic forces.
The Alchemy of Souls: Creates life from nothing but destroys your
32
empathy.
Truth of the Veil: Reveals the nature of existence but shatters your
33
sanity.
Bloodsong Rites: Enhances combat abilities but leaves you craving
34
violence.
Celestial Pathways: Grants safe passage through magical zones but
35
leaves your aura exposed to hostile entities.
The Tome of Forgotten Kings: Grants dominion over others but
36
leaves you susceptible to betrayal.
Vision of the Void: Gives unparalleled magical insight but makes
41
you see entities that shouldn’t exist.
Elder Glyphs: Grants protection from curses but binds your will to
42
their inscrutable creators.
The Language of Shadows: Lets you move unseen but traps part of
43
your soul in the darkness.
The Truth of Death: Shields you from mortal fear but makes you
44
numb to life’s joys.
The Scroll of Sundering: Teaches how to destroy magical
45
constructs but weakens your own magical defenses.
The Chains of Eternity: Grants control over time but locks you
46
into an endless loop if misused.
174 LONER: STEEL & SORCERY
D66 Knowledge and Price
Astral Navigation: Maps distant stars but causes recurring fits of
51
vertigo.
Veilpiercer Glyphs: Lets you see through illusions but reveals
52
things better left unseen.
The Grimoire of Elders: Teaches unspeakable spells but curses
53
your lineage for generations.
The Crown of Truth: Lets you discern lies but makes your own
54
untruths impossible to conceal.
The Shard of Memory: Grants perfect recall but traps you in
55
recurring, painful memories.
The Law of Unmaking: Lets you undo spells but risks unraveling
56
your own magic permanently.
Divine Secrets: Enables negotiation with gods but paints a target on
61
your soul for rivals.
Forbidden Alchemy: Creates nearly anything but costs a portion of
62
your life each time.
Ritual of the First Shadow: Allows mastery of darkness but makes
63
daylight intolerable.
Writings of the Fallen: Provides unmatched combat strategies but
64
binds you to the warrior spirits.
The Nexus of Eternity: Grants cosmic power but leaves you
65
forever tied to its location.
The Name of the First God: Grants divine favor but draws the
66
wrath of rival deities.
ADVENTURE TABLES 175
ENCOUNTERS WITH ROGUE SORCERERS
D66 Encounter
A cloaked figure sits cross-legged, muttering to a swirling, glowing
11
orb.
A sorcerer tests destructive spells on the landscape, oblivious to the
12
damage they cause.
A rogue caster offers a cursed artifact in exchange for an escort to
13
safety.
A hooded figure summons a familiar, but the creature rebels vio-
14
lently.
A desperate sorcerer tries to steal a spellbook from the party’s wiz-
15
ard.
A lone mage holds villagers hostage, demanding an ancient text from
16
a ruined temple.
A sorcerer raises skeletal warriors to defend themselves from an un-
21
seen enemy.
A rogue caster claims to have the key to undo a regional curse but in-
22
sists on dangerous terms.
A group of mercenaries pursues a wounded rogue mage, who begs
23
for your help.
A powerful illusionist sets traps in the forest, creating phantom dan-
24
gers to protect their lair.
A sorcerer disguised as a trader peddles cursed relics to unsuspecting
25
travelers.
A sorcerer struggles to control a summoned beast that rampages
26
nearby.
176 LONER: STEEL & SORCERY
D66 Encounter
A pyrokineticist accidentally sets fire to a nearby village and tries to
31
flee.
A rogue necromancer digs up a battlefield, claiming they seek a
32
weapon to defeat a greater evil.
A sorcerer creates a protective barrier that seals off a critical path or
33
resource.
A caster has turned into a twisted, monstrous form due to overuse of
34
forbidden magic.
A suspiciously charming mage offers to join your group but has hid-
35
den motives.
A fleeing sorcerer collapses in exhaustion, pursued by a malevolent
36
spirit.
A rogue caster accidentally opens a rift that begins pulling in every-
41
thing nearby.
A blood mage drains animals in a desperate attempt to complete a
42
failing ritual.
A wild magic user unintentionally creates an endless rain of frogs in
43
a nearby village.
A sorcerer manipulates locals into believing they are a divine emis-
44
sary.
An illusionist creates a phantom town to lure adventurers into their
45
trap.
A mage releases a wave of necrotic energy in a fit of rage, corrupting
46
nearby land.
ADVENTURE TABLES 177
D66 Encounter
A sorcerer offers enchanted items in exchange for a bodyguard to re-
51
trieve their grimoires.
A rogue mage defends their lair with elemental constructs and misdi-
52
rection spells.
A wild sorcerer casts chaotic, unpredictable spells that threaten
53
friend and foe alike.
A necromancer’s attempt to revive a loved one has resulted in an un-
54
controllable undead army.
A cursed sorcerer’s presence warps reality around them, creating
55
surreal hazards.
A vengeful mage seeks revenge on the party for accidentally disrupt-
56
ing their plans.
A rogue caster offers to teach you forbidden magic, but it comes with
61
a heavy price.
A blood mage has trapped themselves in a circle of protection but
62
cannot leave.
A power-mad sorcerer tests a spell that drains magical energy from
63
all around.
A fire sorcerer burns a path through the jungle, leaving trails of
64
scorched earth.
A rogue enchanter sells magical items that malfunction dangerously
65
in combat.
A shadow mage has fused with their own magic, becoming an incor-
66
poreal entity.
178 LONER: STEEL & SORCERY
UNSTABLE ZONES OF WILD MAGIC
D66 Wild Magic Effect
Colors in the area shift unpredictably, causing disorientation and un-
11
ease.
The air vibrates with static energy, shocking anyone who touches
12
metal.
Gravity reverses sporadically, sending objects and creatures floating
13
before slamming back down.
14 Spells cast in the area produce random effects, regardless of intent.
The ground becomes translucent, revealing strange creatures mov-
15
ing beneath the surface.
16 Small objects nearby animate and begin following the group.
The sky above the zone flickers between day and night at random in-
21
tervals.
All spoken words echo unnaturally, repeating several seconds later in
22
eerie whispers.
Nearby plants grow rapidly and emit glowing pollen that induces
23
hallucinations.
The air grows heavy with strange whispers, making it difficult to
24
concentrate.
25 Fire burns cold, and ice radiates heat within the zone.
Shadows detach from their owners, mimicking movements before
26
fading.
ADVENTURE TABLES 179
D66 Wild Magic Effect
Weather changes unpredictably every few minutes, shifting between
31
extremes.
