Aketon
For every 200g worth of treasure and coins an • Piece of common gear or ten arrows, cost 10g
Progression
adventurer pulls out of the dungeon/wilderness and • Weapon, shield, or specialty item, cost 30g
Buying
bring back to civilization, they level up (individual basis). • Chain armor or a horse, cost 100g
Adventurers also level up if they defeat an incredibly • Plate armor or horse barding, cost 500g
powerful or important monster and live to tell the tale. In cities these prices are halved.
When an adventurer levels up, they gain a new bonus • Most items, sell for 1g A new, simple role-playing game based on an old, simple war game
Level Up
according to their class. If this is the first time a hero has • Some more valuable items, sell for 10g
Selling
leveled up, they also gain +1 HP and one of four classes: • Lesser treasures, horses, and chain, sell for 50g
• Warrior • Exorcist • Greater treasures and plate armor, sell for 200g
• Seer • Thief • Magic items and amazing treasures, sell for 500g
At first level: +1 to hit with attacks and +1 HP In towns and villages there are usually d6 henchmen
Henchmen
Warrior
Levels divisible by 2: +1 Death, Paralysis, or Fear save ready to be hired. In cities the number is 3d6. They will
Levels divisible by 3: +1 HP want pay up front (see the table below) or a share of the
Levels divisible by 4: +1 to-hit with attacks (not daggers) loot. Only level zero or level one heroes are willing to be
Levels divisible by 5: Attack +1 times per attack action hired this way.
At first level: As an attack, turn unholy once per day Level 0 Warrior Exorcist Seer Thief
Exorcist
Levels divisible by 2: +1 Secrets, Magic, or Fear save For a Day 5g 10g 15g 25g 10g
Levels divisible by 3: +1 HP For a Week 25g 50g 100g 150g 50g
Levels divisible by 4: Learn a spell related to your god
Levels divisible by 5: +1 to turn unholy, +1 uses per day Castles cost 5,000g and 2d6 months to build. Once
built, its ruler will be tested in d6 weeks by the local
Castles
Turning the unholy requires a big holy symbol to do. chaotic powers in the region (such as a dragon or orc
Turning
One roll is used for up to 2d6 unholy creatures nearby. warlord who do not want to be ruled). After that, the ruler
The top number is the monster’s max HP (column). First will be a Baron, and ruler of a 20 mile radius of the castle.
TN for turning the monster (fatiguing them), second TN
destroys the monster. Can be done once per day. Every town or village within the Barony provides 10g in
monthly taxes to the Baron. Every city within the Barony
Barony
0 1-3 4-6 7-9 10-12 13+ must be made to obey the new Baron personally, but
Undead 3-8 6-11 7-12 9-14 11-16 13-18 provides 50g monthly if subdued. Investments can be Written by Reese Surles (ward-against-evil.itch.io)
Fiend 5-10 8-13 9-14 11-16 13-18 15-20 made by the Baron to improve the tax rates. Art by Inked Gas (inkedgas.carrd.co)
If a turning fails for the majority of the creatures Every d6 months, a random specialist will swear fealty Adventurers start with two items relating to their past
Adventurers
Specialists
targeted, the exorcist feels the true weight of the evil to the Baron (up to half their level). profession (before becoming an adventurer), aketon
Doubt
before them and starts to doubt. Doubt can stack and • Alchemist, d6 weeks to brew a potion from a formula armor, a torch, and a dagger. Adventurers can carry up to
gives -1 to casting spells and turning the unholy. It is cured • Scribe, d6 weeks to make a scroll from a spelltome five big items at a time. Five small items equal one big
after d6 hours of dedicated prayer. • Tax collector, boost all taxes 25% item, five coin-sized items/arrows equal one small item.
At first level: Learn a random spell A exorcist or seer in a castle can spend 500g and d6 All adventurers start at level 0 with one hit point (HP).
Hit Points
Research
Levels divisible by 2: +1 Secrets, Magic, or Breath save weeks to learn a spell of their choice. Alternatively, they This is how many hits they can take before they die. One
Seer
Levels divisible by 3: Learn a random spell can spend 2,500g and d6 months to invent an entirely is not much. You’ll need to get creative if you want to
Levels divisible by 4: +1 HP new spell. The researcher can only know a total number survive. Adventurers regain one HP per day, or three if
Levels divisible by 5: +1 to casting spells while unarmored of spells equal to half their level rounded down. they spend the whole day resting.
Seers know all the old myths and legends and have Every d6 months, a warband will swear fealty to the Saves start at 1. Roll 6d6 below. Add +1 to each save rolled.
Identifying
Warbands
studied magic in great detail. Magic items or spells they Baron (up to half their level). Roll a d6 on the table below. 1 Death (and poison) 4 Secrets (and lore)
Saves
encounter are known to them with a successful Secrets Warbands are made up of fighters whose combined HP 2 Magic (and psionics) 5 Blasts (and traps)
save. If they fail either save, they may not attempt again equal ~20 (0 HP = ½). Creatures with 10 or higher HP are 3 Paralysis (and stun) 6 Fear (and charm)
until they’ve leveled up. solo warbands. Adventurer’s have a X-in-6 chance of passing each save.
