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DISCIPLES OF BONE AND SHADOW

Written and designed by Alex T.

Text Copyright © 2019 Blackoath Entertainment & Exalted Funeral.

Interior illustrations by Suryas.


Cover illustration by David Lopez - Gnomedesign.

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:

10 THE F RACTURED D OMINION

12 GETTING STARTED

14 THE PLAYER CHARACTERS


15 Archetypes
17 Advanced Archetypes
20 Skills
23 Magic and Spells
25 Equipment

28 PLAYING THE GAME


28 Exploring the Fractured Dominion
32 Indoor Locations
41 Combat

44 BESTIARY
44 Vermin
50 Fiends and Foes
56 Elite Enemies
61 Tyrants

62 RESCUE PARTY

71 PLAYER CHARACTERS SHEET

72 OVERWORLD HEX MAP

74 INDOOR EXPLORATION SHEET


6

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 aer having fallen on top of it.
Shaking his head, he slowly rose to his feet inside the narrow pit. Aer a mo-
ment of confusion, he started to remember; following weeks of searching aer
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 aer 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 aer 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, aer a series of bad decisions...
Aer 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 swily 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 aer 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,

“UZRUN, THE WORLD DEMON, THE


FATHER OF BEASTS. WE CRAWL OVER
HIS SKIN AS VERMINS, AND PRAY HE
DOESN'T GROW TIRED OF US AND
SHAKES US OFF INTO THE VOID...”
GETTING STARTED
Disciples of Bone and Shadow is a role- the eternal twilight. e player(s) will
playing game designed to be played solo, make a group of characters and explore
although it could also be played with a dark world full of peril and adventure,
other players and even a Game Master, if slowly progressing in power and taking
12 so desired. e game takes place in a on bigger and bigger threats and chal-
dark and dangerous place called the lenges. ere is very little you need to
Fractured Dominion, a place were the play Disciples of Bone and Shadow: a
only constants are conflict, suffering and pencil, some dice and a graph paper (or
a printer to print out the ones present in
this book). rough the use of the mate-
rials introduced in this book, you will be
able to generate a whole world to ex-
plore, full of enemies, dungeons,
fortresses and treasure. Most likely your
characters will die (a lot), but you can
create new ones and have them ready to
face new dangers in a matter of seconds.
Disciples of Bone and Shadow
is not a simulation game. e rules pre-
sented in the following pages are meant
to give you the possibility of creating an
exciting and changing world in a matter
of minutes, without any sort of prepara-
tion prior to the gaming session. Simply
grab your copy of Disciples of Bone and
Shadow, a few dice, a piece of paper and
a pencil and you are ready to jump
straight into the game.

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, aer 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 aerwards 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, oen 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 aerwards. 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 aer.
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 oen 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, aer 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.

Beast slayer (1 EP)


A character with this skill has a +1 Attack when fighting against beasts.

Brawny (1 EP)
Increase your Carrying Capacity by 10.

Bridle the darkness (Archetype exclusive)


Increase your Max Corruption by 1.

Combat training (2 EP)


Add your Level to your melee Attack rolls.

Defensive stance (2 EP)


Add your Level to your Defense rolls.

Disarm traps (1 EP)


e character rolls a D10, and adds his level. If he beats the trap’s level (or rolls a
10), he notices the trap and disarms it, or warns the rest of the party just in time.
If he fails, (or rolls a 1), the trap goes off as normal.

Dual wielding (2 EP)


Extra attack with the off-hand, no bonuses are allowed. is means he may only
roll a D10 with that second attack, and the roll will be the final result.

Feint (1 EP)
Roll 2 Defense dice, choose the highest.
Finesse (1 EP)
Roll 2 Attack dice, choose the highest.

Field medic (1 EP)


Bandages heal 2 wounds, instead of 1.

Foraging (Archetype exclusive)


is character consumes half the amount of supplies per day, thanks to his ability
to find food and water sources.
21
Haggler (1 EP)
You can sell your obtained loot for full price, instead of the regular half.

Hold back the darkness (1 EP)


+1 when rolling against a spell's Corruption Level.

Incorruptible (4 EP)
Add your level when rolling against a spell's Corruption Level.

Leadership (Archetype exclusive)


When rolling for initiative, your group rolls a D10 instead of D5.

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.

Night vision (Archetype exclusive)


e character doesn't need a source of light and receives no penalties when fight-
ing in the dark.

Resist magic (1 EP)


Add your Level to any Magic Resistance save roll.

Shield wall (1 EP)


+2 to Defense rolls when using a shield, instead of +1.
Shield bash (Archetype exclusive)
Once per encounter, and only while equipped with a shield, you can perform an
extra attack. e attack value is determined purely by the die roll; no skill bonuses
are applied.

Snake blood (1 EP)


Add your level to any Poison Resistance save roll.

Strong will (1 EP)


22 Add your level to any Will Resistance save roll.

Unarmed combat (1 EP)


e character may benefit from his Attack skill even when unarmed.

Undead slayer (1 EP)


A character with this skill has a +1 Attack when fighting against undead enemies.

Weapon specialization – one-handed club (1 EP)


+1 Attack when wielding any one-handed club or mace.