Spells fizzle or surge unpredictably, sometimes doubling in power or
32
failing entirely.
The area is littered with floating shards of magical crystal that pulse
33
faintly.
Water within the zone flows upward, forming bizarre, levitating
34
streams.
All metallic objects vibrate softly, as if resonating with an unseen fre-
35
quency.
Animals in the area speak in cryptic, fragmented phrases but become
36
hostile if approached.
Time seems to slow or speed up, with movements becoming unnatu-
41
rally exaggerated or blurred.
The zone emits a low hum that causes mild vertigo and nausea in liv-
42
ing creatures.
The sky above the zone reflects an alien, star-filled void instead of
43
the real sky.
Nearby stone and wood objects grow soft and malleable, returning to
44
normal after a few moments.
A faint golden glow outlines everything in the area, making stealth
45
impossible.
A strange, sweet smell permeates the zone, but prolonged exposure
46
causes fatigue.
180 LONER: STEEL & SORCERY
D66 Wild Magic Effect
51 Creatures in the zone feel compelled to speak their thoughts aloud.
52 Random, illusory figures appear and vanish at the edges of vision.
53 The ground pulses as if alive, emitting faint, rhythmic beats.
Colors appear inverted, with everything taking on an otherworldly
54
hue.
Magic in the zone creates unpredictable ripples, distorting the envi-
55
ronment momentarily.
Random patches of ground emit flashes of bright light, startling
56
those nearby.
Physical wounds in the zone heal quickly, but strange scars appear
61
afterward.
62 Creatures in the zone temporarily swap voices with one another.
The zone hums with ambient energy, causing hair and fur to stand
63
on end.
64 All sounds in the zone are amplified, echoing unnaturally.
The air crackles with energy, shocking anyone who moves too
65
quickly.
The zone creates mirror images of anyone who enters, which mimic
66
movements for a short time before vanishing.
ADVENTURE TABLES 181
GIFTS (AND COSTS) FROM THE GODS
D66 Gift and Cost
Blade of Divine Fury: Infallible in battle, but the wielder becomes
11
prone to fits of uncontrollable rage.
Blessing of Endless Vitality: Grants eternal youth but numbs the
12
ability to feel joy or sorrow.
Crown of Wisdom: Enhances intellect but isolates the wearer
13
emotionally, pushing away allies.
Gauntlets of Titan Strength: Bestows immense strength but
14
causes excruciating pain after use.
Orb of Omniscience: Reveals hidden truths but causes visions of
15
unsettling, cosmic horrors.
Amulet of Fortune: Guarantees success in all endeavors but
16
gradually estranges the bearer from loved ones.
Mantle of Shadows: Grants perfect stealth but slowly erases the
21
wearer’s identity from memory.
Chalice of Abundance: Fills with endless water or wine but
22
demands an annual sacrifice.
Boots of Boundless Journey: Allows endless travel without fatigue
23
but prevents the wearer from ever settling.
Armor of the Sun: Protects against all harm but makes the wearer a
24
beacon for divine enemies.
Talisman of Prophecy: Grants visions of the future but ensures
25
one foretold tragedy cannot be avoided.
Scepter of Command: Inspires absolute loyalty but erodes the
26
wielder’s moral compass.
182 LONER: STEEL & SORCERY
D66 Gift and Cost
Flamebrand Spear: Summons divine fire, but each use scars the
31
wielder’s soul.
Veil of Purity: Protects against corruption but leaves the wearer
32
vulnerable to mortal pleasures.
Wings of the Sky God: Allows flight but binds the user to the god’s
33
whims.
Cloak of the Infinite Stars: Grants cosmic knowledge but fills the
34
wearer with existential dread.
Horn of the Tempest: Summons storms at will but deafens the user
35
over time.
Gem of the Moon: Grants healing light but drains vitality from
36
others nearby.
The Mirror of Truth: Reveals one’s true nature but shatters
41
relationships by exposing hidden flaws.
Bow of Eternal Hunt: Arrows never miss, but the hunter is
42
plagued by unending hunger.
Fang of the Wild God: Grants feral strength but instills animalistic
43
impulses.
Shield of Everlasting Vigilance: Protects its bearer but prevents
44
them from resting or sleeping.
Orb of Illumination: Reveals hidden secrets but blinds the user to
45
their own flaws.
Banner of Glory: Rallies allies but makes the bearer a target for
46
divine foes.
ADVENTURE TABLES 183
D66 Gift and Cost
Lantern of the Lost: Guides its bearer unfailingly but shows no
51
mercy to those who fall behind.
Helm of Dominion: Grants control over others’ minds but weakens
52
the bearer’s free will.
Ring of the Endless Tide: Commands water but cannot be
53
removed until the wearer drowns.
Staff of the Forest God: Animates plant life but transforms the user
54
into a tree over time.
Chain of Binding: Subdues any foe but enslaves the wielder’s soul
55
to the god who forged it.
Sundering Blade: Cuts through any material but permanently scars
56
the wielder with each strike.
Pendant of the First Star: Illuminates the darkest places but makes
61
the user a beacon for predators.
Crown of the Eternal King: Grants rulership over the land but
62
binds the wearer’s soul to their throne.
Scroll of the Divine Word: Inscribes powerful spells but erases
63
memories with each use.
Flask of Sacred Waters: Heals any ailment but empties the user’s
64
life force with each use.
Torch of the Underworld: Illuminates lost souls but shortens the
65
wielder’s lifespan.
Sword of the Sun God: Smites enemies with divine fury but blinds
66
and burns the wielder over time.
184 LONER: STEEL & SORCERY
PREDATORY BEASTS OF THE STEPPES
D66 Beast
Thunderhorn Stalker: A massive, horned predator that charges
11
with the force of a thunderclap.
Bonehide Jackal: Packs of these skeletal, scavenger beasts hunt
12
relentlessly through the plains.
Skyshadow Raptor: A winged predator that dives silently from
13
great heights, snatching prey mid-stride.
Bladefang Cat: A sleek feline with razor-sharp fangs that can pierce
14
armor.
Burrowing Terror: A colossal worm-like creature that hunts by
15
sensing vibrations on the surface.
Frosthide Lizard: An icy predator that freezes its prey before
16
consuming it.
Goreclaw Vulture: A scavenger that grows aggressive when
21
cornered, using its talons like swords.
Horned Strider: An enormous, bird-like predator with a serrated
22
beak and talon-covered legs.