At first level: +1 to thievery actions, +1 to all saves 1-3 4-5 6 If the outcome for an action is uncertain, roll 2d6. They
Levels divisible by 2: +1 to any save Warrior Heavy infantry Armored knights War beast succeed if they roll equal to or higher than the target
Thief
Rolls
Levels divisible by 3: +1 to-hit if you act first in a turn Exorcist Layfolk soldiers Acolyte priests Noble crusaders number (TN), determined by the likelihood of the action:
Levels divisible by 4: +1 HP Seer Marauder band Novice seers Outsider entity Very likely: 4 Unlikely: 8
Levels divisible by 5: +1 to one set of thief actions Thief Bandit deserters Mercenary vets. Siege engine Likely 6 Very unlikely: 10
Any adventurer can do these but thieves are experts: Warbands battle each other using the same rules as If an adventurer has an item that could help them
Modifiers
Thievery
• Lock-Picking, and disarming traps perform an action, they gain +1 to the roll. If the action
Warfare
normal fighting, using the equipment/abilities of the
• Pick-Pocketing, hiding, and moving silently majority of the warband. Non-warband scale entities would be completed if they had enough time, and they
• Eavesdropping, searching, and finding secrets/traps (such as a few lone peasant levies) are ignored for the do, they just complete the action. There are things that
• Climbing, jumping, vaulting, and fleeing the scene sake of warfare. just cannot be done without the right gear.
If one side ambushes the other, they get a free round of Spells are magic words that manipulate reality. They are • Hike at ~3 mph
attacks (ambush attacks only turnover that attacker). inherently alien to reality. Learning a spell can only be • Force march at ~4 mph (tiring)
Combat
Travel
Spells
Otherwise, a d6 is rolled for each side of the battle. done through leveling up (given through an apocalyptic • Ride easy at ~5 mph
Higher numbers act first, players win ties, if players are on revelation) or through studying a spelltome for d6 days, • Ride hard at ~8 mph (tiring)
both sides of the battle, reroll both until there is no tie. after which the tome is drained of all magic. Each hour of tiring-travel: +1 fatigue, lasts the whole day.
One fighter may act at a time on their side’s turn, then When a magic-user casts a spell, they roll 2d6. There are • Row upstream at ~3mph (tiring)
Maritime
they may hand it off to another fighter on their side. The two TNs. The first is for a partial (P) casting, the second is • Row downstream at ~8mph
Casting
Turns
side’s turn ends and it becomes the other side’s turn when for a full (F) casting. TNs are determined by the caster’s • Sail the open seas in a small ship at ~6mph
a turnover is suffered or once all fighter’s have acted. level (column) and the amount of will they infuse (row). • Sail the open seas in a large ship at ~12 mph
Being the first to act twice in a row fatigues the fighter. Non-casters are level 0. A spell can be cast once a day. Each hour of tiring-travel: +1 fatigue, lasts the whole day.
When a fighter acts, they may do two of three things: 0 1-10 11-20 21-30 31-40 41+ When traveling in Lawful territory, roll for encounters
Wilderness
• Move to somewhere nearby (~30ft) Minimally 8-12 8-12 7-11 6-10 5-9 4-8 once per day. Otherwise, roll once per d6 hours traveled.
Actions
• Attack an enemy/cast a spell Significantly 6-10 6-10 5-9 4-8 3-7 2-6 1-2 A random encounter is on their way to the party
• Use/pass an item/change weapons Totally N/A 5-9 4-8 3-7 2-6 1-5 3-4 Signs of potential encounters are spotted/heard
Doing the same action twice fatigues the fighter. Only trained magic-users can totally infuse their will into a spell 5-6 Nothing happens
When a fighter attacks, they roll 2d6. They are trying to Casting a spell while wearing chain armor gives -1, and When exploring an adventure site/dungeon, time is
Attacking
Modifiers
get equal to or over the TN shown on the table below, plate gives -3. Magic-users gain +1 to casting for each: tracked in 10 minute “segments.” Every 10 minutes that
Delving
determined by what weapon the fighter is using to attack • Wielding a staff/scepter as weapon (Seer only, max 1) pass in real life, 10 minutes pass in the game (this can be
with and what armor their target is wearing. Attacking/ • Wearing no armor easily tracked by writing down the start time for the
casting a spell twice in a round fatigues that fighter. • Carrying their big holy symbol (Exorcist only, max 1) delve). Certain actions speed up this timeline.