Weapon specialization – two-handed club (1 EP)


+1 Attack when wielding any two-handed club or mace.

Weapon specialization – two-handed sword (1 EP)


+1 Attack when wielding a two-handed sword.

Weapon specialization – two-handed axe (1 EP)


+1 Attack when wielding a two-handed axe.

Weapon specialization – staff (1 EP)


+1 Attack when wielding a staff.

Weapon specialization – spear (1 EP)


+1 Attack when wielding a spear.

Weapon specialization – one-handed sword (1 EP)


+1 Attack when wielding a one-handed sword.

Weapon specialization – one-handed axe (1 EP)


+1 Attack when wielding a one-handed axe.

Weapon specialization – dagger (1 EP)


+1 Attack when wielding a dagger.
Weapon specialization – bow (1 EP)
+1 Attack when wielding a bow.

Well coordinated (1 EP)


Add your Level to any Dexterity 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 oen 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 aer 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 oen 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 oen 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.

Mule: A common sight among the


nomad tribes, the mule allows a charac-
ter to carry an extra 30 UW with him.

One-handed weapon: Any tool or


weapon used primarily with one hand. It
can range from a dagger, to a pickaxe.

Rations: All characters need a minimum


of 1 ration per day. is includes some
dried fruits and meats, and most impor-
tantly, water.

Rope: One of the most versatile items a


character may carry with him, this will
allow him to climb out of holes and over
walls, or even tie someone, if it were nec-
essary.
PLAYING THE GAME
Now that we have a couple of adventur- and they need a place to return to be-
ers ready to explore the twilight lands of tween fights. Use the Map log to write
the Fractured Dominion, you will need down what you find on each hex. Once
to know how to do so, what you will find you have filled up a hex map, simply
during your travels, and how to deal with print out another one and start again on
what you find. the hex #1. e Fractured Dominion is a
28
big place!
ExPLORING THE FRACTURED It is important to remember
DOMINION that when traveling through already ex-
To begin your adventure, you will start plored terrain, you must roll a D10 in
with your party on the hex #1 of the each hex you pass through (except for
Overworld Hex Map. is first hex is settlements and oases). If the result is a 1
considered empty, so you will need to or 2, the party is attacked by a random
chose a direction and roll once per hex. enemy (check the Random Encounter
Each hex is considered to take a full day table).
to explore. Each feature you uncover on
the map is permanent; you will be able to RANDOM ENCOUNTER TABLE (D10)
return there later on, if needed. is is 1-4 Vermin
important to know for when your group 5-8 Fiends and foes
finds a point of interest, such as a town, 9-10 Elite enemy

HEx ExPLORATION TABLE (2d10)


2 – Rugged terrain. e party spends twice the normal amount of time on
this hex (2 days by foot, 1 day mounted).
3-4 – Settlement. e party may rest here, recovering from their wounds,
buying and selling equipment, and maybe picking up new tasks to com-
plete. Roll D10 on the Tasks and Missions Table if you want to give your
characters a reason to explore the world beyond simply finding riches and
power.
5 – Old corrupted temple. e characters find the ruins of an old place of
worship originally intended to some forgotten god. It has now become the
home of a beast. Roll on the Elite enemy table. If they manage to defeat the
creature, the characters have cleansed the place, allowing them to remove
one CP.
6 – Night assault! While your party is sleeping, a group of enemies attack
their camp, attracted by the smell of food. Roll on the Fiends and Foes table,
enemies attack first.
7 – Vermin. A group of small, hungry creatures attacks the party. Roll on
the Vermin table.
8 – Minion. e party comes across a group of wandering enemies. Roll
on the Fiends and Foes table.
9 – Wild apple grove. A leover from a gentler past, this apple grove has
somehow survived despite the harsh conditions. Each character receives
D10 free rations, and has the chance to sell or buy equipment from the local
friendly nomads.
10 - Witch of the hills. You follow the smoke coming from a small camp,
where you find a dark figure dressed in rags bent over a stone cauldron. It
is a woman of undetermined age that beckons you to follow her inside the
tent behind her. Hesitantly, you finally go inside aer her, where she awaits
with a selection of concoctions and potions. Healing salve – 50 shells. Once 29
per day/adventure you may apply this salve to heal D10 Health Points. Poi-
son salve – 50 shells. Apply this to become immune to poisons for a whole
adventure. Agility salve – 100 shells. You may use this to add +1 to a char-
acter’s Defense during an adventure. She also offers the possibility of res-
urrecting a fallen comrade, if the body is brought to her and no more than
a week has passed since death. Resurrection ritual – 1,000 shells: roll D10.
If you roll less than the character’s level, the character comes back to life.
He suffers a permanent -1 to his Max Corruption, due to the lingering
shadow influence.
11 – Ravine. A narrow, steep-sided valley cuts the party’s advance. Impass-
able terrain.
12 – Elite enemy. e party is unfortunate enough to find a roaming mon-
strosity. Roll on the Elite Enemy table.
13-14 – Cave. A half-visible trail leads the party to what appears to be some
sort of cave or underground building. If the party decides to explore it, use
the Indoor Location generation rules described below.
15-16 – Ruins. e party comes across a vestige of the past, half buried by
the sands. If they decide to explore it, use the Indoor Location generation
rules described below.
17 – Caravan. A group of friendly nomads offer to trade some goods. e
party may trade as if they were at a settlement, but once they leave this hex
the caravan would have moved along if they return. Re-roll this hex if the
party comes back to it.
18 – Abandoned stock. Half buried on the side of a forgotten road, the
party finds the remnants of a caravan. ey find 2d10 shells worth of trade
goods.
19-20 – Tyrant fortress. e most threatening sight in the Fractured Do-
minion, most people try to avoid them. Some Fortresses are ruled by some-
what benign tyrants (the few that posses a strong enough will to resist the
pull of the forces of chaos), which has allowed settlements to grow around
them, creating a semblance of civilization. Of course, this isn’t all that differ-
ent from living next to an active volcano, since tragedy can strike when you
least suspect it. Use the Indoor Location rules to explore it, if you dare.
Tasks and Missions Characters must return to the location of
Sometimes the adventurers will come the task giver to collect the reward.
across an individual who asks them to Completing a task grants
complete a specific task, generally in ex- enough experience points to level up one
change for a reward. is gives the char- level, but divided among the whole party.
acters a reason to go out there and For example, if the party is level 3 they will
explore, with a goal in mind. You do not receive a total of 80 XP (enough for 1
need to complete the task given immedi- character to reach level 4), with the player
ately; time moves slow in the Twilight deciding how to distribute them among
30 and whatever you need to do will still be the characters, as usually.
there when you decide to tackle it. e characters may also re-
You may only roll once per set- move 2 Corruption Points each upon
tlement. If you don’t like the task offered, completion.
you may come a week later and re-roll.