Firetail Serpent: A snake with a glowing, fiery tail used to lure prey
23
into striking range.
Woolly Ravager: A massive, horned predator covered in shaggy
24
fur, blending seamlessly into the terrain.
Duskhowl Beast: A shadowy predator that grows stronger under
25
the cover of night.
Rockhide Charger: A heavily armored beast that uses its rocky hide
26
as a battering ram.
ADVENTURE TABLES 185
D66 Beast
Sundering Lion: A feline predator with claws capable of rending
31
steel.
Glasswing Moth: A deceptively beautiful insect with wings that
32
slice flesh with precision.
Velvet Fang Spider: A camouflaged predator that ensnares prey in
33
near-invisible webs.
Steppes Leviathan: A rare, massive reptile that devastates entire
34
herds to feed its hunger.
Stormcaller Eagle: A colossal bird that brings storms in its wake,
35
disorienting prey.
Mirage Jackal: Packs of these predators use natural illusions to lure
36
and confuse their prey.
Ghosthound Alpha: A spectral canine with glowing eyes, often
41
leading packs of lesser beasts.
Ashfang Boar: A tusked predator that exhales clouds of burning ash
42
to suffocate enemies.
Ironclaw Roc: A massive bird that targets moving objects from
43
high altitudes.
Scorchhide Stalker: A reptilian predator that emits waves of
44
intense heat to weaken prey.
Razorfeather Harpy: A humanoid bird-creature with feathers
45
sharp enough to cut flesh.
Goldenhide Charger: A seemingly peaceful herbivore that turns
46
deadly when provoked, using its bladed horns.
186 LONER: STEEL & SORCERY
D66 Beast
Veilstrike Cat: A predator capable of blending seamlessly into
51
misty steppes.
Crimson Mane Wolf: A bloodthirsty pack hunter with glowing red
52
fur that radiates an aura of fear.
Shattertail Drake: A small but lethal dragon-like creature with a
53
tail that shatters bones.
Thunderstep Mammoth: A massive, slow-moving beast that
54
crushes anything in its path during stampedes.
Dustfire Beetle: A burrowing insect that spews fire from its
55
mandibles.
Riftfang Lynx: A stealthy predator capable of phasing in and out of
56
reality.
Hollow Horn Charger: A bull-like predator with horns that emit
61
haunting, disorienting sounds.
Windpiercer Falcon: A bird of prey that strikes with the force of a
62
gale, knocking foes off their feet.
Ashveil Lizard: A camouflaged predator that strikes from within
63
ashy terrain.
Phantom Stalker: A spectral predator that leaves no trace except
64
for claw marks on the soul.
Gloomshadow Saber: A massive feline with glowing eyes that
65
paralyzes prey with its gaze.
Dreadfang Hunter: An apex predator whose very presence silences
66
the plains.
ADVENTURE TABLES 187
HAUNTING SPIRITS OF THE ABYSS
D66 Spirit
The Wailing Shade: A spectral figure that cries out, draining the
11
life force of those who hear it.
Frost Revenant: A ghostly being that chills the air, freezing all it
12
touches.
Whispering Phantom: A formless entity that whispers secrets,
13
driving listeners to madness.
Shattered Apparition: A fragmented spirit that flickers in and out
14
of sight, leaving confusion in its wake.
Ebon Specter: A dark, hooded figure that drains light and hope
15
from its surroundings.
Veilwalker Wraith: A spirit capable of stepping between
16
dimensions, appearing unexpectedly.
The Lamenting Bride: A ghostly woman searching for her lost
21
love, cursing those who cross her path.
Spirit of the Rift: A glowing, translucent figure bound to the
22
Abyss, unable to leave.
Boneclaw Haunt: A skeletal specter with claws that rake across the
23
soul.
Echo Wraith: Repeats the last words spoken to it, twisting them
24
into curses.
Fleshless Guardian: A spectral knight bound to protect an ancient
25
treasure.
Hungering Voidspawn: A shapeless, black mass that consumes all
26
light and magic.
188 LONER: STEEL & SORCERY
D66 Spirit
Bloodshade Specter: Appears as a crimson mist, draining vitality
31
from the living.
Chainbound Ghost: A restless spirit dragging spectral chains that
32
echo painfully in the air.
Shadow Weaver: A ghostly figure that manipulates shadows into
33
deadly forms.
Mourning Warden: A spirit bound to a forgotten temple, warning
34
trespassers to turn back.
Dread Whisperer: Implants fears and doubts into the minds of
35
those nearby.
Soullight Apparition: A glowing figure that lures adventurers to
36
their doom.
41 Ashen Revenant: A burnt spirit that radiates heat and sorrow.
Stonebound Wraith: A ghost tethered to a statue, moving only
42
when unobserved.
Mirror Phantom: Appears only as a reflection, attacking through
43
mirrored surfaces.
Eclipsed Shade: Gains power during celestial events, wreaking
44
havoc on the living.
Spirit of Endless Hunger: A ghostly predator that feeds on the
45
essence of dreams.
Shardwraith: A spirit formed from the fragments of broken souls,
46
sharp and fragmented.
ADVENTURE TABLES 189
D66 Spirit
Vengeful Lightkeeper: A spirit bound to a cursed lantern, guiding
51
travelers astray.
52 Veil Lament: A wailing ghost that saps willpower and strength.
Abyssal Watcher: A glowing pair of eyes that follow travelers in
53
the Abyss, attached to no visible body.
Doomwing Apparition: A ghostly bird with glowing feathers, said
54
to bring death wherever it flies.
Silent Herald: A spectral figure that appears before great tragedies,
55
speaking no words.
Phantom Conductor: A ghost that manifests near ancient ruins,
56
guiding the lost with ill intent.
Oblivion Shade: A spirit that erases memories, leaving its victims
61
wandering aimlessly.
Crimson Veil Specter: Drips ghostly blood, marking those who
62
encounter it for future doom.
Twilight Haunt: A spirit bound to twilight hours, becoming
63
tangible as the sun sets.
Spectral Puppeteer: Manipulates corpses like marionettes, using
64
them to attack intruders.
Weeping Hollow: A collective spirit that speaks with the voices of
65
many lost souls.
Wraith of the Abyssal Rift: A powerful entity tied to the Abyss,
66
exuding despair and corruption.
190 LONER: STEEL & SORCERY
SWAMP CREATURES AND THEIR TRAPS
D66 Creature and Trap
Bogmaw Serpent: Hides beneath the murky water, striking at
11
anything that disturbs the surface.
