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Disciples of Bone and Shadow - First Edition PDF
Disciples of Bone and Shadow - First Edition PDF
Layout by AT.
Edited by W. H. Smith.
All rights reserved. No part of this book may be reproduced or utilized in any
form or by any means, electronic or mechanical, without permission in wri-
ting from the publisher.
ank you to the following people for playtesting and giving design input:
Miguel Suárez, Federico Moreno, Gonzalo Torres, Biljana Bralić, Arthur H.,
Amanda Wilkens.
Special thanks to Matt Kelley and his team at Exalted Funeral.
www.exaltedfuneral.com
exaltedfuneral@gmail.com
:TABLE OF CONTENTS:
12 GETTING STARTED
44 BESTIARY
44 Vermin
50 Fiends and Foes
56 Elite Enemies
61 Tyrants
62 RESCUE PARTY
ALRED woke up with a sharp pain in the back of his head. He opened his eyes
and all he saw was the shadows cast by a lantern against the moldy walls of
what appeared to be some kind of pit. His helmet laid on a pile of filth beside
him, and his shield seemed to have split in half aer having fallen on top of it.
Shaking his head, he slowly rose to his feet inside the narrow pit. Aer a mo-
ment of confusion, he started to remember; following weeks of searching aer
clues and rumors, he had finally found the tomb of Kal-aras e Bleak. An
old man he had helped in a backwater town in the Yarani region had pointed
him in the right direction, telling him some stories about his youth as a tomb
raider. Along the way he got slightly lost, which is the reason why he had
brought some help, a young lad from the last settlement he had visited (what
was it, Ishran? Eshrin?) that insisted knew the area. Surprisingly, he had only
needed a couple of days to guide him to this place, which was impressive
enough to convince him of taking the boy with him to explore the inside of
the tomb.
at had been his first mistake.
Still dazed by the fall, Alred picked up the lantern from the floor, and
examined his situation. If he was being honest, he was surprised by the fact
that he was still alive; this kind of places were not famous for being forgiving.
He had heard of horrific traps that would fill the room with poisonous fumes,
killing you before you even realized what had happened... He had seen very
primitive but effective traps, such as giant boulders falling on top of comrades,
or blades rushing out from hidden holes in the wall... So the fact that he ap-
peared to be in what seemed like a simple hole in the ground was almost dis-
appointing. If only the lad had been that lucky...
ey had been inside the cursed tomb for what felt like days, when
Alred decided it was time for a break. ey found a chamber filled with what
must have been embalming tools of some kind, and aer clearing it from all
the rubble they sat and shared some cold rations in the shadow of their lamps.
Ten minutes later, Alred felt it was time to move on. “Gather our stuff
and get ready to leave in five minutes, I need to take a piss”, he told the lad
while he exited the room. He was starting to like the kid; he was hard working
and didn't ask unnecessary questions.
Alred found a corner, relieved himself and tied his belt, heading back
to the room. “I think I know where we took the wrong turn, -I”; as he entered
the room, he immediately forgot what he was going to say. He saw the lad in a
corner, his back against the wall while he held in his hand his hunting knife.
Across him, the kind of abomination you only hear about when travelers gather
around a fireplace and exchange stories and rumors. ere it stood, a monster 7
of vaguely anthropoid outline, but with an octopus-like head whose face was
a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and
fore feet, and long, narrow tails protruding from the back. e thing was the
size of two men, but the low ceiling forced it to stand on all fours. at didn't
seem to slow it at all, though; with prodigious speed, it rushed towards the lad,
enveloping him with its face-tentacles. e kid stabbed it on the neck several
times, but the thing didn't seem
to even notice.
Alred took his sword
and charged forward before he
even realized what he was
doing, stabbing the creature in
the back. With a hiss, the
abomination snapped its tails at
him, sending him flying across
the room. Free of distractions,
it focused its attention back on
the kid, who was struggling
against the thing's tentacles, to
no avail. Alred shook his head
and looked around for his
sword, which had slipped away
from him. He rolled towards it,
picked it up, and prepared to
charge the creature again.
Before he could do it
though, he stopped on his
tracks, horror invading him as
he saw how the creature had
pinned the lad against the wall
and was apparently sucking his
innards with the tails, which
had now opened and were stab-
bing him all over his body. e
poor kid simply looked at him in disbelief, his face becoming paler as his life-
force le him.
He wasn't sure what had happened next; he vaguely remembers run-
ning without any sense of direction, simply trying
to get away from that thing. He ran for what felt
like hours, until he fell on his knees, unable to take
another step. He then realized that somehow he
8 could see; he looked down at his hand and saw
that he was holding his lantern. He must have
grabbed it before running away, a small, rational
part of his mind still in control, or maybe it was
his survival instinct kicking in. Who cares; the
fact was, he had ran away, leaving the poor kid
alone. He told himself it was too late to help him
anyway, that staying would have only meant he
would have died with him. It didn't help.
But what was that thing? He had seen
plenty of horrors in his day; from those disgusting
snake-people and their unnatural tools, to the un-
nerving clackering of a swarm of bloodfeathers,
he thought he knew what kind of terrors Uzrun
could throw at him. He had of course heard the
rumors and tales of ancient beings, creatures be-
yond time and space that pacted with the tyrants,
to serve them in honor of the Primordial Ones.
But his imagination had fallen short in compari-
son to this bleak reality.
He crawled back on his feet, looking at his
surroundings. He seemed to have ran in an un-
known direction; this wasn't the way they had
come in. e walls seemed older, made from a dif-
ferent kind of stone than the rest of the tunnels.
ere was no point trying to retrace his steps, and
he wasn't sure he wanted to, anyway. He picked a
tunnel that seemed to have a slight upwards incli-
nation, and started walking.
It was then when he had fallen, swallowed
by a suddenly non-existent floor.
Too late to lament his past actions now, he
thought. He better look for a way out that hole, so he could find an exit and
escape the horrors of the tomb. He needed to find that relic, but he was going
to require extra help to do so.
While he was untying the rope he always had wrapped around his
waist for this type of situations, he thought he heard some distant noise. Stop-
ping to listen, he held his breath. ere it was, a distant, faint rumble. What
was that? Was it the creature, chasing aer him? He really needed to get out of
there.
With a loud, rushing noise, he felt something pouring over him, like
a never ending cascade. It was so sudden and violent that it knocked the lamp
off his hand. Was it... sand? It was! Sand was pouring from somewhere above 9
him, quickly filling in the hole. So this was the actual trap; for some reason it
had been delayed, giving him a few minutes. Minutes he had just spent think-
ing of how he got into that situation, instead of thinking of how to get out of
it.
ings didn't look good; in a matter of seconds the sand had reached
his knees. He tried pulling his leg out, but couldn't. Fighting against the panic,
he remembered some tale about having to roll over your body in case you were
trapped in quicksand. He lowered himself, trying to liberate at least one of his
legs. What the tales didn't take into consideration was tons of sand pouring
over your head while you were trying to free your legs...
Feeling a dread even greater than before, he realized he was now stuck
waist-down. So this was how it ended, aer a series of bad decisions...
Aer a muffled scream for help, silence returned to the tomb once again.
THE F RACTURED
D OMINION
e Twilight. e Never Realm. Uzrun's semi-permanent state of terror, fearing
husk. e Fractured Dominion is a place being taken away into one of these hor-
10 of many names, as many and varied as rific structures to never be seen again.
the different peoples that inhabit it. is e rulers of these fortresses, generally
is not a friendly place; food is scarce, known as Tyrants, are beings of vast
death comes swily and unexpectedly, power, corrupted creatures that have
and the relentless winds carved away struck a deal with the terrible Primordial
most of the land's distinctive geographi- Ones. For as long as anyone can remem-
cal features millennia ago, leaving behind ber, they have ruled the land with fear,
a desolate plane and dunes the color of some of them (a very few) with a sem-
old bones. Nomad tribes of different na- blance of control, which has allowed a
tions roam the place, with settlements sliver of civilization to appear in small
being rare and separated by vast dis- pockets, but most of them are just
tances. chaotic beasts whose actions are so re-
is is a place of eternal dusk; moved from the normal human behavior
the sun never truly sets nor rises. A land that they might as well be forces of na-
of perpetual shadows, the Fractured Do- ture. ey offer no more indication of
minion is the only truly inhabitable area when their wrath will strike next than a
in Uzrun, the demon-world. To the sandstorm.
North lies the land of eternal sunshine Some say that it was not always
and maddening heat; those who wander like this. Obscure legends talk of a time
too deep into the Scorched Wastes rarely when Uzrun was a land of blessings and
come back. On the other side, to the growth, a place with seasons, day and
South lies the Land of the Conquered night, hope and life. ere, society flour-
Sun, a place of never ending darkness, ished to levels not even dreamed of
with cold and unspeakable horrors lurk- today, with trade and civilization existing
ing in its frozen landscape. all across the globe, and precious metal
Dominating the desolate land- being found under the soil without much
scape of the Twilight, the solitary effort. Now, this is a place where almost
fortresses of the Tyrants stand strong and everybody lives a nomadic way of life,
menacing. ese colossal buildings, con- roaming the Twilight and looking for
structed by thousands of slaves that are their next opportunity. Metal tools and
always sacrificed aer they are no longer weapons are almost never seen, with
needed, are the only constant in the hori- most of them being made of bones and
zon; as soon as one is le behind the stones; sometimes a lucky adventurer
threatening silhouette of another one can finds a relic of the past and manages to
be seen in the distance. People live in a carve his name in red with it, swinging
away towards glory. is is a place where hidden hideouts and caves full of bandit
horrors abound and stalk you in every loot, and even the mighty fortresses of
corner, even inside your mind. To those the Tyrants are a target to those few des- 11
fearless (or stupid) enough, this is an op- perate enough to dare face the horrors
portunity, a path to power. ey fight inside.
their way through forgotten ruins and Most certainly, death awaits.
hidden caves, finding tomes of power But isn't the alternative worse? A short
filled with secrets that slowly rot their life full of uncertainty is the only guar-
minds. Eventually the majority simply antee in the Fractured Dominion.
become wild, mindless beasts, but to
those able to resist the corruption, the re- Well, what are you waiting for?
wards are limitless.
is is a place of death, fear and
suffering. But to those brave, strong and
smart enough, this is a world full of op-
portunities: ancient ruins filled with for-
gotten treasures ready to be ransacked,
e dice
e game uses ten-sided dice, annotated
as D10. roughout the book we will use
the following dice codes:
D10: roll a die.
D10+X: roll a die and add X (the specific
number will be determined by the rules)
to the result.
2d10: roll two dice and add them.