TASKS AND MISSIONS TABLE (D10)


1 – e tyrant must fall! e settlements surrounding one of the towering
fortresses has had enough, and they can't allow their children to be taken
and their crops to be cursed any longer. ey task your party with bringing
them the head of the tyrant. Reward: 1 scroll containing a random spell,
1,000 shells.
2 – Taken! A crying mother asks you to recover her missing son, who was
taken by a group of minions. Each time you encounter a group of minions,
roll a D10. On a 10, you found the missing child. Add +1 to your next check
for each completed encounter with minions that resulted in not finding the
child. Reward: e characters may remove one CP.
3 – Artifact hunting. While sitting on a camp, sharing some water with
some nomads, you overhear a conversation. Somewhere in these area there
are the ruins of two twin settlements. Each one of them had the half of a
very powerful artifact; put together, they will grant enormous power to the
wielder. e next two ruins you explore each have a half of the artifact in
the last room; they also have an Elite enemy guarding it. Reward: Roll on
the Artifacts table.
4 – Finding help. A rich merchant has hired you to take his sick wife to
the nearest settlement, where they have the best healers in the region. e
only problem is that she is very sick, and it must be done quickly. e party
has 7 days to find a settlement (one that wasn't previously discovered), or
the merchant's wife will die. Reward: If they succeed, they will receive 500
shells.
5 – Lost. e party is asked to find a group of migrants that were expected
to arrive days ago. e characters must explore the region, rolling a D10 in
each hex they explore. On a roll of 1-2, they find a clue. Once they find 5
clues, they will reach the entrance of a cave, where the migrants have been
taken. e migrants will be found in the last room, guarded by an Elite
enemy. Reward: 2 rolls on the Loot table.
6 – Looters and pillagers. e town's leadership asks the player characters
to get rid of several roaming bands of creatures that are harassing them.
e party must find and slay 10 groups of minions in the outdoors (minions
found in caves or buildings don't count). Reward: 200 shells to each char-
acter player, and the party may sell their loot at the retail price in this town,
instead of half.
7 – Find the witch! A tribal leader has recently lost his only son and heir
to the crimson plague. He begs the party to take the body with them and 31
find a hill witch to bring him back to life. He doesn't have any money, but
he offers the party an ancient relic as payment. e characters will have to
pay for the ritual themselves, though. Reward: Roll on the Artifact table.
8 – e mapmaker. e characters are hired by a mapmaker, who needs
help mapping the area. e characters must explore every hex in the re-
gion's map, and return to the mapmaker with what they have learned. is
quest may only appear once per region, re-roll in this table if you have al-
ready completed it. Reward: 1,000 shells. e mapper used to work for a
tyrant and knows his weakness; next time the party fights against a tyrant
in the region, they fight with a +2 to Attack.
9 – e thing in the ruins. e town's council has hired the characters to
eliminate an abomination that has been terrorizing the area for the past
months. ey must find the nearest ruins, clear them, and in the last room
they will find a Spawn of Vhol'est (check the Elite Enemy Encounters). Re-
ward: e town is too poor to offer anything of value, but the characters
receive twice the normal amount of experience points from completing a
task.
10 – Assault! e party is hired to defend the settlement from an incoming
raid. ey must roll 5 times in the Minions table, resolving one encounter
aer another without a rest, and if they survive, roll once in the Elite ene-
mies table to face the raid's leader. Reward: as many supplies as they can
carry, 100 shells.
INDOOR LOCATIONS Resistance of +2), but he rolls a 1, which
More oen than not, the player charac- is an instant failure. If he were to try again
ters will find themselves delving into using Strength, the difficulty would be 6,
caves, exploring ancient ruins, or even instead of 5. He therefore decides to pick
assaulting a mighty tyrant fortress. Fol- the lock, rolling a 5 and thus opening the
lowing the rules explained in this sec- door.
tion, you will be able to create the
location’s layout, its contents, and its in- Caves
habitants, all on the fly. It is not hard to find subterranean pas-
32
As it was the case with the out- sages that have been and still are popu-
doors map, when the party returns to a lated by beasts, bandits and unspeakable
room or corridor they have already ex- horrors. Many of these caves used to be
plored, they must roll a D10. On a roll of the remnants of mining operations,
1 or 2, they encounter a wandering beasts’ layers or simply natural forma-
enemy; roll on the Random Encounter tions, but no matter their origin they are
table to determine what it is. is is im- all equally dangerous. A party needs a
portant because once you complete your source of light in order to explore a cave
task inside an interior location, or you properly, otherwise they will suffer a -3
simply decide that you want to leave, the to both their Attack and Defense skills.
party still needs to retrace their steps While drawing a cave’s map,
back to the entrance and exit it safely. you should draw the walls irregularly,
with no sharp angles, to reflect the fact
Doors that this is not a man-made place (or at
While exploring the different rooms least, not a building’s interior).
found in ancient ruins or fortresses, it is
not rare to find locked doors. If the party Ruins
is exploring ruins, not all rooms have a All over the Fractured Dominion, ruins
door, and some have a locked door. Roll are scattered as a reminder of what the
a D10: 1-3 no door, 4-7 open, 8-10 world used to be like. From expansive
locked. If the party is exploring a fortress, palaces to forgotten temples, they offer
roll a D10: 1-6 open door, 7-10 closed plenty of opportunities to find treasure
door. Caves have no doors. and ancient artifacts. More oen than
If a door is locked the charac- not though, these places attract all kinds
ters need to roll against Strength to bash of creatures and greedy explorers, due to
it (roll a 5 or more to pass) or Dexterity the secrets that can be found buried
to pick the lock (also difficulty 5). Each among the rubble.
failed attempt increases the difficulty by
1. You can alternate methods (bashing or Fortresses
picking the lock) to avoid the save roll to If a party decides to explore a Tyrant’s
increase in difficulty too fast. Example: fortress, it usually means they are there
Mike’s characters find a locked door while to kill the Tyrant itself. ey will need to
exploring some forbidden ruins. He first do so in order to get out of the fortress
decides to bash the door open with his alive, so the last room in the fortress will
strongest character (who has a Strength always have the tyrant as an enemy. Ex-
perience-wise, a tyrant counts as an Elite the place’s layout, as well as what they
monster of the same level. Defeating a find in it. In order to do that we will be
tyrant grants 2 rolls on the Loot table, using the tables and rules found in the
and 1 roll on the Special Loot table. following pages. All you need is a pencil,
2d10, and a grid paper, or better yet, a
Mapping interior locations printed copy of the location adventure
Once the party enters an interior loca- map found in this book.
tion, you will need to start figuring out
33
INTERIOR ExPLORATION SEQUENCE
Entrance rooms INTERIOR ExPLORATION TABLE (D10)
is is the first room your party encoun- 1-7 Room
ters when they enter a cave, ruin or 8-10 Corridor
fortress. Roll a D10 and draw the result-
ing entrance at the bottom center of the
location grid. is room contains noth- Corridors
ing, so you do not need to roll on the If you decide to go down a corridor, you
Room Contents table. Simply start ex- will learn how it looks like by using the
ploring, by rolling on the Interior Explo- Corridor table. Corridors have no con-
34
ration table (if you go through a door or tent, but you need to roll a D10 to see if
entrance), or the Corridor table (if you there are any enemies. On a roll of 1 or
go through a corridor). 2, you find a wandering enemy, so roll on
the Random Enemy table.
Corridors are always a width of 1.

CORRIDOR TABLE (D10)


1 A parallel corridor that goes D5+1 long to the le, and D5+1 long to
the right
2 Straight ahead, D5+1 long
3 Corridor to the right for D5+1
4 Corridor to the le for D5+1
5 Straight ahead D5+1, then veers to the right for D5+1
6 Straight ahead D5+1, then veers to the le for D5+1
7 Corridor to the right for D5+1, then veers to the right again for D5+1
8 Corridor to the le for D5+1, then veers to the le again for D5+1
9 Corridor to the right for D5+1, then veers to the le for D5+1
10 Corridor to the le for D5+1, then veers to the right for D5+1
Rooms ical layout, and adapting it to the needs
Most things of interest to the characters of the map. For example, if your corridor
will be found in rooms. Once you have is running right to the le of the map’s
defined the shape of the room with the border, placing a door there would make
help of the Room Layout table, and how no sense because you can’t draw more
many exits it has by using the Exits table, map on that direction, so ideally we
you will need to figure out its contents, would place it on the right side.
by using the Room Content table below.
ExITS TABLE (2d10)
36 Doors and openings 2-10 None
When it’s time to find out what doors or 11-14 One
openings the corridor or room you are 15-17 Two
exploring has, roll on the Exits table. 18-19 ree
Place the exits as centered as possible in 20 Four
any wall you want, trying to make a log-