Willow Wisp Hag: Lures travelers with harmless-looking lights
12
into deep, sinking mud.
Fenback Crab: A massive crustacean that camouflages itself as a
13
mossy rock, attacking when approached.
Rotbloom Vines: Plants that appear harmless but lash out to
14
constrict and suffocate prey.
Quagmire Eel: Electrifies the water around it, stunning prey that
15
ventures too close.
Sludge Elemental: A semi-sentient mass of muck that drags
16
intruders into quicksand-like pools.
Bogshade Crocodile: A massive predator that blends perfectly with
21
the swamp floor, striking without warning.
Swarm of Rotflies: Carries diseases and attacks in overwhelming
22
numbers, distracting prey for other predators.
Mossback Behemoth: A hulking creature that looks like a fallen
23
tree but charges with deadly force.
Slickclaw Paddler: Amphibious hunters that create slippery, oiled
24
paths to force prey into water traps.
Venomspine Toad: A bloated creature that exudes a toxic gas,
25
incapacitating prey.
Mudshadow Stalker: A wraith-like predator that hides in the
26
swamp fog, attacking with spectral claws.
ADVENTURE TABLES 191
D66 Creature and Trap
Swampglass Spider: Spins nearly invisible webs across swamp
31
trails to ensnare victims.
Blightbark Creeper: A parasitic tree that extends roots to pierce
32
and drain the life force of anything nearby.
Bogshade Bat: Hides among the canopy, dropping down to attack
33
with razor-sharp talons.
Fenlight Stalker: A predator that emits ghostly lights to lure
34
travelers into deadly sinkholes.
Mireborne Hydra: A multi-headed creature that regenerates heads
35
when attacked, using the swamp to trap prey.
Leech Swarm: A massive cloud of blood-draining leeches that
36
overwhelms travelers near stagnant pools.
Gasping Fenworm: A snake-like creature that emits bone-chilling
41
cries to lure curious prey.
Choking Mangrove: A tree whose roots animate to entangle and
42
drown those who step too close.
Swamp Shadow Beast: A feline predator with near-perfect
43
camouflage that stalks from tree to tree.
Fungal Marauder: A mushroom-covered monstrosity that sprays
44
toxic spores to incapacitate prey.
Crimson Fang Crab: A predator with pincers coated in natural
45
toxins that paralyze on contact.
Deepmire Siren: A humanoid creature with a hauntingly beautiful
46
voice that compels victims to wade into deadly waters.
192 LONER: STEEL & SORCERY
D66 Creature and Trap
Rootsnare Spirit: A ghostly entity that animates tree roots to trap
51
and crush intruders.
Fen Ghoul: A waterlogged undead that hides beneath the surface,
52
clawing at travelers’ legs.
Venomthorn Viper: Camouflaged snakes that spit acid at targets
53
before striking.
Wraithfrog: A glowing amphibian whose song induces
54
hallucinations in those who hear it.
Bogshade Sentinel: A massive, stone-like creature that only
55
animates when its territory is disturbed.
Murkshadow Specter: A ghostly figure that curses travelers to sink
56
faster into swamp traps.
Silt Lurker: A giant, slug-like creature that sprays corrosive bile at
61
prey.
Fenborn Horror: A hulking creature formed from plant and swamp
62
debris, immune to conventional attacks.
Drownroot Vine: A sentient plant that pulls creatures into
63
waterlogged graves.
Fleshrot Beetle: A large insect that releases a cloud of decay-
64
inducing spores.
Mudfiend Ravager: A predator that churns the swamp to create
65
chaos, then attacks disoriented prey.
Spirit-Wreathed Hydra: A spectral hydra bound to the swamp,
66
regenerating its heads and never truly dying.
ADVENTURE TABLES 193
UNIQUE ABILITIES OF ELEMENTALS
D66 Ability
Burning Core: Generates waves of intense heat, scorching enemies
11
before engaging.
Shifting Form: Changes its physical composition (e.g., fire to
12
smoke or water to ice) to counter threats.
Lightning Pulse: Releases an electric shock that arcs between
13
nearby enemies.
Quake Step: Each movement sends tremors through the ground,
14
knocking foes off balance.
Frozen Aura: Surrounds itself with a freezing mist that slows and
15
weakens attackers.
16 Molten Strike: Leaves trails of lava with every swing of its limbs.
Wind Siphon: Creates localized tornadoes that pull enemies off
21
their feet.
Echoing Roar: Generates deafening shockwaves that disorient and
22
stagger foes.
Blinding Flash: Emits bursts of searing light that temporarily blinds
23
attackers.
Razor Sandstorm: Surrounds itself with whirling sands that shred
24
anything nearby.
Living Flame: Burns brighter and hotter when injured, dealing
25
more damage.
Corroding Touch: Erodes weapons and armor with every
26
successful strike.
194 LONER: STEEL & SORCERY
D66 Ability
Veil of Smoke: Cloaks itself in dense smoke, making it hard to hit
31
or track.
Crystal Shard Barrage: Launches razor-sharp shards at high speeds
32
in all directions.
Tidal Crash: Slams a massive wave onto foes, forcing them to
33
retreat.
34 Vortex Grip: Pulls enemies into its center with a vacuum-like force.
Magnetic Pulse: Attracts or repels metallic objects, throwing
35
weapons and armor into disarray.
Earthspike Slam: Summons jagged spikes of stone from the ground
36
to trap or impale enemies.
Searing Beam: Focuses elemental energy into a devastating beam
41
attack.
Frosted Blades: Forms icy weapons that shatter explosively when
42
they strike.
Static Overcharge: Builds energy until it releases a devastating
43
electrical burst.
Ash Cloud: Surrounds itself with choking ash, reducing visibility
44
and stifling opponents.
Gravitic Crush: Exerts immense gravitational pressure, pinning
45
foes to the ground.
Flare Burst: Releases fireballs in random directions, igniting
46
anything they touch.
ADVENTURE TABLES 195
D66 Ability
Rockslide Charge: Turns into a rolling boulder, crushing
51
everything in its path.
Acid Spray: Vomits corrosive acid that melts through armor and
52
shields.
Thunderclap Strike: Each attack creates a deafening explosion,
53
staggering foes.
Blizzard Mantle: Covers itself in swirling snow, obscuring attacks
54
and chilling nearby enemies.
Lava Veins: Pulses molten energy through its body, causing burns
55
to anyone who strikes it.
56 Dust Veil: Kicks up clouds of dust, obscuring vision and attacks.
Crystal Regeneration: Heals itself by absorbing minerals from the
61
environment.