2d10 +1: roll two dice, add them to-
gether, and add X (the specific number
“D'AIOGDA THE UNYEILDING RULED
OVER THE QUIET WASTES FOR OVER 500
YEARS, UNTIL HE WAS BETRAYED BY HIS 13
COUNSELOR KUTAMAH. KUTAMAH
ADOPTED THE NAME OF VIDHRI, WHO
WOULD LATER BE CALLED THE STRAN-
GLER, AND RULED UNTIL THE WILDERS
UPRISING OF 1476."
– KEAN IC CHRON ICLES, BOOK III.
will be determined by the rules) to the Inspired, which allows him to roll again
total. and add the result. is is in place to rep-
D10 x d10: roll two dice and multiply the resent how even the mightiest of war-
result of one die by the other. riors can trip and fail at a combat routine
D10-X: roll one die and subtract X (the he has practiced his whole life, or how an
specific number will be determined by old peasant can get lucky and strike
the rules) from the result. down a terrible armored beast.
D10 + L : roll a die and add the charac-
ter’s level. e paper grids
D5: Roll a D10 and divide the result by Later in this book you will find the rules
two, rounding up. that explain how your party of characters
D100: roll two dice of different color, moves through the world of the Frac-
reading the first as “tens” and the second tured Dominion, finding challenges and
as “units”, generating a number from 1 to opportunities along the way. For this you
100. will use the Hex graph while your party
moves through the worldmap, and the
Critical fails and successes Adventure grid for when your group of
A roll of 1 is always a failure. On the characters delve into caves, hideouts or
other side, a roll of 10 is always a success. the mighty fortresses of the Tyrants.
With a roll of 10 the character becomes
THE PLAYER
CHARACTERS
Your journey exploring the Fractured tack bonus when equipped with a
Dominion starts by making your charac- weapon, unless you have the Unarmed
14 ters. As a solo player, you will control two combat skill.
characters; if there are more players you - Defense: Any point in De-
can each control two characters, or sim- fense is a bonus to your Defense rolls. On
ply one each. As a solo player though, if occasions, some situations will not allow
you feel the game is too challenging you you to use your Defense stat (for exam-
are free to make a party of up to four ple, being attacked by surprise).
characters, the choice is yours. - Resistances (Magic, Poison,
First, you will need a piece of Strength, Dexterity, Will): is repre-
paper to write down the character’s sta- sents the character’s capability of resist-
tistics on. You may use a pre-printed ing determined types of damage or
character sheet if one is available, or you influence. e higher a character’s Re-
may simply use a piece of notebook sistance to a specific source of damage,
paper. You should use a pencil to write the higher the chances of not being af-
down all information, as any statistic fected by it.
may change during play. You may spend Enhancement
A character may belong to any Points (EP) to raise your Primary stats
gender, but for brevity’s sake we will be (more on this below).
using masculine pronouns from here on.
e Secondary stats are:
Player character statistics (stats) - Max Corruption: Max Cor-
Player characters’ capabilities and en- ruption determines how many Corrup-
durance are defined by their stats. e tion Points (CP) you can have before
Primary stats are: your character is lost to the Primordial
- Health: Health determines Ones. is stat cannot be raised through
how many wounds a character can take normal means, though. A character is
before being mortally wounded. e lost if it reaches its max corruption
more Health points a character has, the points. We will talk in detail about cor-
more punishment he can take in combat. ruption in the section of this book dedi-
When characters’ health reaches 0, they cated to magic and spells.
die. - Carrying Capacity (CC):
- Attack: e higher your at- Characters have a max carrying capacity
tack bonus, the more chances you have (CC) of 40, and all items have a fixed
of hitting your opponent. e Attack stat amount of units of weight (UW). You
is always treated as a modifier to Attack can see the UW of each item on the sec-
rolls. You can only benefit from the At- tion of this book dedicated to equipment
and gear. If a character is overburden he Defense and +1 to Poison Resistance. For
fights with a -2 to Attack and Defense his second character he wants a more
rolls. combat-focused type, so he goes for a 15
Secondary stats may not be Health of 4 (base of 2, +2 EP = 4), +1 to
raised with Enhancement Points. Attack, and spends his last two points pur-
chasing the Dual wielding skill (see the
No classes complete skill list on page 20).
ere are no classes in Disciples of Bone All free-form characters start
and Shadow; you are free to create your with 10 + 4d10 shells (the currency of the
characters as you see fit. Any character Fractured Dominion) to spend in gear
has access to all the available starting and provisions.
gear, too (as long as they can afford it).
Every player character starts at level 1
with a base health of 8 and a Max Cor- ARCHETYPES
ruption of 10, plus 5 Enhancement Archetypes are player character tem-
Points (EP) that they may use to pur- plates with a predetermined set of stats
chase stat points and/or skills and spells. and skills that you can choose to play
Raising any of the base stats (Health, At- with. ese archetypes represent the
tack, Defense and Resistances) costs 1 most common roles and play styles, and
EP, while most skills and spells cost 1 EP they can serve as a guide for when you
too, although there are several that cost are unsure of what to do with your char-
more. Notice that each Resistance point acters. ere is also added benefits to
must be purchased separately; if you using archetypes: they all have some
spend one EP on Magic Resistance, that form of exclusive bonus, whether it’s a
point raises only Magic Resistance, not stat bonus, an exclusive skill or spell, or
all resistances at once. even access to unusual equipment. Ide-
Example: Mike starts creating his new ally, you will spend your EP as you level
party for a new session of Disciples of up so that you meet the conditions de-
Bone and Shadow, aer his previous one scribed on each of the archetypes, thus
met an untimely demise at the hands of an “collecting” any archetype you are inter-
abomination. For his first character, he de- ested in and gaining new and exclusive
cides he is going to go for a sturdier type, skills.
hoping he will survive longer; he spends
his first three Enhancement Points into Starting Archetypes
giving him a Health of 11 (base of 8, +3 Although you are free to create a charac-
EP = 11), and he chooses to spend the last ter from scratch and distribute the EP
two Enhancement Points giving him +1 however you want, choosing one of the
starting archetypes is a great idea for
when you want a quick start, or you don’t
want to bother thinking about balancing
your stats. Starting archetypes are also
slightly more powerful than what a be-
ginning free-form character can be, since
their starting skills are very cost-efficient,
EP-wise. Starting archetypes also begin
the game with some gear suitable to their
16
skills and enough provisions to last a
week.
Acolyte
Health: 10 / Max Corruption: 11
Spell: Shadow flames (1 daily use)
Starting gear: Staff, 1 bandage, 3d10
shells.
An acolyte is someone who has seen the
power of the Tyrants, and wants it for
himself. He has stumbled upon some secret
knowledge and started his path towards
ascension... or madness.
Brawler
Health: 10 / +1 Defense / +1 Strength Re-
sistance
Skill: Combat training
Starting gear: Any one-handed weapon
and a shield, or a two-handed weapon handed weapon, 3d10 shells.
instead, 3d10 shells. Wherever any semblance of civilization
A brawler is a character used to the rough rises, the arrival of thieves and burglars is
life of the Never Realm; he knows how to guaranteed. A burglar is used to avoid
give a beating, and how to take one as harm and get into places they shouldn’t be,
well. He also knows his life will probably which makes them perfect adventurers.
be short, bloody and miserable, but he
plans on going out swinging. Hunter
Health: 10 / +2 Attack
Burglar Skill: Foraging
Health: 10 Skill: Marksman
Skill: Well coordinated Starting gear: Short bow, quiver, any one-
Skill: Feint handed weapon, 1 bandage, 2d10 shells.
Skill: Lockpicking Hunters are one of the backbones of the
Skill: Disarm traps many peoples of the Fractured Dominion.
Starting gear: Lockpicks, any one- Playing the role of providers and defend-
ers, they are well-liked and respected any- Apothecary
where they go. Required stats: Health: 19 / +1 Defense /
+4 Poison Resistance / +4 Magic Defense
Vitalist Each time an apothecary kills an elite
Health: 10 enemy, he may collect its essence. He
Spell: Cauterize (2 daily uses) may use them aerwards to cra unique
Spell: Cleanse poison (1 daily use) concoctions:
Starting gear: Any one-handed weapon - 3 Elite essences: Healing salve. Once
and a shield, 3d10 shells. per day/adventure you may apply this
17
A vitalist has chosen to restore what the salve to heal 2d10 Health Points.
agents of the Primordial Ones have taken - 3 Elite essences. Poison salve. Apply
away, healing ailments and taking the role this to become immune to poisons for a
of witch doctor or medicine-man among whole adventure.
the desert tribes, while risking his mind - 4 Elite essences: Agility salve. You may
with every wound healed. use this to add +1 to a character’s De-
fense during an adventure.
ADVANCED ARCHETYPES An apothecary has learned how to trans-
e following list shows what type of form the remains of beasts twisted by dark
characters the player can strive toward energies into useful remedies and potions.
playing with. Each archetype describes eir work is very appreciated among
which stats, skills and spells are neces- those who dare oppose the Tyrants and
sary to have in order to be able to be- their forces, oen providing a much
come said archetype. Once your needed edge against them.
characters become a specific archetype
the benefits that come with it become Bloodsage
permanent, even when they change to a Required stats: Health: 25
different archetype aerwards. Requires knowing any two spells, one of
Example: Mike has his eye on making one which must be a blood spell.
of his characters become a Watchman. A bloodsage may drain another charac-
With that goal in mind, each time he levels ter’s wounds and inflict them upon him-
up he spends his EP on a way that will self. Once per day/adventure, a
eventually fulfill the requirements de- bloodsage may heal any number of
scribed on the Watchman section. Starting wounds from another character, and the
as a Brawler at level 1, he has 10 Health bloodsage will receive equal amount of
and +1 Defense. To become a Watchman damage. He will then regenerate 1
he needs to have 14 Health, +2 Defense, wound per room or corridor explored,
+1 Will Resistance, and the Defensive until he is fully healed, or simply fully
stance skill. At level 2 and 3 he spends his heal a day aer.
2 EP on raising his character’s health to a ere is power in blood, and the bloodsage
total of 14 (2 EP spent per level). At level has learned how to use it for the greater
4, he spends 1 EP on Will resistance, and good. By sacrificing his flesh (and soul,
1 on Defense. Finally, at level 5 he spends more oen than not) he desperately hopes
his 2 EP on the Defensive stance skill, offi- he is making the Fractured Dominion a
cially making his character a Watchman. better place.