ROOM LAYOUT TABLE (D10)


1-5 Square (D5+1 high, D5+1 wide)
6 Circle (D5+1 across)
7 Hexagon (D5+1 across)
8 Oval (D5+1 high, D5+1 wide)
9 Triangle (D5+1 per side)
10 Trapezoid (D5+1 high, D5+1 base wide, D5+1 base top)

ROOM CONTENT TABLE (D10)


1 Trap: roll on the Traps table
2 Loot: roll on the Loot table
3 Loot protected by a trap: roll on the Traps table, and once resolved, roll
on the Loot table
4-5 Roll on the Special Features table
6 e room is empty
7 Stash of semi-precious stones: you gain 2d10 shells
8 You are attacked by vermin. Roll on the Vermin table
9 Your advance is interrupted by some enemies. Roll on the Fiends and
Foes table
10 You walked into a beast’s lair. Roll on the Elite enemy table
SPECIAL FEATURES TABLE (D10)
1 - A crack in the ceiling above the middle of the north wall allows a trickle of water to
flow down to the floor. e water pools near the base of the wall, and a rivulet runs
along the wall and out into the hall. e water smells fresh. e party obtains D5 ra-
tions.
2 – e character party stumbles upon what appears to be some kind of weapons stash.
ey can take any weapon available in the equipment list.
3 – is room is filled with bottles, pipettes and other tools that an alchemist would
need. Everything here is covered in a thick layer of dust, but in a corner, under some
ragged piece of cloth, the characters find D5 bottles with a green, viscous liquid. If a 37
character dares to test its effects, roll a D10; 1-5: the concoction is so old it is now
poisonous; use your Poison Resistance against a level 6 poison, or lose D5 HP. 6-10:
the bottles contain some kind of healing potion. Heal D5 HP, usable in combat.
4 – As soon as you step into this room, a feeling of calmness invades you. is place
seems to be completely removed from the Primordial One’s influence. Each character
can get rid of 1 CP.
5 - A sensation of dread invades you the moment you step into this room. Flashes of
horrific visions fill your mind, bringing you to your knees. ey know you are here. Roll
against Magic level 6 using your Magic Resistance. If you fail, gain 1 CP.
6 – A series of small statues line a wall. Behind them there is a mural, telling what ap-
pears to be the story of a people’s exodus. You discover small levers behind each statue,
which apparently makes them rotate. If you try to solve this puzzle, roll against its
difficulty of 7, using your Will Resistance. If you succeed, roll on the Loot table. You
may only try once per character.
7 – is room appears to be or have been a library of sorts. Piles of half-rotten tomes
are gathering dust in every corner, with shelves upon shelves of others collapsing on the
walls. e party may spend a whole day here to si through the books to see if there
is anything of interest. Roll against Magic level 7, if you pass it, then roll a D10. On
a 1, you find a scroll containing a random spell.
8 - A horrendous, overwhelming stench was from the room before you. Small cages
containing small animals and large insects line the walls. Some of the creatures look
sickly and alive but most are clearly dead. eir rotting corpses and the unclean cages
no doubt result in the place’s foul odor. A cat mews weakly from its cage, but the other
creatures just silently shrink back into their filthy prisons. e players may choose to
release the animals; if they do, they can remove 1 CP, but they will have to fight
against several of them, which are too scared or far gone, Roll twice on the Vermin
table and fight against both groups at the same time.
9 – A foul stench seems to be seeping from the floor cracks; the smell is nigh unbearable.
e fumes seem to originate from the depths, carrying a smell similar to rotten eggs.
Better to move along. For each turn the characters stay here, they must roll against
poison 5, or lose 1 HP.
10 – ere is a nefarious influence in this room. A shadow suddenly invades the char-
acter’s minds, and holds fast to their thoughts. Characters fight the rest of the adventure
with a -1 to Defense, unless they give into the darkness and gain 1 CP in the process.
Traps characters can avoid their effects,
Traps are, unfortunately, very common though.
in the kind of places the characters will To determine the level of a trap,
frequent. Recent or ancient, their goal is roll a D5 and add the party’s level (the
to harm, maim or kill any intruder. party’s level is equal to the highest level
rough the use of skills and spells the among the player characters).