Jetstream Leap: Uses bursts of wind to propel itself at terrifying
62
speeds toward its target.
Earthen Grasp: Causes the ground to sprout hands of stone that
63
restrain enemies.
64 Ignition Step: Leaves trails of fire wherever it moves.
Lightning Storm: Calls down a tempest of lightning strikes over a
65
large area.
Volcanic Eruption: Unleashes a powerful explosion of molten rock
66
and ash, devastating everything nearby.
196 LONER: STEEL & SORCERY
TRAITS OF UNDEAD MINIONS
D66 Trait
Shattered Memories: Recites fragments of their past life,
11
distracting or unnerving enemies.
Bone Shield: Forms a protective barrier from its own ribs, reducing
12
damage.
Hollow Eyes: Emits a faint glow from its empty sockets, unnerving
13
opponents.
Relentless Grip: Grasps with inhuman strength, making escape
14
nearly impossible.
Blighted Touch: Infects those it strikes with a slow-acting necrotic
15
curse.
Ethereal Cloak: Fades in and out of the material plane, making
16
attacks harder to land.
Frozen Flesh: Coated in frost, it chills anyone who strikes it in
21
melee combat.
Tattered Wings: Can glide short distances, adding an element of
22
surprise to its attacks.
Crumbling Form: Takes minimal damage from blunt weapons due
23
to its brittle, shifting body.
Reek of Decay: Emits a nauseating stench that disrupts focus and
24
weakens opponents.
Shambling Mass: Can reassemble itself from destroyed pieces,
25
prolonging combat.
Black Ichor: Bleeds a corrosive substance that damages weapons
26
and burns flesh.
ADVENTURE TABLES 197
D66 Trait
Soul Wail: Emits a ghostly scream, reducing the morale of nearby
31
foes.
Jagged Claws: Attacks leave bleeding wounds that worsen over
32
time.
Shadow Meld: Can hide within nearby shadows, ambushing its
33
enemies.
Bone Rattle: Creates a chilling noise that distracts or intimidates
34
enemies.
Enslaved Soul: Occasionally speaks in the voice of the spirit bound
35
to it, pleading for freedom.
Unholy Binding: Connected to other nearby undead, increasing its
36
durability when in groups.
Flesh Knitter: Heals rapidly by absorbing organic material from its
41
surroundings.
42 Chilling Gaze: Locks eyes with its target, causing paralysis or fear.
Exploding Corpse: Detonates in a blast of necrotic energy when
43
destroyed.
Bone Barbs: Spines protrude from its body, damaging attackers on
44
contact.
Soul Hunger: Drains life energy from those it strikes, healing itself
45
in the process.
Rotting Grasp: Disarms its enemies by corroding weapons and
46
shields with its touch.
198 LONER: STEEL & SORCERY
D66 Trait
Cursed Chains: Bound by spectral chains that lash out to restrain
51
enemies.
Necrotic Aura: Weakens the life force of those nearby, sapping
52
their strength.
Flame-Wreathed Skull: Its head burns with ghostly fire, searing
53
enemies with each strike.
Splintered Blade: Wields a jagged, cursed weapon that deals
54
lingering damage.
Puppet Master: Controls smaller undead creatures to overwhelm
55
foes with numbers.
56 Silent March: Moves without sound, ambushing its prey.
Soulbound Weapon: Its weapon cannot be destroyed and always
61
returns to its hand.
Eternal Sentinel: Imbued with an unbreakable will to guard its
62
master’s domain.
Shriek of the Damned: Lets out a terrifying cry, summoning
63
reinforcements.
Rusted Armor: Wears corroded, enchanted armor that deflects
64
magic attacks.
Spectral Hands: Creates ghostly duplicates of its arms to attack
65
from a distance.
Ritual Markings: Inscribed with sigils that increase its strength
66
when near other undead.
ADVENTURE TABLES 199
LEGENDARY HUNTERS AND THEIR PREY
D66 Hunter and Prey
Kael the Stormseeker: Chasing the Thunderstep Mammoth
11
through the steppes, wielding a spear said to summon storms.
Yari Emberfang: Pursuing the Firetail Serpent, her sword blazing
12
with enchanted fire to counter its heat.
Vex Shadowmark: Hunting the elusive Phantom Stalker, an
13
ethereal predator of the plains.
Dorana Riftbreaker: Known for her vendetta against the Riftfang
14
Lynx, which scarred her in a previous hunt.
Jorin Ironspine: Famed for battling the Mireborne Hydra, using
15
ancient armor to endure its attacks.
Zharis Windpiercer: Seeks to slay the Stormcaller Eagle, whose
16
feathers are said to grant flight.
Eira Frostblade: Hunts the Frost Revenant, wielding enchanted
21
flames to counter its icy aura.
The Red Cloak: Known only by legend, tracking the Wraith of
22
the Abyssal Rift to banish it.
Torrek Mudbreaker: Battles the Swarm of Rotflies with a shield
23
enchanted to deflect their clouds.
Lyran Deepfang: Seeks vengeance on the Bogshade Sentinel,
24
which destroyed her homeland.
Korran Dustshard: In relentless pursuit of the Glasswing Moth,
25
whose wings are said to cut the air itself.
Ardan Bloodthorn: Famous for slaying the Duskhowl Beast, a
26
predator that terrorized the steppes for decades.
200 LONER: STEEL & SORCERY
D66 Hunter and Prey
Tali Sunveil: A lone archer chasing the Goldenhide Charger,
31
seeking its rare pelt as proof of mastery.
Felkar Blackmantle: Stalks the Shadow Weaver, intent on
32
freeing souls trapped in its web.
Isla Whisperwood: Tracks the Blightbark Creeper, said to hide
33
an ancient artifact within its core.
Goran Soulpiercer: Known for his vendetta against the Boneclaw
34
Haunt, which stole his child’s spirit.
Syla Voidtracker: Hunts the Hungering Voidspawn, which
35
devoured her entire expedition.
Rovan Ironclad: The lone warrior attempting to capture the
36
Rockhide Charger alive.
Eryn Stormbane: Pursuing the Stormcaller Eagle, believing it to
41
be a divine messenger.
Velka of the Ashen Steppe: Stalking the Ashfang Boar, whose
42
tusks are sought for magical armor.
Hyran Frostbite: Seeks to destroy the Frozen Flesh Ghoul, which
43
killed his tribe.
The Obsidian Mask: A faceless hunter pursuing the Razorfeather
44
Harpy, which guards a sacred relic.