Executioner Pugilist
Required stats: Health: 13 / +3 Attack / Required stats: Health: 20 / +4 Attack /
+1 Strength Resistance +3 Defense
Required skill: Weapon specialization – Required skill: Unarmed combat
two-handed axe. Once per adventure, a pugilist may per-
Once per town visit, an executioner may form a focused uppercut; roll the Attack
ask the town elders for work. Roll a D10; die three times, and
on a roll of 1-8 he has an execution to choose the best result. If the uppercut at-
take care of, earning D10 shells. tack hits an Elite monster, it inflicts 2 HP
18
Feared in almost any civilized place, exe- of damage.
cutioners transform their skills in wielding When things start heating up, a pugilist
heavy weapons into a profitable way of decides to leave all weapons aside and
life. trust his own fists over anything else. Years
of training in the tough streets of the Frac-
Mender tured Dominion have given him an edge,
Required stats: Health 19 / +3 Defense / an edge he now applies against any oppo-
+1 Will Resistance / +2 Poison Resist- nent, be it from this world or another one.
ance
Once per adventure or day, a mender Purifier
may heal D10 + level wounds from a Required Stats: Health: 18 / +3 Attack /
character. +3 Defense / +4 Magic Resistance
A mender is a traditional healer, respected Required skill: Resist magic.
by his community for his insistence on Becoming a Purifier allows the character
using traditional healing methods, instead to always add half his level to any attack
of recurring to the use of dark arts. against magic-casting creatures.
Once a character becomes a purifier, he
Penitent is not allowed to learn or cast spells of
Required stats: Health 20 / +2 Will Re- any kind.
sistance Having witnessed for too long the corrup-
Required skill: Weapon specialization – tive effects of magic, a purifier is a char-
club acter that decides to take matters into his
No EP may have been spent on Defense own hands, hunting down any spellcaster
before becoming a penitent (a character’s and swearing to cleanse the blight of magic
Defense stat must be 0). from this land.
As a penitent, aer loosing three Health
Points your next attack has a +4 to it. Scholar
is bonus does not persist between Required stats: Health: 12 / +2 Magic Re-
fights, and must be used immediately. sistance
A penitent is one that feels he has sins to Requires knowing any four spells.
atone to, purposely putting himself in dan- Becoming a scholar grants an extra daily
gerous situations. ey then channel the use to any known spell.
pain and shame they feel into pure rage, Scholars are always found in abandoned
cleansing themselves from past mistakes. ruins and forbidden places, looking for the
secret knowledge le behind by the mad
and the powerful, half-knowingly de- Stalkers learn their trade in the Land of
scending toward the same dark place in the Conquered Sun, and it is the shadows
their minds that destroyed their predeces- where they find themselves most comfort-
sors. able. eir pact with the night grants them
predator-like abilities, and they are feared
Slave Master across the whole Fractured Dominion.
Required Stats: Health: 20 / +2 Attack /
+3 Defense / +4 Will Resistance Watchman
Becoming a slave master grants the Required stats: Health: 14 / +2 Defense /
19
Leadership skill. +1 Will Resistance
A slave master is someone who is used to Required skill: Defensive stance
making others listen to his commands, a Becoming a Watchman grants the Shield
surprisingly useful trait in the middle of a bash skill.
bloody melee. As soon as a settlement starts to grow, the
necessity of hiring watchmen becomes
Stalker clear. ese specialized warriors rely on
Required stats: Health 13 / +3 Attack / +2 their shield to keep them safe from the fre-
Poison resistance quent assaults of pillagers and the occa-
Required spell: Invisibility sional drunken bar fight.
Becoming a stalker grants the Night vi-
sion skill.
SKILLS
Skills are special abilities a player character has learned during his travels and expe-
riences. ey can range from the aggressive and active, to the defensive and passive,
or situational. As we have mentioned before, most skills are acquired by spending
Enhancement Points on them upon leveling up, but a few may only be obtained by
becoming a certain archetype. e following list describes the skills the player char-
acter’s may obtain. e list shows the skill’s name, followed by how many EP costs to
purchase said skill, followed by a description of the skill’s effect.
20
SKILL LIST
Abomination slayer (1 EP)
A character with this skill has a +1 Attack when fighting against abominations.
Brawny (1 EP)
Increase your Carrying Capacity by 10.
Feint (1 EP)
Roll 2 Defense dice, choose the highest.
Finesse (1 EP)
Roll 2 Attack dice, choose the highest.
Incorruptible (4 EP)
Add your level when rolling against a spell's Corruption Level.
Lockpicking (1 EP)
Allows the character to attempt picking a lock. Add the character's level to the
roll when attempting to pick a lock.
Marksman (1 EP)
Add your Level to your ranged Attack rolls.
Mighty (1 EP)
Add your level to any Strength Resistance save roll.
23
MAGIC AND SPELLS to cast the spell. is is done by sacrific-
Magic is a very dangerous and fairly rare ing Health Points, as is described in each
thing in the Fractured Dominion. It is Blood magic spell.
usually associated with the Tyrants and
their masters, the Primordial Ones, Corruption
which means that in many places a per- Each spell has a Corruption Level (CL).
son will be immediately killed if seen e player character casting the spell
casting a spell. Most oen than not, any- must roll against that level. For example,
one dealing with the forbidden arts will the CL of Shadow flames is 6, which
end his days as one of the countless means that the character must roll a 6 or
abominations that roam the Savage more. If the character fails the roll, the
Sands... Despite this, many are those who spell still works (unless he rolls a 1, in
search forgotten ruins hoping to find which case it doesn’t) but they gain 1
tomes of power containing the secret to Corruption Point (CP).
become a Tyrant themselves, or at least ere are a few ways of keeping
to live an easier, longer life. the corruption at bay, but the most com-
e only way player characters mon ones are defeating a tyrant or com-
have of obtaining a spell (aside from the pleting a task. Player characters that
starting archetypes’ spells) is by finding defeat a tyrant or successfully complete
a scroll or tome of spells. Once a charac- a task may remove 2 CP.
ter finds a spell he wants to learn, he Once a character reaches his
must spend the EP cost to obtain it. is max Corruption allowed, he is irremedi-
will grant him a single use of that spell ably lost, and is to be considered dead.
per day or adventure. Further uses may He may not be resurrected in any way.
be purchased at a cost of 1 EP, regardless
of the initial EP cost. If a character Learning a spell
doesn’t have enough EP to learn a spell Once a character obtains a spell he wants
right away, he may simply keep the scroll and has the EP necessary in order to
or tome in his inventory, until he is ready learn it, he must roll against the spell’s CL
to learn it. Only one character may learn using his Magic Resistance. If he passes,
a spell at a time from one source, and the he learns the spell. If he fails, his mind is
scroll or tome is destroyed in the process. flooded by visions that were not meant
An even darker form of magic for a human mind to see, and gains 1
is Blood magic. is twisted art requires Corruption Point. He may re-try learn-
the caster to spill his own blood in order ing the spell 24 hours later. If this is the
SPELL TABLE (D10)
1 – Bind Death
2 – Breath of C’athrhi
3 – Cauterize
4 – Cleanse poison
5 – Find traps
6 – Invisibility
7 – Orb of light
24 8 – Pain transfer
9 – Regeneration
10 – Shadow flames
end of your gaming session for the day, summons a black needle that digs into the
simply roll until the character passes the character’s flesh, cleansing it from poison.
skill test, but adding a CP per failure. Remove the negative effects of a poison
Note that no EP are spent until from one character.
the spell is actually learned. - Find traps (1 EP): CL4. A nauseating
sensation invades the caster while on the
Spell list proximity of a trap. During the remain-
- Bind death (1 EP): CL7. Blood magic. der of the adventure (if in an interior set-
Tentacles of blood shoot from the caster’s ting) or a full day (when outside), the
arms. For each Health point the caster character can detect any traps before
sacrifices, he deals D5 direct damage to they are activated. Notice that this does
an undead enemy. not mean the trap is neutralized; the
- Breath of C’athrhi (2 EP): CL8. Blood party will still need to find a way of dis-
magic. e caster must sacrifice 1 HP. A arming it, or may simply avoid the area
red mist forms and wraps around the en- where the trap is located.
emies, poisoning them. Deal D10 damage - Invisibility (1 EP): CL6. e caster’s
to each enemy. shadow envelopes him, making him dis-
- Cauterize (1 EP): CL4. A searing, hellish appear to the naked eye. At the beginning
heat closes the character’s wounds. Heal of your turn, you may cast this spell to
1d10 + L from one character. become invisible and sneak behind the
- Cleanse poison (1 EP): CL4. e caster enemy. You perform your next attack
with a +3, and enemies can’t target you in the thousands of shells, he is carrying
that turn. most of them in the form of precious
- Orb of light (1 EP): CL6. Summons an stones, such as diamonds and rubies. For
orb of bleak light that allows you and your gameplay reasons though we will simply
party to see inside an interior setting or express all values in shells.
during the night without the need of Due to the scarcity of metals,
torches or lamps. Its effects last for a most weapons and tools are made of a
whole adventure. combination of bone, stone, leather and
- Pain transfer (2 EP): CL7. Blood magic. wood. e items listed below are the
25
e caster slowly crosses his arms with a ones made of these standard materials.
sharp blade, letting the blood drip on the Only rich merchants, nobility and some
floor, where it bursts into flames. For each elite troops are seen carrying metal
Health point the caster sacrifices, he weapons or armor, although there is al-
deals 1 direct damage to an enemy. ways the lucky scavenger that manages
- Regeneration (2 EP): CL5. A crust of liv- to find a relic from the past buried in the
ing shadows form around the caster’s ruins.
wounds, pulsating, but soothing the pain. Every item in Disciples of Bone
e caster heals D10+L Health points to and Shadow has a weight, expressed in
himself, at a rate of one per turn. UW. By default, a player character may
- Shadow Flames (2 EP): CL6. Flames carry up to 40 UW, although there are
made of shadows jump from the darkest some skills and items that allow you to
corners of the room, engulfing the target. increase that number. It is assumed that
Shadow Flames deals a number of HP the player characters carry with them
damage equal to the caster’s roll minus the bags and satchels in order to carry all the
enemy’s Defense, with a minimum of 1. gear they need.