TRAPS TABLE (D10)


38 1 – Poison darts. Characters must roll against Poison or lose D5 HP. An
affected character will need to roll against Poison every turn or lose an extra
HP per turn, until the poison is removed from his system.
2 – Trapdoor. Characters must roll against Dexterity or lose 3 HP. If the
whole party fell inside, they need a rope in order to escape the pit, or they
will die of starvation inside of it.
3 – Sand trap. A wall closes down behind the characters as soon as they
enter this room, with sand falling in from the ceiling. ey have 10 attempts
at deactivating this trap, or they all die.
4 – Collapsing ceiling. e ceiling above the party collapses on top of them.
Characters must roll against Dexterity or lose D5 HP.
5 – Noxious gas. A wall closes behind the party, and immediately toxic gas
is released in the room. Characters immediately lose 1 HP, and they lose
another HP per failed attempt at disabling the trap.
6 – Spears. Sharp spears slide from the walls, stabbing the characters if they
fail a Dexterity test. If they do fail, they receive D5 attacks that deal 2 dam-
age each. Reduce the total damage received by the Defense skill of a char-
acter.
7 – Vermin pit. A pit opens underneath the characters, teeming with ver-
min. e characters need to roll against Dexterity or lose 3 HP, and aer-
wards they need to face the vermin inside. Roll on the Vermin table.
8 – Bear trap. A random character steps on a hidden bear trap. Roll against
Dexterity to avoid getting caught in it. If you do get trapped, you will need
to roll against Strength (7) to get rid of it, or else you will not be able to
move from there. A trapped character will not be able to play for the re-
mainder of the adventure.
9 – Net trap. A net falls from the ceiling, pulling the characters up unless
they pass a Dexterity test. If they do get trapped, they must roll against Dex-
terity 7 to be able to cut the net. Roll a D10 per attempt at releasing them-
selves; on a 1 or 2 a wandering enemy comes and attacks them; the
characters receive an immediate wound the first round. Roll on the Fiends
and Foes table.
10 – Fire trap. Huge flames roar from the sides the second the characters
step into this room. Roll against Dexterity to avoid the flames, or lose D5
HP. You fight at -2 Attack until the wounds caused by the fire are healed.
LOOT TABLE (D10)
1 or less – No treasure found
2 – D10 shells
3 – D10+5 shells
4 – 2d10 shells
5 – D5 healing tinctures
6 – D10 rations
7 – A piece of jewelry worth 5d10 shells
8 – A one-handed iron weapon. Roll D5: 1 sword, 2 hammer or mace, 3
axe, 4 dagger, 5 pickaxe. +1 to Attack while wielding it. 10 UW
39
9 – A piece of mail armor. Treat it as light armor, +2 to Defense. 12 UW
10 or more – Roll on the Special Loot table

SPECIAL LOOT TABLE (D10)