Taryn Lightweaver: In a fateful battle against the Soullight
45
Apparition, seeking redemption for past sins.
Marik Sandspire: Trails the Sandstorm Leviathan, a legendary
46
predator of the desert.
ADVENTURE TABLES 201
D66 Hunter and Prey
Nira Moonshade: Tracks the Dreadfang Hunter, said to have
51
claimed her family’s ancestral blade.
Kren Ironjaw: The only survivor of an ambush by the Fenlight
52
Stalker, now sworn to kill it.
Zara Flameheart: Pursuing the Fireborn Elemental, seeking to
53
harness its power for her own.
Jarek the Silent Blade: Chasing the elusive Eclipsed Shade, which
54
appears only during celestial events.
Lira Nightbound: Known for her vendetta against the Spectral
55
Puppeteer, which stole her allies’ corpses.
Rogar Thunderbreaker: Hunts the Thunderhorn Stalker, a
56
predator said to cause lightning strikes.
Kara Stormcloak: Seeks to slay the Goldenhide Charger, whose
61
horns are said to channel divine energy.
Farren Dustveil: Tracks the Crimson Mane Wolf, a predator that
62
brings terror wherever it roams.
Ashar the Relentless: Pursues the Wraith of the Abyssal Rift,
63
blaming it for his shattered memories.
Valis Deepstone: Known for dueling the Earthspike Titan, a
64
giant elemental guarding ancient ruins.
Elyra Starseeker: Trails the Starborn Drake, which appears only
65
under starlit skies.
Haleon Shadowfang: Chasing the Phantom Stalker, a creature
66
rumored to guard an ancient treasure.
202 LONER: STEEL & SORCERY
RELIGIOUS RITUALS AND SACRIFICES
D66 Ritual or Sacrifice
The Crimson Offering: Participants spill their own blood into a
11
sacred chalice to ensure their harvest’s success.
Dance of the Veil: A ceremonial dance performed at sunrise,
12
symbolizing the balance between life and death.
The Binding Flame: Sacrifice of a rare herb in an eternal fire to seal
13
pacts with the gods.
Song of the Ancestors: Chanting names of the dead while
14
scattering blessed ashes over the fields.
The Drowned Gift: A favored animal is drowned in a sacred pool
15
to appease water spirits.
Moonlit Vigil: Worshippers fast under the full moon, lighting
16
candles in memory of the departed.
The Breaking of Chains: Ritual destruction of old tools or
21
weapons to signify renewal and release from past burdens.
The Eclipsed Sacrifice: An offering of rare gemstones during a
22
solar eclipse to gain divine favor.
Veil of Whispers: Participants whisper prayers into a sacred veil,
23
which is burned to carry messages to the gods.
The Bone Communion: Bones of revered ancestors are displayed
24
and anointed with oils to draw their blessings.
Stormcall Rite: Worshippers climb a mountain and offer metal
25
objects to summon rains or storms.
The Feast of Shadows: A grand banquet where food is left for
26
wandering spirits before the living may partake.
ADVENTURE TABLES 203
D66 Ritual or Sacrifice
Fangstone Ceremony: Hunters offer the teeth of their kills to a
31
sacred altar, thanking the gods of the hunt.
The Starborn Dance: A night-long celebration under falling stars,
32
with sacrifices of gold to celestial entities.
Rite of the Ashen Cloak: Participants walk through sacred flames
33
to purify themselves of past sins.
The Silent Hour: A vow of silence is observed for one day to allow
34
divine voices to be heard.
Tears of the Earth: Water collected from sacred springs is poured
35
over idols to cleanse and energize them.
The Soulbinding Ritual: A personal item is burned to create a
36
bond with a protective spirit.
The Weaver’s Prayer: Intricate tapestries are woven and left at
41
shrines to symbolize prayers for guidance.
The Shadowed Feast: Food and drink are placed on graves to
42
appease restless spirits.
Rite of the First Blade: A warrior offers their weapon to the gods
43
before battle to ensure victory.
Eclipse Communion: Followers stare into the darkness of an
44
eclipse, seeking divine visions.
Culling of the Unworthy: Animals or objects are judged by their
45
imperfections and offered to destructive deities.
The River’s Toll: Worshippers throw valuables into a sacred river
46
to ensure safe crossings or bountiful fishing.
204 LONER: STEEL & SORCERY
D66 Ritual or Sacrifice
The Lantern Walk: Lamps are carried through a village, guiding
51
lost spirits to their rest.
Offering of the First Flame: The season’s first harvest is burned on
52
an altar to symbolize gratitude and renewal.
Tithe of Blood: A drop of blood from each villager is collected in a
53
single vessel to protect the community.
The Broken Mirror: Mirrors are shattered to sever ties with
54
malevolent spirits lingering nearby.
The Silent Prayer: Worshippers hold their breath while reciting
55
mental prayers, believing the gods favor the unseen.
The Skywatch Rite: Worshippers lie beneath the stars, seeking
56
omens in celestial patterns.
Binding of the Storm: Chains are left on mountain peaks to pacify
61
vengeful sky spirits.
The Golden Cascade: Sacred waters are poured over golden idols to
62
invigorate the land.
Ritual of the Hollow Eyes: A blindfolded sacrifice is led to an altar,
63
symbolizing surrender to divine will.
Sacrifice of Silence: The community abstains from speaking for a
64
day to seek divine insight.
The Final Journey: A pyre is lit for the deceased, sending their
65
spirit to the heavens on a path of smoke.
The Endless Flame: An eternal fire is kept burning during a
66
festival, with sacrifices of wood and oil.
ADVENTURE TABLES 205
ARTIFACTS OF LOST CIVILIZATIONS
D66 Artifact
The Opal Mask: Grants visions of the past, but slowly drives the
11
wearer to madness.
Starforge Blade: A weapon forged from meteoric iron that glows
12
under starlight.
Luminarch Lantern: Illuminates hidden paths but attracts
13
malevolent spirits.
Runed Casket: A locked container etched with ancient glyphs,
14
holding an unknown treasure—or curse.
Tidecaller Amulet: Controls the flow of water but consumes the
15
wearer’s vitality.
Wraithglass Mirror: Reflects not only the user but also glimpses of
16
unseen dimensions.
Fang of the Sun God: A dagger imbued with solar energy, deadly to
21
undead and shadow creatures.
Obsidian Crown: Grants dominion over lesser beings but corrupts
22
the wearer’s mind.