Characters may purchase all
the items in the list below at any of the
EQUIPMENT settlements found in the Fractured Do-
Since metals are quite rare in the Frac- minion. ey may sell their own equip-
tured Dominion, the main currency ment and loot found in their travels at
among settlements and nomad tribes are half the standard market price.
seashells. Somewhat rare, these can be
found in certain areas of the wastes, (Optional rule) Provisions
telling a tale of a much more pleasant For those players wanting a bit more of
past, where the oceans found in the realism and danger in their games, they
south were yet to be frozen. Some of the can introduce the concept of provisions.
shells are simply regular, polished Characters need to carry provisions with
seashells, while others have a settlement’s them to survive (this includes water). A
sigil carved on them, or even a Tyrant’s player character will need to consume 1
name or personal seal. Sometimes pre- ration per day to be in optimal condition.
cious and semi-precious stones are used If they do not do so, they will suffer a -1
instead of shells, since they are smaller to all rolls aer three days without pro-
and more practical. It is assumed that visions, until they eat again.
when a character has a wealth measured
EQUIPMENT LIST
Antidote – 20 shells – 0.5 UW
Bandage - 5 shells – 0.5 UW
Cestus – 5 shells – 2 UW
Healing tincture - 150 shells – 1 UW
Heavy armor - 30 shells – 15 UW
Horse – 250 shells
Lantern - 3 shells – 1 UW
26 Light armor - 10 shells – 10 UW
Lock picks – 10 shells – 0.5 UW
Long bow – 30 shells – 8 UW
Mule – 150 shells
One-handed weapon (dagger, sword, axe, mace) - 6 shells – 8 UW
Rations - 1 shells – 0.5 UW
Rope - 4 shells – 1 UW
Shield - 5 shells – 6 UW
Short bow - 15 shells – 6 UW
Spear – 12 shells – 8 UW
Two-handed weapon (staff, club, hammer, sword, axe) - 15 shells – 12 UW
Antidote: A player character may drink tion than the standard leather light
this to get rid of the effects of poison. armor, but allowing less freedom of
movement. +2 to Defense, -1 to Dexter-
Bandage: Once per day or adventure, you ity Resistance save rolls.
may use a bandage to heal 1 wound.
Horse: is sturdy animal will allow the
Cestus: A leather battle glove that can be character to carry another 40 UW with
used in unarmed combat. +1 Attack him. It also allows the character to trans-
when unarmed. verse terrain at double the normal speed,
effectively reducing the amount of ra-
Healing tincture: As its name indicates, tions needed by half. Instead of consum-
this is a remedy that characters may use ing 1 ration per day of travel, you
to heal their wounds. A character may consume 1 each two days of travel.
use it on himself to heal to full health. It
may be used in combat, instead of attack- Lantern: A basic source of light, more re-
ing or casting a spell. Only one may be liable than a simple torch. Needed in
used per day/adventure. order to explore caves and other dark
places, the character in charge of carry-
Heavy armor: An assortment of pieces of ing it will only have one free hand, mean-
leather and bone sewn together in differ- ing that he will not be able to equip
ent layers, offering much more protec- two-handed weapons, bows or shields.
Not carrying a light source while fighting Shield: A sturdy frame of bones and
in the dark will result in a -3 to all Attack some leather is oen all that separates a
and Defense rolls. warrior from certain death. +1 to De-
fense, requires a free hand.
Light armor: Composed mainly of
leather and other light materials, such as Short bow: e most common version of
strong plant fibers and hollow bones, this a bow, used by hunters to kill small prey
type of armor offers protection while al- all over the Fractured Dominion. Only
lowing the character freedom of move- usable during outdoor encounters, free
27
ment. +1 to Defense. attack at the beginning of a fight.
Lock picks: A basic tool for anyone try- Spear: One of the most universal
ing to get into places someone else weapons, it can range from a simple
doesn’t want them getting into. It allows sharp stick to beautifully carved
the character to attempt opening a bonetips. A spear allows a character
locked door or container. wielding it to attack from the back row
in corridor encounters (if the part has
Long bow: It allows a character to attack more than two characters).
from a distance, ideal for outdoor en-
counters but not very useful while fight- Two-handed weapon: e biggest and
ing in caves or inside a building. +1 to oen deadliest weapons fall into this cat-
Attack, you get a free attack at the begin- egory. It must be wielded with two
ning of a fight. Only usable in outdoors hands, but it grants a +1 to Attack rolls.
encounters.
Giant ants
ese relentless creatures roam the wastes looking for any organic matter to drag back
to their colonies, dead or alive. It is quite common for small settlements to disappear
overnight, aer a swarm of giant ants finding it and taking everyone with them.
Type: Insect. Moral +1. No loot.
Level 1 – Number: 2d10 / Attack 4 / Defense 4
Level 2 – Number: 2d10+2 / Attack 4 / Defense 4
Level 3 – Number: 2d10+2 / Attack 5 / Defense 5
Level 4 – Number: 2d10+4 / Attack 5 / Defense 5
Level 5 – Number: 2d10+4 / Attack 6 / Defense 6
Level 6 – Number: 2d10+6 / Attack 6 / Defense 6
Level 7 – Number: 2d10+6 / Attack 7 / Defense 7
Level 8 – Number: 2d10+8 / Attack 7 / Defense 7
Level 9 – Number: 2d10+8 / Attack 8 / Defense 8
Level 10 – Number 2d10+10 / Attack 8 / Defense 8
Madari rats
ese giant rats were originally bred at the Madari Arena, hundreds of years ago. ey
were used to feed the giant lizards and other beasts that were used in forced combats
during the reign of Ghatr the Unpleasant, but aer the fall of Madari they escaped and
thrived all over the region.
Type: Beast. Morale -1. No loot.
Level 1 – Number: 2d10 / Attack 4 / Defense 4
Level 2 – Number: 2d10+2 / Attack 4 / Defense 4
Level 3 – Number: 2d10+2 / Attack 6 / Defense 4
Level 4 – Number: 2d10+4 / Attack 6 / Defense 4
Level 5 – Number: 2d10+4 / Attack 7 / Defense 5
Level 6 – Number: 2d10+6 / Attack 7 / Defense 5
Level 7 – Number: 2d10+6 / Attack 8 / Defense 6
Level 8 – Number: 2d10+8 / Attack 8 / Defense 6
Level 9 – Number: 2d10+8 / Attack 9 / Defense 7
Level 10 – Number 2d10+8 / Attack 11 / Defense 8
Fire bats
A common and unfortunate sight in most caves and ruins, these flying nightmares have
a very painful bite that can easily get infected, if not attended immediately.
Type: Beast. Morale -1. No loot. If the wounds caused by fire bats are not treated im-
mediately (as in fully healed), the player character will lose that same amount of max
46 health, permanently.
Level 1 – Number: D10 / Attack 4 / Defense 4
Level 2 – Number: D10+2 / Attack 4 / Defense 4
Level 3 – Number: D10+2 / Attack 5 / Defense 5
Level 4 – Number: D10+4 / Attack 5 / Defense 5
Level 5 – Number: D10+4 / Attack 6 / Defense 6
Level 6 – Number: D10+6 / Attack 6 / Defense 6
Level 7 – Number: D10+6 / Attack 7 / Defense 7
Level 8 – Number: D10+8 / Attack 7 / Defense 7
Level 9 – Number: D10+8 / Attack 8 / Defense 8
Level 10 – Number 2d10+2 / Attack 8 / Defense 9
Night beetles
ese giant carnivorous insects tend to appear in swarms of several individuals and go
aer pray much larger than themselves, usually taking them down with ease thanks to
their powerful mandibles.
Type: Insect. No loot.
Level 1 – Number: D10 / Attack 5 / Defense 4
Level 2 – Number: D10 / Attack 7 / Defense 4
Level 3 – Number D10+2 / Attack 7 / Defense 4
Level 4 – Number: D10+2 / Attack 8 / Defense 5
Level 5 – Number: D10+4 / Attack 8 / Defense 6
Level 6 – Number: D10+4 / Attack 9 / Defense 7
Level 7 – Number: D10+6 / Attack 9 / Defense 7
Level 8 – Number D10+6 / Attack 10 / Defense 8
Level 9 – Number D10+6 / Attack 11 / Defense 9
Level 10 – Number D10+6 / Attack 12 / Defense 11
Sabershadows
ese feline beasts are small enough to sneak past any camp guards, and intelligent
enough to know to attack in their sleep. ey hunt in small packs, but their razor-sharp
claws and intelligence make up for their small numbers.
Type: Beast. No loot.
Level 1 – Number: D5 (minimum 2) / Attack 5 / Defense 5
Level 2 – Number: D5+2 / Attack 5 / Defense 5
Level 3 – Number: D5+2 / Attack 6 / Defense 6
Level 4 – Number: D5+2 / Attack 7 / Defense 7
Level 5 – Number: D5+3 / Attack 8 / Defense 7
Level 6 – Number: D5+3 / Attack 9 / Defense 8
Level 7 – Number: D5+3 / Attack 10 / Defense 9
Level 8 – Number: D5+3 / Attack 11 / Defense 10
Level 9 – Number: D5+3 / Attack 12 / Defense 11
Level 10 – Number: D5+4 / Attack 14 / Defense 11
Centipedes
ese fearless and silent killers are rarely seen in large numbers, but they hardly need 47
any help to overpower a distracted looter or to take down some lost cattle.
Type: Insect. No moral test. No loot.
Level 1 – Number: 2 / Attack 7 / Defense 5
Level 2 – Number: 2 / Attack 8 / Defense 6
Level 3 – Number: 2 / Attack 9 / Defense 7
Level 4 – Number: 2 / Attack 10 / Defense 8
Level 5 – Number: 3 / Attack 10 / Defense 9
Level 6 – Number: 3 / Attack 11 / Defense 10
Level 7 – Number: 3 / Attack 12 / Defense 11
Level 8 – Number: 3 / Attack 13 / Defense 12
Level 9 – Number: 3 / Attack 13 / Defense 13
Level 10 – Number: 3 / Attack 15 / Defense 13
Spawnlings of Vhol’est
Twisted and ever-changing, the origin of these creatures is unknown, but it is clear they
are not native to any region known to man. Somewhat weaker, they tend to hunt in
swarms of several individuals, until they are old enough to turn on each other and de-
vour one another. e survivor will then become a terrifying (and lethal) sight for any-
one unfortunate enough to cross its path.
Type: Abomination. No moral test. Loot -2.
Level 1 – Number: 2d10 / Attack 4 / Defense 4
Level 2 – Number: 2d10+2 / Attack 5 / Defense 5
Level 3 – Number: 2d10+2 / Attack 6 / Defense 6
Level 4 – Number: 2d10+4 / Attack 6 / Defense 6
Level 5 – Number: 2d10+4 / Attack 7 / Defense 7
Level 6 – Number: 2d10+6 / Attack 7 / Defense 7
Level 7 – Number: 2d10+6 / Attack 8 / Defense 8
Level 8 – Number: 2d10+8 / Attack 8 / Defense 8
Level 9 – Number: 2d10+8 / Attack 9 / Defense 9
Level 10 – Number 2d10+10 / Attack 9 / Defense 9
Dustsaurs
Sleek, fast and deadly, dustsaurs are sometimes hunted for their flesh, even though their
ferocity and resilience makes them the toughest of preys. ey are small and bipedal,
with a large single claw in their le arm that they use to defend themselves when needed.
eir protective carapaces become harder and harder with age, making older individuals
veritable walking armors.
Type: Beast. Morale -2. No loot.