1-2 – A scroll containing a random spell. 1 UW
3 – An exceptionally well forged one-handed steel weapon. Roll D5: 1
sword, 2 hammer or mace, 3 axe, 4 dagger, 5 pickaxe. +2 to Attack while
wielding it. 10 UW
4 - An exceptionally well forged two-handed steel weapon. Roll D5: 1
sword, 2 hammer or mace, 3 axe, 4 staff, 5 polearm. +3 to Attack while
wielding it. 15 UW
5 – Reinforced steel mail. A true relic of the past, perfectly craed and
preserved. Light armor, +2 to Defense rolls without hindrance. 12 UW
6 – Steel breastplate. e crasmanship on this piece speaks of the glory
of the past. Heavy armor, +3 to Defense, -2 to Dexterity save rolls. 20
UW
7 – Steel shield. +2 to Defense. 10 UW
8 – Small darkness well. A plain-looking stone that allows the person car-
rying it to store 2 CP in it. Once the well is full, it glows slightly. Cannot
be re-used, but it can be sold as a curiosity for 3d10 shells.
9 – A pair of rare metal fist weapons with some sort of short blades at-
tached to them. +2 to unarmed combat if the character possess the skill.
5 UW
10 – Roll on the Artifact table.
ARTIFACT TABLE (D10)
1 – Horse Figurine. A small statue of a horse made of some unidentifiable
black material that when wet with blood grows to the size of an actual horse.
Sacrifice 1 HP to be able to travel at double speed in outdoor zones. 0.5 UW
2 – Amulet of Vythrhos. A dark green stone is framed by what looks to be
some sort of fossilized hair. Once worn it pulsates slightly, matching the
wearer’s heartbeat. Once per adventure, if the character carrying this re-
ceives enough damage to kill him, he will instead remain at 1 HP but will be
40 unable to participate in the rest of the fight.
3 – Maw of Vhozha. is slick leather blue bag seems to tremble when no-
body is looking at it, as if something were trying to come out. is bag allows
the character to carry an extra 30 UW.
4 – e Sineater. This legendary artifact was one wielded by Athros, Bane of
the Ancients. With it she managed to challenge the reign of many tyrants, until
under mysterious circumstances she lost the Sineater, aer of which she be-
came corrupted and reigned over the Rhatrej region for 800 years. is sharp
black crystal absorbs the next 5 CP the character would receive, aer of
which it becomes dormant for the next three adventures. 1 UW.
5 - Rod of Shrath. is device belonging to a Sharani High Priest is an asym-
metric mass of ethereal crystal which can be used to recover from grave
wounds. Individuals who possess the device for a long time develop fine scales
over parts of their body. e user may cast Regeneration once a day/adven-
ture without gaining corruption. 2 UW.
6 – e Everlasting Shadows. is ancient tome bound in what appears to be
human skin has an aura of taint surrounding it. A foul sense of dread invades
the reader when first opening it. Contains 3 random spells. 2 UW.
7 – Feather of Kul’Pheg. A shimmering feather, reflecting the light in a million
colors, even during the darkest of nights. e sha seems to be made of some
kind of metal. is item gives the party a +2 to combat initiative. 1 UW.
8 – Taintnut. is small, wooden seed has symbols carved all over it, but it
looks to be bulging around them as if a force were pushing from the inside and
being contained only by the symbols. If a character swallows this seed his
Max Corruption will be increased by 1.
9 – Crystallized ice of Alnavis. This appears to be a stalactite made of pure
ice, but somehow it does not seem to be affected by any heat. A little bit of it
melts with each use though, until it disappears. Deal D5 damage to all enemies
in front of the caster. It takes up a character’s turn to use it. 20 charges. 1 UW.
10 – Staff of scars. is wooden staff looks as if it was just finished by a skilled
artisan, but the more its powers are used, the more twisted and full of
scratches it becomes. e person wielding this staff can transfer to it a max of
20 lost HP, thus healing himself or an ally. Once it has reached its maximum
capacity, it becomes dormant and it’s simply a +2 Attack staff. 12 UW.
COMBAT loses 1 HP. Vermin are a special case; per
More oen than not, while exploring the each damage point a character deals to
world of the Fractured Dominion, the them, one dies, as they only have 1 HP
player characters will encounter beasts, each. Minions and Elite enemies tend to
monsters, aberrations and abominations have several HP each; sometimes they
that will try to stop them. Combat in come alone, but they may appear in
Disciples of Bone and Shadow is fast and groups, in which case you will have to
brutal; you will be able to solve your en- deal enough damage to each one of them
counters usually in a matter of seconds. before killing it and moving on to the
41
As we have discussed previ- next one. Keep in mind though that you
ously, the player characters have an At- may distribute the damage you deal
tack and Defense stat, as well as a among different enemies; if for example
number of Health Points (HP). Enemies an enemy has 3 HP and you deal 4 dam-
also have Attack, Defense and HP. In age, you may assign 3 points to kill one
order to defeat an enemy, the player will and 1 to the next one. No damage is ever
have to roll a number higher than the lost.
enemy’s Defense value. is roll is mod- Example: Tyumm e Stranger
ified by his Attack stat, as well as any has Attack +3 and swings his weapon
weapons or effects that he may currently against a group of level 2 Sharani (Attack
have. On the other side, when it is the 8 / Defense 6 / HP: 1). He must roll over 6
enemies attacking, the character will in order to damage them. Tyumm rolls a
have to roll a number higher than the 5, which is a total of 8 (5, + 3 from his At-
enemy’s Attack value, modified by his tack stat) meaning he manages to kill 2 of