Boneflute of the Ancients: Plays haunting melodies that summon
23
spirits, both benign and hostile.
The Starshard Globe: Projects a map of forgotten lands when
24
exposed to moonlight.
Echo Stone: Captures and stores voices, replaying them at
25
inopportune moments.
Crystal Helm: Protects the mind from psychic attacks but dulls all
26
emotions.
206 LONER: STEEL & SORCERY
D66 Artifact
Chalice of the Fallen: Heals wounds when filled with blood, but
31
leaves scars that never fade.
Veil of Starlight: Renders the wearer invisible under the night sky
32
but blinds them during the day.
Shard of the Black Sun: A fragment of a celestial event that
33
radiates destructive power.
Titan’s Heartstone: Grants immense strength but pulses with
34
uncontrollable energy.
Glyph-Carved Tablet: Contains knowledge of forbidden spells but
35
curses anyone who attempts to decipher it.
Serpent Idol: Emits an aura of protection but makes the user a
36
target for snake-like creatures.
Eclipse Medallion: Bends light and shadow at the wearer’s will, but
41
drains their stamina.
Stormcaller Staff: Summons lightning at a great cost to the user’s
42
life force.
Tombwarden Gauntlets: Protect the wearer from harm but bind
43
them to guard the artifact’s resting place.
Moonlit Diadem: Channels moonlight into healing energy but
44
becomes inert under a new moon.
Crown of the Forgotten: Grants memories of a lost empire but
45
slowly erases the wearer’s own.
Bloodstone Ring: Enhances vitality but marks the wearer as prey
46
for bloodthirsty entities.
ADVENTURE TABLES 207
D66 Artifact
The Everglow Pendant: Lights the way in the darkest places but
51
cannot be extinguished.
Breath of the Deep: Allows the wearer to breathe underwater but
52
induces a yearning for the sea.
Frostweave Cloak: Protects against extreme cold but spreads frost
53
wherever it goes.
The Singing Blade: Emits a haunting melody when drawn, striking
54
terror into enemies and allies alike.
Chain of the Ancestors: Links the user to their lineage but forces
55
them to relive their ancestors’ failures.
Mask of Many Faces: Allows the wearer to assume different
56
appearances but slowly erodes their true identity.
The Ember Shard: Radiates heat and sparks flames but burns those
61
who hold it for too long.
The Void Compass: Points toward the nearest forgotten ruin but
62
occasionally leads to peril instead.
Runeetched Orb: Amplifies magical abilities but causes random
63
surges of power.
Feather of the Sky Titan: Grants temporary flight but exacts a toll
64
on the user’s physical strength.
The Hollow Crown: Grants insight into the thoughts of others but
65
isolates the wearer emotionally.
The Eternal Gem: Preserves the life of its bearer at the cost of
66
slowly consuming their soul.
208 LONER: STEEL & SORCERY
TREASURES HIDDEN IN DANGEROUS PLACES
D66 Treasure
Golden Idol of the Forgotten God: Found deep within a
11 crumbling temple, its worth is immeasurable but cursed to attract
misfortune.
Crystal Fang Dagger: Hidden in a predator’s lair, this blade can cut
12
through magic but binds its wielder to the beast’s spirit.
Veilspun Robes: Found in the Abyss, these robes grant invisibility
13
in shadows but weaken the wearer under direct sunlight.
Stormglass Shard: Lodged in the peak of a lightning-struck
14
mountain, this crystal can summon storms when shattered.
Emberstone Relic: Hidden in a dormant volcano, it emits warmth
15
and protects against cold but grows hotter when carried.
Bone Harp of Lamentation: Found in a flooded crypt, its music
16
captivates listeners but draws the undead to its sound.
Starbound Tiara: Buried beneath the sands of an ancient
21
battlefield, it grants clarity during celestial events.
Lifeward Pendant: Hidden in the roots of a cursed tree, it protects
22
against poison but attracts venomous creatures.
Shadowglass Shield: Found in the ruins of a fortress consumed by
23
darkness, it reflects spells but clouds the bearer’s vision.
Tome of Endless Echoes: Sealed within a sunken library, its pages
24
whisper ancient spells but drain the reader’s sanity.
Eclipse Blade: Buried in the heart of a forest swallowed by night, it
25
glows during eclipses and grows heavier with each use.
Frostbite Gauntlets: Hidden in an ice cave guarded by frost spirits,
26
these gloves chill the wearer’s enemies but sap their warmth.
ADVENTURE TABLES 209
D66 Treasure
Phoenix Feather Cloak: Found in the nest of a fiery predator, it
31
grants protection from flames but cannot be extinguished.
Starsteel Spear: Embedded in the ruins of a fallen ziggurat, it
32
channels divine energy but blinds the unworthy.
Gilded Hourglass: Hidden in a desert ruin, it can reverse time
33
briefly but consumes years from its user’s life.
The Weeping Crown: Buried in a tomb sealed with tears, it grants
34
visions of the future but curses the wearer with sorrow.
Luminous Pearl: Found in the depths of a treacherous river, it
35
emits healing light but attracts waterborne predators.
Censer of Eternal Ash: Discovered in a charred temple, it
36
summons protective ash clouds but blackens the user’s lungs.
Mirror of Illusions: Hidden in a labyrinth, it can create duplicates
41
of the user to confuse enemies but shatters if misused.
Thorned Scepter: Found in a jungle shrine, it commands plants but
42
leaves painful scars on its wielder.
Starweave Amulet: Sealed in a glowing cavern, it enhances magic
43
during starlit nights but dims under cloudy skies.
Runeforge Hammer: Hidden in the forge of a long-dead artisan, it
44
enhances crafting but burns unworthy hands.
Moonlit Lyre: Found in the lair of a spectral beast, its melodies
45
charm beasts but haunt the player’s dreams.
Blackstone Ring: Discovered in a cursed well, it deflects curses but
46
prevents its wearer from lying.
210 LONER: STEEL & SORCERY
D66 Treasure
Golden Bones of the Ancients: Unearthed in a sacrificial chamber,
51
they grant insight into lost secrets but carry a heavy curse.
Dagger of Echoing Blades: Found in a crumbling tower, it strikes
52
twice but leaves the user disoriented.
Singing Starshard: Lodged in a mountain cave, it hums with
53
celestial power but disorients its user.
The Veiled Orb: Hidden in the Abyss, it reveals truths but blinds
54
the user to falsehoods.
Chalice of Eternal Rest: Found in a tomb guarded by wraiths, it
55
grants restful sleep but induces nightmares.