Level 1 – Number: 5 / Attack 4 / Defense 4
Level 2 – Number: 5 / Attack 4 / Defense 6
Level 3 – Number: 5 / Attack 4 / Defense 8
Level 4 – Number: 5 / Attack 5 / Defense 9
Level 5 – Number: 5 / Attack 6 / Defense 10
Level 6 – Number: 5 / Attack 7 / Defense 11
48 Level 7 – Number: 5 / Attack 8 / Defense 12
Level 8 – Number: 5 / Attack 9 / Defense 13
Level 9 – Number: 5 / Attack 11 / Defense 14
Level 10 – Number: 5 / Attack 12 / Defense 15
Greylings
ere is a lot of discussion among the few scholars studying the different beasts and
creatures found in the Fractured Dominion regarding the Greylings. Many point towards
their fascination for shiny things as an indication of intelligence, while others dismiss
them as simple beasts. Whatever the case, these sneaky humanoid creatures are at-
tracted to human camps, where they try to silently kill everybody before getting away
with any random baubles the unfortunate travelers may have had in their possession.
Type: Humanoid. Morale -1. Loot -1.
Level 1 – Number: D10 / Attack 4 / Defense 6
Level 2 – Number: D10 / Attack 4 / Defense 7
Level 3 – Number D10+2 / Attack 4 / Defense 7
Level 4 – Number: D10+2 / Attack 5 / Defense 8
Level 5 – Number: D10+4 / Attack 7 / Defense 8
Level 6 – Number: D10+4 / Attack 9 / Defense 7
Level 7 – Number: D10+6 / Attack 9 / Defense 7
Level 8 – Number D10+6 / Attack 10 / Defense 8
Level 9 – Number D10+6 / Attack 11 / Defense 9
Level 10 – Number D10+5 / Attack 12 / Defense 12
Bloodfeathers
e sight of a bloodfeather swarm is enough to make the most experienced nomad hide
in the closest ruins. ese tiny, bloodthirsty animals appear in huge numbers, swarm
around any living creature, and bleed them to death.
Type: Beast. -1 to hit, due to their confusing numbers and small size. No loot.
Level 1 – Number: D10+10 / Attack 4 / Defense 4
Level 2 – Number: D10+4 / Attack 4 / Defense 4
Level 3 – Number: 2d10+4 / Attack 4 / Defense 4
Level 4 – Number: 2d10+8 / Attack 4 / Defense 4
Level 5 – Number: 3d10+4 / Attack 4 / Defense 4
Level 6 – Number: 3d10+8 / Attack 4 / Defense 4
Level 7 – Number: 4d10+4 / Attack 4 / Defense 4
Level 8 – Number 4d10+4 / Attack 6 / Defense 6
Level 9 – Number: 4d10+8 / Attack 8 / Defense 8
Level 10 – Number: 4d10+8 / Attack 9 / Defense 9
49
Sharani
Nobody knows the origin of this ancient race of snake people, but they are a relatively
common sight in the Fractured Dominion. Most of them live in small tribal groups that
roam the planes looking for their next meal.
Type: Humanoid. Normal loot.
Level 1 - Number: D5-2 (minimum of 1) / Attack 8 / Defense 6 / HP: 1
Level 2 - Number: 5 / Attack 8 / Defense 6 / HP: 1
Level 3 - Number: 5 / Attack 8 / Defense 8 / HP: 1
Level 4 - Number: 7 / Attack 8 / Defense 8 / HP: 1
Level 5 - Number: 7 / Attack 10 / Defense 8 / HP: 1
Level 6 - Number: D10+1 / Attack 10 / Defense 9 / HP: 3
Level 7 - Number: D10+1 / Attack 10 / Defense 10 / HP: 3
Level 8 - Number: D10+2 / Attack 10 / Defense 10 / HP: 3
Level 9 - Number D10+3 / Attack 10 / Defense 10 / HP: 3
Level 10 - Number: D10+3 / Attack 12 / Defense 10 / HP: 3
Burrow dwellers
ese twisted human remains, reanimated by foul magic long time ago, are relentless
in their advance, oen standing back up aer suffering devastating wounds. e dead
never rest in the Fractured Dominion, and their number seems to only grow with the
passing of time.
Type: undead. Normal loot. Each time a Burrow dweller is defeated, roll a D10. On
51
Bandits
Travelers seldom go on their journeys alone, mostly due to the abundance of bandits.
ese wild tribes thrive in the hills, setting ambushes and traps and striking from the
shadows, rarely taking any survivors.
Type: Humanoid. Normal loot.
Level 1 – Number: 3 / Attack 4 / Defense 5 / HP: 3
Level 2 – Number: 3 / Attack 5 / Defense 6 / HP: 3
Level 3 – Number: 4 / Attack 5 / Defense 6 / HP: 3
Level 4 – Number: 4 / Attack 7 / Defense 6 / HP: 3
Level 5 – Number:4 / Attack 7 / Defense 7 / HP: 4
Level 6 – Number: 4 / Attack 8 / Defense 8 / HP: 4
Level 7 – Number: 5 / Attack 8 / Defense 8 / HP: 4
Level 8 – Number: 5 / Attack 10 / Defense 8 / HP: 4
Level 9 – Number: 6 / Attack 10 / Defense 8 / HP: 4
Level 10 – Number: 7 / Attack 10 / Defense 8 / HP: 4
52
Burrowers
Accounts of tentacles springing out of the sands and grabbing a traveler’s ankles, only
to drag him below, never to be seen again, are quite common. Nobody has really seen
more than a borrower’s tentacles, and many suspect it may even be a single creature in-
stead of several ones.
Type: Abomination. No loot.
Level 1 – Number: 2 / Attack 7 / Defense 4 / HP: 3
Level 2 – Number: 2 / Attack 8 / Defense 5 / HP: 3
Level 3 – Number: 3 / Attack 8 / Defense 5 / HP: 3
Level 4 – Number: 3 / Attack 8 / Defense 6 / HP: 4
Level 5 – Number: 4 / Attack 8 / Defense 6 / HP: 4
Level 6 – Number: 5 / Attack 8 / Defense 6 / HP: 4
Level 7 – Number: 6 / Attack 8 / Defense 6 / HP: 4
Level 8 – Number: 6 / Attack 9 / Defense 7 / HP: 4
Level 9 – Number: 6 / Attack 9 / Defense 8 / HP: 5
Level 10 – Number: 6 / Attack 10 / Defense 9 / HP: 5
Dustborn
With their scaly tails, clawed hands and prominent beaks, these creatures appear to be
similar to the smaller dustsaurs. Nobody knows for sure if they are the same beast, or
simply another creature adapted to life on the wastelands in a similar fashion. One
thing is for sure, their screeching voices will send chills down the spine of the most vet-
eran ruin raider.
Type: Beast. No loot.
Level 1 – Number: 1 / Attack 7 / Defense 4 / HP: 6
Level 2 – Number: 2 / Attack 7 / Defense 4 / HP: 6
Level 3 – Number: 2 / Attack 7 / Defense 6 / HP: 6 53
Level 4 – Number: 3 / Attack 7 / Defense 6 / HP: 6
Level 5 – Number: 3 / Attack 8 / Defense 6 / HP: 7
Level 6 – Number: 3 / Attack 9 / Defense 7 / HP: 7
Level 7 – Number: 3 / Attack 10 / Defense 7 / HP: 8
Level 8 – Number: 3 / Attack 10 / Defense 8 / HP: 9
Level 9 – Number: 3 / Attack 11 / Defense 9 / HP: 9
Level 10 – Number: 3 / Attack 12 / Defense 10 / HP: 9
e lost
Many are the adventurers who delve too deep into the horrors of the underground, study
too hard the maddening tomes of forbidden arts, or simply are unlucky enough to en-
counter some terrible abomination. ose individuals become little more than drooling,
dangerous beasts that roam the planes, searching for a way to spread their anger and
misery to the world.
Type: Humanoid. Normal loot. +1 to the player character’s initiative roll.
Level 1 – Number: 2 / Attack 8 / Defense 3 / HP: 3
Level 2 – Number: 2 / Attack 8 / Defense 5 / HP: 3
Level 3 – Number: 3 / Attack 8 / Defense 5 / HP: 3
Level 4 – Number: 3 / Attack 9 / Defense 5 / HP: 4
Level 5 – Number: 4 / Attack 9 / Defense 5 / HP: 4
Level 6 – Number: 4 / Attack 9 / Defense 6 / HP: 5
Level 7 – Number: 4 / Attack 10 / Defense 7 / HP: 5
Level 8 – Number: 4 / Attack 11 / Defense 8 / HP: 5
Level 9 – Number: 4 / Attack 12 / Defense 9 / HP: 5
Level 10 – Number: 4 / Attack 12 / Defense 9 / HP: 7
Crawlers
ese armored beasts like to hide in dark, closed places like ruins and caves, where they
find mosses and other vegetable matter to eat. Extremely territorial, they will immedi-
ately charge anyone or anything that comes near them. eir giant pincers can tear
apart a grown man in minutes, so travelers tend to simply run away instead of con-
fronting them.
Type: Beast. No loot.
Level 1 – Number: 2 / Attack 5 / Defense 6 / HP: 3
Level 2 – Number: 2 / Attack 6 / Defense 7 / HP: 3
Level 3 – Number: 2 / Attack 6 / Defense 9 / HP: 3
Level 4 – Number: 2 / Attack 7 / Defense 10 / HP: 3
Level 5 – Number: 2 / Attack 8 / Defense 11 / HP: 3
Level 6 – Number: 2 / Attack 9 / Defense 12 / HP: 3
Level 7 – Number: 2 / Attack 10 / Defense 13 / HP: 3
Level 8 – Number: 2 / Attack 11 / Defense 14 / HP: 3
Level 9 – Number: 2 / Attack 11 / Defense 14 / HP: 5
Level 10 – Number: 2 / Attack 12 / Defense 14 / HP: 6
54 Barean
Some say the Barean brought down the Age of Bone upon us by summoning their god
Hraki’i and unleashing it upon the world, so that they may thrive and their influence
grow. Indeed, the dog-like Barean seem extremely well adapted to life in the Twilight,
and if it were not for their barbaric practices they would have conquered the whole re-
gion long ago.
Type: Humanoid. Normal loot.
Level 1 – Number: 2 / Attack 5 / Defense 5 / HP: 4
Level 2 – Number: 3 / Attack 5 / Defense 5 / HP: 4
Level 3 – Number: 3 / Attack 6 / Defense 6 / HP: 4
Level 4 – Number: 4 / Attack 6 / Defense 6 / HP: 4
Level 5 – Number: 4 / Attack 7 / Defense 6 / HP: 5
Level 6 – Number: 4 / Attack 8 / Defense 6 / HP: 5
Level 7 – Number: 4 / Attack 9 / Defense 7 / HP: 5
Level 8 – Number: 4 / Attack 10 / Defense 7 / HP: 5
Level 9 – Number: 5 / Attack 10 / Defense 7 / HP: 5
Level 10 – Number: 5 / Attack 10 / Defense 9 / HP: 5
Harpies
Nesting around rock formations and ruins, harpies are a common sight in the waste-
lands of the Fractured Dominion. ey tend to hunt in groups for any solitary prey,
usually avoiding larger caravans or tribes, and favoring ambushes over open attacks.