Defense and other bonuses he may have the Sharani (the Defense of the Sharani is
at the moment. is way, it is only the 6, so a result of 8 is 2 points over that, and
player who rolls dice for his characters, they only have 1 HP each, meaning two of
the monsters roll no dice. While defend- them die). e remaining three attack
ing from enemy attacks, you need to as- him; seeing as he is alone in this fight, he
sign the enemies each turn so that they will have to defend himself from all three
are evenly distributed among all the of them. Tyumm has a +2 Defense and
player characters. So if, for example, you has to defend against the Sharani’s Attack
have 2 player characters that are being at- of 8. His first roll is a 5, which becomes a
tacked by 5 enemies, you would assign 2 7 once added his Defense, meaning he
to each character, and the last remaining loses 1 HP (8 Attack – 7 Defense = 1).
one would be assigned randomly. is is Tyumm’s second and third rolls are a 6
not the case if you are fighting in a corri- and 7, which are enough to fend off the
dor and you have more than two charac- feeble Sharani.
ters, in which case only the first two Remember that rolling a 1 is al-
characters on the front will be assigned ways a failure, no matter what modifiers
enemies. you have for that roll, and that on a 10
Per each point above the your character is inspired and may roll
enemy’s Defense, the characters deals again to add to the final result. When
one damage point, and per each point rolling a 1 while defending, the only
below the enemy’s Attack, the character bonuses that count toward defense are
those the characters have thanks to Retreating
equipment or special conditions, such as Sometimes things will get too ugly for
spells or potions. Both the roll and the your characters and you may decide it is
character’s Defense stat are ignored. If best to simply run away from a con-
you roll a 1 but your final Defense is still frontation. If your characters are engaged
equal or greater than the enemy’s Attack, in combat and decide to retreat, they will
you still lose 1 HP. immediately suffer an attack each, with
only their equipment’s Defense bonuses
Initiative and turns (if any) counting towards determining
42
At the beginning of a fight, roll D10 plus how much damage they receive. ere is
the lowest character level in the party, no defense roll, and the character’s De-
plus any bonuses the party may have fense stat does not apply in this case.
(such as skills, items, etc.), minus 5. If the
result is higher than the enemies’ level, Damage and death
the player characters attack first. at Death comes swily in the Fractured
will be the order maintained for the du- Dominion; if a player character loses all
ration of the whole fight. his HP, he is dead. e rest of his party
Example: Tyumm the Stranger, may try to find a way of bringing him
a level 4 character, is facing a group of back to life, but this is never easy (check
level 3 harpies. He rolls a 2 in a D10 to de- the Which of the hills encounter in the
termine the initiative and adds his own Hex Exploration table). Aside from
level to the roll since there are no other using potions, bandages, spells, and
characters in his party with lower level (4 other means of healing, a character will
+ 2 = 6). He doesn’t have any extra recover 1 HP per day of uninterrupted
bonuses, so he subtracts 5 from his initia- rest. Four weeks of rest will restore all of
tive roll, which results in a 1. Since the a character’s HP—regardless of how
harpies were level 3, Tyumm fails the many the character lost.
check and the harpies attacks first.
Each action you take spends a Leveling up and experience
combat turn (unless specified): attacking, With a bit of luck and skill, the player
using a potion, casting a spell, they all characters will slowly increase in power
spend your turn. and prowess. is is reflected via Expe-
rience Points (XP). Characters start at
Enemy morale level one, and earn 2 Enhancement
When enemies loose more than half Points each time they reach a new level
their total health (when facing a single that can be spent on stats, skills and
enemy), or half their total number (in spells, as described in the previous chap-
the case of groups), they must perform a ter. In order to level up, characters will
morale test. Roll D10: 1-5 they flee, 6-10 need to accrue enough XP. is is done
they stay, and the characters win the mainly via combat, although some other
fight. Some enemies fight to the end, in activities may reward the characters with
which case it will say so in their descrip- XP. Each time your party defeats a crea-
tion. is test is performed only once. ture from the Fiends and Foes or Elite
Enemy tables, they will earn a deter-
mined amount of XP, as per the follow- Please note that once earned
ing table. e player(s) is then free to dis- and spent on leveling up, the Experience
tribute them as he sees fit among the Points are lost. You will need to start ac-
characters that participated in the fight. cruing them from 0 each time a charac-
Characters can reach a maxi- ter levels up. is means that a level 2
mum of level 10. e amount of XP character will need 20 XP to level up to
needed to level up per character is as fol- level 3, not 10.
lows: Vermin give no XP, and tyrants
give the same amount as a same level
43
Amount of Experience Points Elite enemy would. Some enemies may
necessary per level have modifiers to the amount of XP the
Level 2: 10 XP characters earn when they kill it (if writ-
Level 3: 20 XP ten in their description), but this is the
Level 4: 40 XP standard XP table to be used:
Level 5: 80 XP
Level 6: 160 XP
Level 7: 400 XP
Level 8: 800 XP
Level 9: 1600 XP
Level 10: 3200 XP