Flamebound Relic: Hidden in a volcanic fissure, it summons
56
firestorms but chars its wielder.
Crown of Splintered Stars: Found in an ancient observatory, it
61
enhances night vision but blinds the wearer in daylight.
Bloodspike Spear: Discovered in a forest of crimson trees, it heals
62
the wielder with every strike but inflicts a craving for violence.
The Unseen Cloak: Hidden in a forgotten shrine, it grants perfect
63
stealth but causes paranoia.
The Silver Flame Torch: Found in a sunken city, it wards off
64
spirits but burns with eternal light.
Crown of Eternal Ash: Hidden in a ruin consumed by fire, it
65
grants immunity to flame but carries a deadly curse.
The Rift Compass: Found in a chasm’s depths, it guides the user to
66
forgotten realms but risks opening rifts.
ADVENTURE TABLES 211
REWARDS OFFERED BY POWERFUL PATRONS
D66 Reward
Title of Nobility: Land, a keep, and a noble title are granted, but
11
enemies of the patron seek vengeance.
Gilded Chariot: A luxurious chariot enchanted to travel swiftly
12
over any terrain.
Vault of Gold: Enough wealth to fund a kingdom—but cursed to
13
attract thieves and misfortune.
Amulet of Favor: Worn by the patron’s most trusted allies, it
14
grants access to their court.
Enchanted Steed: A magical mount that never tires but has a mind
15
of its own.
Forbidden Grimoire: Contains rare spells but is watched by
16
entities from beyond.
Writ of Trade: Exclusive rights to a lucrative trade route under the
21
patron’s protection.
Feather of Passage: A token that guarantees safe passage through
22
allied territories.
Blessing of the Court: The patron ensures influence and reputation
23
among nobles.
Shadow Contract: An agreement binding the patron’s enemies into
24
silence or servitude.
Obsidian Blade: A ceremonial weapon enchanted for both beauty
25
and lethality.
Living Map: A magical scroll that reveals hidden paths and
26
treasures but fades over time.
212 LONER: STEEL & SORCERY
D66 Reward
Phoenix Egg: A mystical egg that may hatch into a powerful ally or
31
artifact.
Stormcaller Pendant: Grants control over local weather at the cost
32
of personal stamina.
Eclipse Medallion: Protects against harmful magic but marks the
33
wearer as a target.
Ancient Relic: A priceless artifact passed down from the patron’s
34
family.
Crystal Chalice: A goblet that purifies any liquid but cracks with
35
prolonged use.
36 Sigil of the Alliance: A mark that grants sanctuary in allied lands.
Starlight Mantle: A cloak that enhances charisma but draws the
41
envy of rivals.
Runed Gauntlets: Strengthens the wearer’s attacks but binds them
42
to the patron’s service.
43 Ethereal Vessel: A ship enchanted to sail across land, sea, or air.
Gem of True Seeing: Allows the bearer to see through illusions but
44
dims their natural sight.
Wand of the Archmage: A powerful magical item but one that
45
drains the user’s life force.
Cloak of Twilight: Protects against ranged attacks but amplifies the
46
wearer’s fears.
ADVENTURE TABLES 213
D66 Reward
Warband Loyalty: A company of elite soldiers pledged to the
51
recipient’s service.
Bloodforged Ring: Strengthens the user in battle but requires
52
regular sacrifice.
Patron’s Blessing: A boon that ensures success in one endeavor but
53
binds you to fulfill a future favor.
Golden Banner: Commands respect in any territory but attracts
54
unwanted attention.
Divine Favor: A deity’s blessing shields the recipient but demands
55
constant piety.
Vault of Secrets: Access to the patron’s hidden knowledge, but the
56
secrets come with risks.
Dragon’s Fang Blade: A weapon forged from a slain dragon’s fang,
61
granting immense power.
62 Mystic Seal: Grants access to ancient ruins protected by the patron.
Crown of Influence: A golden circlet that inspires loyalty but
63
burdens the wearer with guilt.
Winged Familiar: A magical creature that aids the recipient but has
64
its own mysterious agenda.
Treasure of the Lost Empire: Priceless riches buried with a dark
65
curse.
Immortal Contract: The patron promises eternal life, with a
66
hidden price yet to be revealed.
214 LONER: STEEL & SORCERY
INSPIRATION TABLES
VERBS
1 2 3
1 Discover Rescue Escape
2 Decipher Sneak Defend
3 Sabotage Confront Uncover
4 Recover Decoy Steal
5 Betray Aid Summon
6 Challenge Solve Expose
4 5 6
1 Investigate Explore Battle
2 Capture Navigate Elude
3 Retrieve Infiltrate Pursue
4 Protect Examine Observe
5 Create Destroy Survive
6 Unravel Conceal Transport
ADVENTURE TABLES 215
NOUNS
1 2 3
1 Artifact Temple Creature
2 Jungle Villain Amulet
3 Island Machine Hero
4 City Map Monster
5 Ruins Crystal Explorer
6 Valley Portal Detective
4 5 6
1 Relic Society Ship
2 Treasure Cult Scientist
3 Tomb Myth Ghost
4 Fortress Legend Library
5 Mansion Prodigy Lab
6 Ruin Legend Spy
216 LONER: STEEL & SORCERY
ADJECTIVES
1 2 3
1 Ancient Mysterious Hidden
2 Powerful Enigmatic Lost
3 Cursed Arcane Forgotten
4 Treacherous Haunted Desolate
5 Fragile Disguised Swift
6 Dark Gleaming Hidden
4 5 6
1 Dangerous Forbidden Sacred
2 Sinister Unknown Exotic
3 Secret Rare Precious
4 Eldritch Legendary Unseen
5 Rugged Perilous Trapped
6 Rugged Swift Eldritch
ADVENTURE TABLES 217
STEEL &
SORCERY
NAME AGE
NICKNAME
CONCEPT
LUCK TWIST
SKILLS FRAILTIES
MOTIVE GOAL
NEMESIS GEAR
SORCERY NOTES
This game is
GEARED TOWARDS
LONER
It means that it is based on Loner - Another solo RPG.
This game is designed to throw you into the heart of the
adventure without worrying about numbers and statistics. It
focuses on the narrative flow alone.
Loner Core Rules are free to download, and you can find the
printed version for a few bucks.
Loner is generic; you can play your favorite genre or setting
in it. If you want to see how it can be adapted to different
genres, the Complete Edition is also available.
You can find all the information at:
https://loner.zotiquestgames.com/