Type: Beast. Normal loot.
Level 1 – Number: 3 / Attack 5 / Defense 4 / HP: 3
Level 2 – Number: 3 / Attack 6 / Defense 5 / HP: 3
Level 3 – Number: 4 / Attack 6 / Defense 5 / HP: 3
Level 4 – Number: 4 / Attack 6 / Defense 6 / HP: 4
Level 5 – Number: 5 / Attack 6 / Defense 6 / HP: 4
Level 6 – Number: 5 / Attack 7 / Defense 7 / HP: 4
Level 7 - Number: 5 / Attack 8 / Defense 8 / HP: 4
Level 8 – Number: 6 / Attack 8 / Defense 8 / HP: 4
Level 9 – Number: 6 / Attack 9 / Defense 9 / HP: 4
Level 10 – Number: 6 / Attack 10 / Defense 10 / HP: 4
Shadow hounds
Shadow hounds are the terrible servants of tyrants, un-
leashed upon the world to do their bidding. Sometimes
they are seen dragging their victims back to a fortress,
other times they simply tear to pieces anything that crosses
their path. With their bluish hue and smooth, eyeless face,
these beasts are most certainly foreign to this world.
Type: Abomination. No loot. -1 to the player character’s
initiative roll.
Level 1 – Number: 2 / Attack 6 / Defense 5 / HP: 3 55
Level 2 – Number: 2 / Attack 7 / Defense 6 / HP: 3
Level 3 – Number: 2 / Attack 8 / Defense 6 / HP: 4
Level 4 – Number: 3 / Attack 8 / Defense 6 / HP: 4
Level 5 – Number: 3 / Attack 9 / Defense 7 / HP: 4
Level 6 – Number: 3 / Attack 10 / Defense 8 / HP: 4
Level 7 – Number: 3 / Attack 11 / Defense 8 / HP: 5
Level 8 – Number: 4 / Attack 11 / Defense 8 / HP: 5
Level 9 – Number: 4 / Attack 11 / Defense 10 / HP: 5
Level 10 – Number: 4 / Attack 12 / Defense 11 / HP: 5
56
ELITE ENEMY TABLE (D10)
1 – Dusk bear
2 - Spawn of Vhol’est
3 – Sharani Priest
4 – Giant spider
5 – Bonefiend
6 – Blessed One
7 – Monstrous scorpion
8 – Archelon
9 – Veteran Water reaper
10 – Stone golem
Dusk bear
ese enormous beasts roam the land searching for their next meal, and occasionally
terrorizing towns and caravans. eir giant claws and jaws make them one of the top
predators in the Fractured Dominion.
Type: Beast. No loot.
Level 1 – Attack 6 / Defense 5 / HP: 8
Level 2 – Attack 7 / Defense 6 / HP: 9
Level 3 – Attack 8 / Defense 8 / HP: 10
Level 4 – Attack 9 / Defense 9 / HP: 11
Level 5 – Attack 11 / Defense 11 / HP: 12
Level 6 – Attack 11 / Defense 11 / HP: 15
Level 7 – Attack 13 / Defense 13 / HP:15
Level 8 – Attack 13 / Defense 13 / HP: 19
Level 9 – Attack 14 / Defense 14 / HP: 21
Level 10 – Attack 15 / Defense 15 / HP: 21
Spawn of Vhol’est
Aer devouring and assimilating its brethren, a Spawn of Vhol’est will grow to the size
of two men, with maws opening across all its body and tentacles shooting from unex-
pected places. eir purpose and goals unknown, they roam the wastes killing anything
that crosses their path.
Type: Abomination. Loot +1.
Level 1 – Attack 5 / Defense 6 / HP: 5
Level 2 – Attack 7 / Defense 8 / HP: 5
Level 3 – Attack 8 / Defense 10 / HP: 7
Level 4 – Attack 9 / Defense 11 / HP: 9
Level 5 – Attack 9 / Defense 12 / HP: 10 / Number of attacks: 2
Level 6 – Attack 11 / Defense 15 / HP: 10 / Number of attacks: 2
Level 7 – Attack 12 / Defense 16 / HP: 10 / Number of attacks: 3
Level 8 – Attack 12 / Defense 16 / HP: 14 / Number of attacks: 3
Level 9 – Attack 14 / Defense 16 / HP: 16 / Number of attacks: 3 57
Level 10 – Attack 14 / Defense 16 / HP: 16 / Number of attacks: 7
Sharani priest
Following traditions older than the birth of mankind, a Sharani priest must travel the
world in solitary for a period of time, until he earns the power/right to rule over his
tribe.
Type: Humanoid. Loot +2. Roll a D10 each turn; on a 1-3 the Sharani priest’s wounds
start to close. It self-heals 1 HP.
Level 1 – Attack 6 / Defense 6 / HP: 6
Level 2 – Attack 7 / Defense 7 / HP: 7 / Number of attacks: 2
Level 3 – Attack 8 / Defense 8 / HP: 9 / Number of attacks: 3
Level 4 - Attack 9 / Defense 9 / HP: 10 / Number of attacks: 3
Level 5 – Attack 10 / Defense 10 / HP: 12 / Number of attacks: 3
Level 6 – Attack 12 / Defense 11 / HP: 12 / Number of attacks: 3
Level 7 – Attack 13 / Defense 12 / HP: 13 / Number of attacks: 5
Leel 8 – Attack 14 / Defense 13 / HP: 14 / Number of attacks: 5
Level 9 – Attack 15 / Defense 14 / HP: 15 / Number of attacks: 5
Level 10 – Attack 16 / Defense 14 / HP: 16 / Number of attacks: 5
Giant spider
ese terrible beasts lurk in the deepest of caves and ruins, hidden in corners while wait-
ing for their next meal to appear. Once a victim is trapped in their web, there is little
hope for it...
Type: Beast. No loot. -2 to the player character’s initiative roll. Roll D10 every turn,
on a roll of 1-2, the giant spider spits sticky webs to a random character instead of
performing an attack. e character performs a Dexterity Resistance save roll against
a difficulty of 6. If he fails, he is trapped and cannot attack; the giant spider will focus
on the other characters. Each turn, the trapped character may roll against Dexterity
7 to release himself. If all characters become webbed, the giant spider will attack them
until they are all dead. Characters may not use Defense bonuses, only armor bonuses
are applied while trapped.
Level 1 – Attack 6 / Defense 6 / HP: 5 / Number of attacks: 3
Level 2 – Attack 8 / Defense 8 / HP: 5 / Number of attacks: 3
Level 3 – Attack 9 / Defense 9 / HP: 5 / Number of attacks: 3
Level 4 - Attack 11 / Defense 10 / HP: 6 / Number of attacks: 4
Level 5 – Attack 11 / Defense 11 / HP: 7 / Number of attacks: 5
Level 6 – Attack 12 / Defense 11 / HP: 7 / Number of attacks: 5
Level 7 – Attack 13 / Defense 11 / HP: 9 / Number of attacks: 5
Level 8 – Attack 14 / Defense 12 / HP: 10 / Number of attacks: 6
Level 9 – Attack 15 / Defense 13 / HP: 11 / Number of attacks: 7
Level 10 – Attack 16 / Defense 14 / HP: 12 / Number of attacks: 7
Bonefiend
Some sorcerers transcend their own death with the help of the power of the Calamitous
58 Ones. Most of the times though the result is a mindless creature with the only goal of
draining the life force of any creature they cross paths with.
Type: Undead. Loot +1. If a player character is killed, e bonefiend will spend a
turn raising him as one of e lost, immediately attacking his former comrades.
Level 1 – Attack 5 / Defense 7 / HP: 5 / Number of attacks: 3
Level 2 – Attack 6 / Defense 8 / HP: 6 / Number of attacks: 4
Level 3 – Attack 7 / Defense 9 / HP: 7 / Number of attacks: 5
Level 4 – Attack 8 / Defense 10 / HP: 8 / Number of attacks: 6
Level 5 – Attack 10 / Defense 12 / HP: 8 / Number of attacks: 6
Level 6 – Attack 12 / Defense 14 / HP: 8 / Number of attacks: 6
Level 7 – Attack 13 / Defense 15 / HP: 9 / Number of attacks: 7
Level 8 – Attack 14 / Defense 16 / HP: 9 / Number of attacks: 7
Level 9: Attack 14 / Defense 16 / HP: 10 / Number of attacks 8
Level 10: Attack 15 / Defense 17 / HP: 10 / Number of attacks 8
Blessed One
A Blessed One is a true disciple of the Primordial Ones, an acolyte of the dark powers,
slave to his own ambition. His mind is fragmented but the pieces are still threaded to-
gether, leaving a sliver of humanity. ese are some of the most dangerous spellcasters 59
a player character will find during his travels.
Type: Humanoid. Loot +2. On the Blessed One’s turn, roll a die. On a 1-4, he casts
Shadow flames instead of attacking.
Level 1 – Attack 6 / Defense 6 / HP: 7
Level 2 – Attack 8 / Defense 8 / HP: 7
Level 3 – Attack 9 / Defense 9 / HP: 8 / Number of attacks: 2
Level 4 – Attack 11 / Defense 11 / HP: 8 / Number of attacks: 2
Level 5 – Attack 13 / Defense 13 / HP: 8 / Number of attacks: 2
Level 6 – Attack 15 / Defense 15 / HP: 8 / Number of attacks: 2
Level 7 – Attack 16 / Defense 16 / HP: 8 / Number of attacks: 3
Level 8 – Attack 17 / Defense 17 / HP: 9 / Number of attacks: 4
Level 9 – Attack 18 / Defense 18 / HP: 9 / Number of attacks: 5
Level 10 – Attack 19 / Defense 19 / HP: 10 / Number of attacks 6
Monstrous scorpion
ese giant scorpions are not a common sight, but the unfortunate few who have crossed
paths with one of these ancient beasts speak of enormous claws, black chitin hard as
the strongest metal, and a stinger capable of impaling a horse. Even fewer come back
alive from such encounters.
Type: Beast. No loot. On the Monstrous scorpion turn, roll a D10. On a 1-3, he attacks
with his stinger instead. If he wounds a character, that character will become poi-
soned. He will need to roll against Poison (6) every turn, or lose 1 HP.