None Shield Aketon Chain Plate Barding Arcane backlash occurs when a magic-user fails to cast a Every 30 minutes (three segments) that passes in the
Backlash
Unarmed 8 +3 9 9 15 15 spell. It’s effect is unique to every spell, some guidelines: dungeon causes a d6 to be rolled on the table below:
Events
Dagger small 7-8 +1 9-10 11-12 11-15 12-15 • Minimally, no backlash but spell is still used up 1-2 A random encounter is on their way to the party
Bludgeon 7 +1 7 8 9 10 • Significantly, damage or a dramatic inconvenience 3-4 Signs of potential encounters are spotted/heard
Sword 6 +1 7 8 11 10 • Totally, debilitating consequences (death if warranted) 5-6 Nothing happens
Axe 6-8 +0 6-8 9-11 11-12 10-11
1Hnd. Spear 6-7 +1 7-8 8-9 11-12 9-10 Other magic-users can attempt to silence another’s Adventurers will get some vague signs of monsters
Encounters
Silencing
2Hnd. Spear 6 +1 6 8 11 6 spell. This requires they expend one or more of their nearby to them (smells, sounds, or sight) even through
Mntd. Spear 5 +1 5 6 8 6 learned spells for the day. They inflict -1 on the other doors and walls. There is a 2-in-6 chance a monster will
Polearm 6 +1 6 7 10 6 magic user for each spell spent. Magic-users can detect detect the adventurers first. In either case, if the intention
Great Weap. 6 +1 6 7 9 8 the amount of will another is imbuing into their spell. of the monster isn’t clear roll 2d6 on the table below:
Sling 5-6-7 +3 6-7-8 6-7-8 13-14-15 9-10-11
Shortbow 6-7-8 +2 6-7-8 7-8-9 9-10-11 8-9-10 Heal Wounds 2-5 They harass or ambush the party, or run if being hunted
Crossbow 5-6-8 +2 6-7-9 7-8-10 9-10-12 8-9-12 F Heal an ally you can touch 2d6+4 HP, cures poison 6-8 They don’t know what to do, but are guarded
Longbow 6-7-8 +2 6-7-8 7-8-9 8-9-10 7-8-9 P Heal an ally you can touch d6+2 HP, cures poison 9-12 They need help from the party or act passively to them
SB Cannot benefit from magical healing for a days
The first TN for ranged weapons is for nearby targets, TB Cannot benefit from magical healing for d6 days Moving through the dungeon takes no time at all, other
Weapons
then far away targets, then even farther targets, and TN than the time it takes the GM to explain it all. If a room
Moving
12 for close-by (melee) targets. Daggers, axes, and one- Blazing Fireball has a trap that could be triggered (i.e. a pressure plate on
handed spears can be thrown at a nearby target, use F Far: 30ft diameter explosion, two hits, save Blasts for one the floor), it has 2-in-6 chance of going off for each
second TN. Daggers have +1 attacks per attack action. P Far: 30ft diameter explosion, one hit, save Blasts to avoid adventurer that move’s through the room.
SB Partial success fireball centered on caster (effects caster)
When a fighter is hit by an attack, they reduce their HP TB Full success fireball centered on caster (effects caster) Torches take up a hand and shine light on everything
by one. If this reduces them to 0, they must save Death. nearby (~30ft). Lanterns can be worn on your belt and
Damage
Light
If they fail, they die. If they succeed, they are fatigued. Create basic stat-blocks for your monsters: shine light on everything close-by (~10ft). No matter the
Monsters
Fighters with zero HP, do not save if hit again, they just [1] Chances for saves (unlisted saves have a 1/6 chance) light source, they burn out after one hour has passed. If in
die. [2] Their number of attacks + abilities, and bonus to hit total darkness for an extended period, you die.
[3] Equipment the monster has on them
A turnover represents that side losing the initiative to [4] Abilities or spells (bonus to-cast and caster level) When a room is fully searched, discover anything not
Turnovers
Searching
the enemy. They are caused when: easily seen and clues to any secrets. This takes one
• An attack does not hit Footman (HP 3) Number segment, TN depends on the room size, +1 for each
• Doubles are rolled (regardless if the action succeeds) Saves 1 D-P-F 2/6 #A1 (+1) 2 of attacks searcher not on guard, +2 for each time its been searched:
• All fighters on one side act sword, shield, aketon Small 4 Middle 6 Large 8 Huge 10 Vast 12
-1 to-be-hit if an ally is closeby
When a fighter is fatigued, that means they gain one Determine the sides of the chase. Each side rolls a d6
fatigue. Each fatigue gives -1 to attacks/spellcasting. War Priest (HP 4) and adds +1 for every boon they have (in-exhaustive list):
Fatigue
Chases
Fatigue can be reduced by one by the fighter voluntarily Sc-Sp-F 2/6 #A1 (+0) • Outnumbered • More ranged weapons
skipping their action for a round. This must be declared Equipment 3 bludgeon, shield, chain Abilities/ • Mounted v. Unmounted • Head start
when they have an opportunity to act on their side’s turn. two exorcist spells (+0, 5th) 4 Spells Hunters win = force combat, quarry win = clean escape.