Level 1 – Attack 6 / Defense 6 / HP: 5 / Number of attacks: 3
Level 2 – Attack 8 / Defense 8 / HP: 5 / Number of attacks: 3
Level 3 – Attack 11 / Defense 9 / HP: 5 / Number of attacks: 3
Level 4 - Attack 12 / Defense 10 / HP: 6 / Number of attacks: 4
Level 5 – Attack 13 / Defense 11 / HP: 7 / Number of attacks: 5
Level 6 – Attack 15 / Defense 13 / HP: 7 / Number of attacks: 5
Level 7 – Attack 16 / Defense 14 / HP: 9 / Number of attacks: 5
Level 8 – Attack 17 / Defense 15 / HP: 10 / Number of attacks: 6
Level 9 – Attack 18 / Defense 16 / HP: 11 / Number of attacks: 7
Level 10 – Attack 18 / Defense 19 / HP: 11 / Number of attacks: 7
Archelon
A true relic of the past, these giants have somehow survived and adapted to life on land.
Similar in shape to the smaller turtles that can be found near bodies of water, an arch-
elon towers over even a mounted man. eir formidable shells makes them nigh unkil-
lable, while their beaked mouth can easily tear through any armor.
Type: Beast. No loot. +1 to the player character’s initiative roll.
Level 1 – Attack 7 / Defense 7 / HP: 4
Level 2 – Attack 8 / Defense 8 / HP: 6
Level 3 – Attack 10 / Defense 10 / HP: 6
60 Level 4 – Attack 11 / Defense 11 / HP: 8
Level 5 – Attack 11 / Defense 15 / HP: 8
Level 6 – Attack 11 / Defense 17 / HP: 8 / Number of attacks: 3
Level 7 – Attack 13 / Defense 18 / HP: 9 / Number of attacks: 3
Level 8 - Attack 14 / Defense 20 / HP: 10 / Number of attacks: 3
Level 9 – Attack 16 / Defense 20 / HP: 12 / Number of attacks: 3
Level 10 – Attack 18 / Defense 20 / HP: 14 / Number of attacks: 4
Stone golem
rough the use of spells and incantations, sorcerers may infuse a statue with their own
life-force, granting them the ability to follow simple orders. ese creatures oen stand
as guardians in ruins and forgotten catacombs, still awaiting for their master to return.
Type: Magic fiend. Normal loot. +1 to the player character’s initiative roll.
Level 1 – Attack 5 / Defense 7 / HP: 10
Level 2 – Attack 6 / Defense 8 / HP: 11 / Number of attacks: 2
Level 3 - Attack 6 / Defense 9 / HP: 12 / Number of attacks: 4
Level 4 – Attack 8 / Defense 11 / HP: 12 / Number of attacks: 4
Level 5 – Attack 10 / Defense 13 / HP: 12 / Number of attacks: 4
Level 6 – Attack 11 / Defense 14 / HP: 13 / Number of attacks: 5
Level 7 – Attack 12 / Defense 15 / HP: 14 / Number of attacks: 6
Level 8 – Attack 13 / Defense 16 / HP: 15 / Number of attacks: 7
Level 9 – Attack 15 / Defense 18 / HP: 15 / Number of attacks: 7
Level 10 – Attack 16 / Defense 19 / HP: 17 / Number of attacks: 7
61
TYRANTS TYRANT SPELLS TABLE (D5)
Tyrants are the most feared creatures in 1 - Regeneration: e tyrant heals D10
the whole Fractured Dominion. Accord- plus the tyrant’s level HP to himself, at a
ing to legend, it was them who brought rate of one per turn.
the world to its knees and nearly de- 2 - Hellfire: Roll a D10 plus the tyrant’s
stroyed it. eir power is almost unri- level, minus the player character’s De-
valed, and although revolutions against fense stat. e spells deals that amount
them and their agents are frequent, very of damage to the characters, split evenly.
few manage to succeed. And those which 3 – Enthrall: A random character must
do, it is usually thanks to the machina- roll against Will (6) or become enthralled
tions of rival tyrants, who simply place a by the tyrant. An enthralled character
puppet in place of their defeated rival. will fight against his comrades until the
Although semi-benign tyrants do exist, tyrant dies, or the character dies.
the majority act without any apparent 4 – Enfeeblement: A random character
reason or concern for anybody or any- suffers a -1 Attack and -1 Defense for the
thing. rest of the combat.
When the player characters en- 5 – Poisonous mist: Characters must roll
counter a tyrant, you must roll on the against Poison (D5 + Tyrant’s level) or
Elite Enemy table. e tyrant will have become poisoned. A poisoned character
the exact stats and abilities as the result- will lose 1 HP per turn.
ing creature. On each of the tyrant’s turn,
roll a D10. On a 1-3 it will cast one of the
following spells instead of performing a
normal attack:
RESCUE PARTY
Rescue party” is an introductory adven- dled around a table. eir voices raise
ture designed to ease the player into the now an then, as if they were discussing
game’s rules, without having to worry something very heatedly while trying not
about generating a location to explore. to attract any attention. Which immedi-
Simply follow the steps and descriptions ately makes you pay more attention.
62 below. It’s a short and engaging adven- “...and I told her, I told her not
ture that will lead the characters to the to let the lad go with him! I KNEW this
dangerous ruins of the Tomb of Kal-a- would happen, you cannot trust a for-
ras. e first time the player characters eigner to take care of your kid. at kid
encounter a settlement (as per the rules is a clever boy, but we all know what hor-
of Hex exploration), this settlement will rors roam these lands, especially around
be the town of Eshran. the ruins...”. You hear murmurs of ap-
proval, and see the other men nodding.
“Just another dust-covered town” e man speaking seems to be in his late
Aer days of roaming the empty land- fiies, and he has the appearance of
scape, partially following an old road, someone who has been working this
you see the familiar shape of houses in harsh land his whole life: strong, muscled
the distance. It appears to be some sort arms, dirt under his fingernails, and a
of settlement, the first you encounter in permanent scowl on his face. He sud-
a while. A great opportunity to hunt for denly turns his head toward you, his eyes
rumors and get some warm food. A few narrowing when he realizes you’ve been
hours later you cross the decaying gates, listening to their conversation. “Didn’t
where an old, bored guard stares at you your mother tell you you don’t listen to
with suspicion, but not enough to ques- other people’s conversations?”, he says,
tion you. He lets you pass unchallenged. infuriated. He turns toward you, the
e “town” is no more than a few ruined other men following behind. Before he
houses, with very little people coming can say another word though, a woman
and going. You overhear the name of the coming from the kitchen interferes.
town: Eshran. It seems that the only rea- “Leave the customers alone, you old
son this place exists is because it’s close geezer! ings are already bad enough
enough to a trade route to make it ap- around here without you starting a
pealing to weary travelers. It doesn’t take fight!”. e woman, in her thirties, has
you long to find an inn, where you can the tired and swollen eyes of someone
rest and grab something to eat. who has been crying a lot recently. She
While you are finishing a stew also has the fierce determination of a
of questionable quality, you start to feel woman who has known suffering, ex-
relaxed enough to check your surround- pects to experience it again, and knows
ings. Nobody would mistake this place that it would be stupid to expect other-
for a bustling urban tavern, but you do wise. She approaches your table, stand-
see some other travelers sitting on other ing between you and the men. “I
tables, as well as a bunch of locals hur- apologize, sir”, she says, “the past days
64
have been rough and we are all on edge”. planning all these things he was going to
Your curiosity now genuinely piqued, do with the payment the man was going
you gently ask what happened. Barely to give him, that I couldn’t say no. I know
holding back the tears, the woman he would have sneaked out either way...
speaks; “Not even a week ago a man You know he would have, right, Staud?”,
came here. He was a traveler, an explorer, she looks over her shoulder at the man
looking for directions. My boy Rhal was she berated before, looking for support.
serving tables that day, and he somehow “Of course he would have, he is an inde-
convinced the man that he could guide pendent one, that one”, the man says,
him to the ruins. We all know about the while resting his hand on the woman’s
ruins, they have been there before shoulder. “ere is no controlling that
Eshran even existed, but we don’t talk boy when he’s decided he wants to do
about them, or acknowledge their exis- something...”.
tence. It’s bad luck, that place is cursed!”. e woman looks back to you,
Her voice breaks while she starts to sob, a spark of hope in her eyes. “But you!
but then she seems to regain control, You are also a traveler, and judging by
continuing; “But Rhal is a stubborn boy, your weapons you are used to facing
a brave boy... He was so full of enthusi- danger. My boy has been gone for almost
asm when he asked me for permission, a week, so he must be in trouble! I beg
you, please, please go to that place and - One of the player characters will need
bring him back home. I’ll do whatever to be carrying a light source, otherwise
you want, give you everything I own. But the party will suffer the normal penalties
please! You must help me!”. By the time for fighting in the dark.
she finishes talking she is on her knees,
begging you with tears in her eyes. e - e normal wandering enemies rule
room is quiet, and everybody is staring applies to the tomb; each time your party
at you. goes through a corridor (or a room they
is did not go as you had have already explored), on a roll of 1-2 a
hoped it would. She leaves you with no wandering enemy appears. 65
option but to agree; things are already
heated enough here without you refusing - Most of the rooms have no door, but a
to help a poor mother find her lost boy... few of them do; follow the standard rules
Besides, who knows what treasures you for locked doors (page 32).
will find? You smile and accept.
Wiping the tears off her eyes, - Each time the party enters a room (in-
the woman thanks you with a smile, of- cluding the entrance), roll 2d10. On a
fering you to stay the night for free and roll of 20, the Spawn of Vhol’est that
to eat and drink as much as you want. roams the tomb will be in that room and
You quickly make arrangements for the attack the party. For each room the party
next morning to meet one of the men, explores that doesn’t have the Spawn in
who will take you to the aforementioned it, add a +1 to the next room check. Once
ruins. you encounter the Spawn, roll as usually
What have you gotten yourself to determine the creature’s level and
into? stats. If defeated, aside from the normal
loot, buried in the creature’s chest there
Traveling to the tomb is a trapezoidal stone made of some type
Once you leave the town, go to the clos- of quartz. Assign the stone to one of your
est unexplored hex. Roll a D10; on a roll characters.
of 1-8 you find the ruins (your guide has
a pretty good idea where they are, but he - Once you are done exploring the place
has never actually been there). If not, go (or simply want to leave), remember that
to the next unexplored hex. Once you you will need to retrace your steps and
find them, you are alone, as your guide find the exit safely!
will head back home as fast as he can.
THE TOMB
Important things to remember
- While playing inside the tomb, simply 1. e half-buried entrance of the tomb
follow the map. e party will start in leads into an empty chamber; you see the
position number 1, but from there you remains of long-dead animals scattered
are free to explore the place as you see fit. around, but you ignore them as you also
Read each room’s description as you notice a trail of footprints. ey are rela-
enter them, but try not to read ahead and tively recent, not older than a couple of
spoil the adventure! days. You are in the right place.
2. Roll on the Room Content table. If you e body of the snake flows back and
get a Special feature result, ignore it and toward the wall to go round about the
roll again. room in ever smaller circles, creating a
spiral pattern on the floor. Similar green-
3. A crack in the ceiling above the mid- stone snakes wend along the walls,
dle of the north wall allows a trickle of seemingly at random heights, and their
water to flow down to the floor. e long bodies make wave shapes. Aer sev-
water pools near the base of the wall, and eral minutes studying the place, you find
a rivulet runs along the wall and out into no purpose to it and decide to leave.
66 the hall. e water smells fresh. e
party obtains D5 rations. 9. When looking into this chamber,
you’re confronted by a thousand reflec-
4. Roll on the Room Content table. If you tions of yourself looking back. Mirrored
get a Special feature result, ignore it and walls set at different angles fill the room.
roll again. A path seems to wind through the mir-
rors, taking you across it and into the
5. is chamber of well-laid stones holds next room. Mirrors are extremely rare;
a wide bas-relief of a pastoral scene. In it this is the first time you see one, as a mat-
you see a what appears to be a thriving ter of fact. Aer a few minutes trying to
city. Aer a few minutes of examination, dismantle one so that you may take it
you recognize the location thanks to the with you, you give up and decide to con-
background mountains. is area has no tinue.
cities nowadays, though, just some small
farms here and there. is depiction 10. Roll on the Room Content table. If
must be many thousands of years old, you get a Special feature result, ignore it
from before the Cataclysm. and roll again.
6. is room appears to be or have been 11. A foul stench seems to be seeping
a library of sorts. Piles of half-rotten from the floor cracks; the smell is nigh
tomes are gathering dust in every corner, unbearable. e fumes seem to originate
with shelves upon shelves of others col- from the depths, carrying a smell similar
lapsing on the walls. e party may to rotten eggs. Better to move along. For
spend a whole day here to si through each turn the characters stay here, they
the books to see if there is anything of in- must roll against poison 5, or lose 1 HP.
terest. Roll against Magic level 7, if you
pass it, then roll a D10. On a 1, you find 12. is room is a tomb. Stone sar-
a scroll containing a random spell. cophagi stand in five rows of three, each
carved with the visage of a warrior lying
7. Roll on the Room Content table. If you in state. In their center, one sarcophagus
get a Special feature result, ignore it and stands taller than the rest. Held up by six
roll again. squat pillars, its stone bears the carving
of a beautiful woman who seems more
8. Rounded green stones set in the floor asleep than dead. e carving of the war-
form a snake’s head that points in the riors is skillful but seems perfunctory
direction of the doorway you stand in. compared to the love a sculptor must
67
have lavished upon the lifelike carving of find a knife and a lamp, and some cook-
the woman. All of them lie open though; ing utensils scattered across the room.
their bones scattered across the room, No corpses though, so whatever hap-
their riches ransacked long ago. pened here, someone (or something)
came out alive from it.
13. Roll on the Room Content table. If
you get a Special feature result, ignore it 15. Roll on the Room Content table. If
and roll again. you get a Special feature result, ignore it
and roll again.
14. As soon you enter this room, the
smell of blood overwhelms your senses. 16. e second you enter this room, you
Something gruesome took place in this sense a dark, oppressive energy, as if the
room, there’s blood sprayed over the air itself were trying to escape your lungs
floor and walls. And by the looks of it, it and the room. You immediately pinpoint
wasn’t that long ago. Overpowering your the source of such nauseating energy: a
urge to leave the room, you take a closer black, matte sarcophagus in the center of
look around. Someone camped here not the room. As you approach it, the sense
too long ago; there’s still some food in- of dread increases; roll against Magic
side a pot over a cold campfire. You also level 6 using your Magic Resistance. If
you fail the test, gain 1 CP. Once you ap- If you manage to defeat the
proach the sarcophagus, you can see that skeletal guardian (who you suspect was
is a completely featureless black rectan- none other than Kal-aras), the bones
gle, almost three meters long and made will dissolve into a pile of dust, leaving
of some unidentified stone. Despite how behind the Heart. Alred approaches it
plain it looks, it’s obvious that this was and cautiously picks it up. He then wraps
the work of a master stonemason. At the it in a piece of cloth and deposits it inside
top center of the thing there is something his bag.
that catches your eye; some kind of “I think it’s about time we exit this place.
68 socket, as if a piece had been taken from Let’s go”.
it.
- If you defeated the spawn that 17. Roll on the Room Content table. If
roams the tomb, you should have access you get a Special feature result, ignore it
to the stone it was carrying. It fits per- and roll again.
fectly on the socket, and the sarcophagus
slides open without a noise. 18. At first glance, this room is just an-
- If you don’t have the spawn’s other empty chamber full of cobwebs
stone, you will need to find another way and dust. You cautiously move across the
to open it. If Alred is with the party, he chamber, the light of your torch casting
will find one; otherwise roll against Dex- shadows on the walls. You soon realize
terity Resistance (6) to find it. “Here, there’s something unusual here: a small
there’s a crack separating the lid from the mound of sand, seemingly out of place.
sarcophagus”, says Alred while he kneels You approach it with caution, and the
close to it. He seems unaffected by the shine of metal reflected on your lamp
place. You look where he is pointing at catches your eye; there seems to be
and you see that there does seem to be a something half buried there. Still unsure,
way of opening this thing. e question you get on your knees and start remov-
is, should you? If you attempt to open it, ing the sand. It seems to be... some kind
roll against Strength Resistance (10). of helmet! But it’s pretty stuck, so you dig
Only one attempt per player character is a bit more. It is then when you realize
allowed. that the helmet is still attached to a head!
Your first reaction is to jump away,
Once the sarcophagus opens (one way or thinking you just uncovered some old re-
another), you see a tall, skeletal figure in- mains (or something worse), but once
side of it. In the skeleton’s chest, you see you take a minute to look better, you see
a black pulsating heart. Before you can that this is no old corpse; as a matter of
decide what to do with it though, the fact, you could swear he’s still alive!Could
skeletal figure starts to shake and trem- this be the boy you’re looking for?
ble. To your horror, you see the old bones Ten minutes later, you realize
coming back to life in front of you; it that it is not. is seems to be a middle-
stands inside the sarcophagus while you aged man, dressed in leather armor and
retreat away from it. It seems to stare at an eclectic mish mash of clothes taken
you, and then attacks. Treat this en- from tribes all around the Dominion.
counter as a Bonefiend (Elite enemy); Aer a few minutes of basic first-aid and
roll for its level as usual. reanimation techniques, the man starts
this region 3,600 years ago. As tyrants go
he wasn’t anything special, he reached
power, lost his mind, terrorized the re-
gion for a few hundred years until some-
one else killed him and took his place.
You know, typical tyrant story.” He stops
to take another sip of the flask, then con-
tinues. “But one thing he had of interest,
one thing that separated him from others
coughing; he opens his eyes, removing was that his successor, Almubaran the 69
sand from his face and spitting a mouth- Yellow, trapped Kal-tharas’ power in a
ful of it. He looks up at you, fear crossing stone, a relic the old tomes call the Heart
his eyes before regaining control and sit- of Kal-tharas. For some reason us mor-
ting up. “Who are you?”, he groans; tals will never understand, he placed that
“What are you doing here?”. You intro- relic in this tomb, and sealed it. Were we
duce yourselves and explain him the rea- to retrieve this Heart, well.. I don’t need
son why you’re there. When you to tell you. ey say the power in this
mention the boy, a shadow crosses his relic is enough to challenge a tyrant!”.
eyes and he looks down. Alred smiles at you, an honest big smile
Shaking the remainder of the that makes you want to smile back. “We
sand he has on his hair and clothes, the could free this region from the grip of
man stands up. “I’m Alred, by the way. Fh’al the Breeder, let the people
ank you for getting me out of the hole, choose their own destiny, rule their own
I owe you one for that. As for the lad...”. land! Can you imagine?”.
He shakes his head. “I’m afraid he didn’t No, you can’t imagine, you say
make it. And I’m not sure if we’ll make to yourselves. is kind of thing has been
it, either. ere’s this... thing here, it killed tried before. It always ends the same way:
the lad and almost got me too. I... I tried people die. But a powerful relic... Well,
to help, Uzrun knows I did. But there was you will not be the ones saying no to that
nothing I could have done.” He looks at kind of thing. You nod and tell him that
you, as if he were measuring your worth you’re interested in helping him. “Fantas-
with a single look. “But now that you’re tic!”, says Alred. “Now we only need to
here... I have a chance. We have a find it; it should be here, somewhere...
chance.” Confused, you ask him what he’s But I’m sure the three of us will find it.”
talking about. e boy is dead, there’s Alred walks toward the pile of
nothing to do but to go back home. sand, and aer a few minutes he digs out
Maybe find the body, but that’s it. “Yes, a backpack. “I’m afraid I’ll not be of
yes, I guess we could find the body... if much use if we need to fight, my sword
there’s one. But no, I wasn’t talking about is still buried down there, somewhere...
that.” he approaches a nearby stone altar I’ll stay out of the way, and can heal some
and sits on it, while taking a sip of a small of your wounds if needed. Let’s go!”.
flask he had in a pocket. He then looks You follow him into the next
again at you, and starts talking; “you see, room.
this is no ordinary tomb; this is the tomb
of Kal-aras, a tyrant that ruled over -Alred can cast Cauterize twice during
the adventure, if any of the player char- find a ritual that explains how to use it.
acters were to need it. is is a dangerous operation that will
require you to find a skilled sorcerer will-
19. Dozens of dead, winged beings lie ing to perform the operation. e proce-
scattered about the floor, each about the dure itself implies substituting the heart
size of a cat. eir broken bodies are bat- of one of the player characters for the
like and buglike at the same time. eir Heart of Kal-aras. See below to learn
forms are little more than dried husks the consequences of doing this.
now, and there’s no sign of what killed Finding and hiring a sorcerer
70 them. You step around them, trying not willing to perform the ritual will cost 800
to step on them, just in case. shells.
Brawny (1 EP)
Increase your Carrying Capacity by 10.
Feint (1 EP)
Roll 2 Defense dice, choose the highest.
Finesse (1 EP)
Roll 2 Attack dice, choose the highest.
Incorruptible (4 EP)
Add your level when rolling against a spell's Corruption Level.
Lockpicking (1 EP)
Allows the character to attempt picking a lock. Add the character's level to the
roll when attempting to pick a lock.
Marksman (1 EP)
Add your Level to your ranged Attack rolls.
Mighty (1 EP)
Add your level to any Strength Resistance save roll.