xP GAINED FROM SLAYING MINIONS AND ELITE ENEMIES


Level 1: 1 XP per Fiends and Foes encounter / 10 XP per Elite enemy encounter
Level 2: 2 XP per Fiends and Foes encounter / 20 XP per Elite enemy encounter
Level 3: 4 XP per Fiends and Foes encounter / 40 XP per Elite enemy encounter
Level 4: 8 XP per Fiends and Foes encounter / 80 XP per Elite enemy encounter
Level 5: 16 XP per Fiends and Foes encounter / 160 XP per Elite enemy encounter
Level 6: 32 XP per Fiends and Foes encounter / 320 XP per Elite enemy encounter
Level 7: 64 XP per Fiends and Foes encounter / 640 XP per Elite enemy encounter
Level 8: 128 XP per Fiends and Foes encounter / 1280 XP per Elite enemy encounter
Level 9: 256 XP per Fiends and Foes encounter / 2560 XP per Elite enemy encounter
Level 10: 512 XP per Fiends and Foes encounter / 5120 XP per Elite enemy encounter
BESTIARY
e Fractured Dominion is home to following table, using the party’s level. A
many dangers and threats. Many of them party’s level is equal to the highest level
are natural and endemic to the region, among the player characters. So if, for
others are product of dark magic, and example, a party has a level 3 character,
some even come from different realities a level 2 character and another level 2
44 altogether. Aer thousands of years character, the party’s level will be 3.
adapted to this harsh world, most living e table below will be used
(and nonliving) creatures don’t mess any time the party encounters a group of
around; they will attack unprovoked, and enemies, to determine the enemy’s level.
the player characters will have to learn
how to deal with the innumerable threats VERMIN
that will cross their path. Vermin are small creatures that come in
groups. Oen simple animals without
Creature levels any malicious intent, they are nonethe-
e threats that the characters will have less extremely dangerous if underesti-
to confront will become more dangerous mated. Most of them offer no loot, but
as they increase in level; for that reason, are easy to kill as individuals. Vermin al-
enemies will come in a variety of levels, ways have 1 HP per individual, but they
from 1 to 10. is is determined by the come in large groups.

ENEMY LEVEL TABLE (D10)


Encounter level
Party level 1 2 3 4 5 6 7 8 9 10
1 1-4 5-8 9-10
2 1-2 3-7 8-10
3 1-2 3-7 8-10
4 1-2 3-7 8-10
5 1-2 3-7 8-10
6 1-2 3-7 8-9 10
7 1-2 3-7 8-9 10
8 1-2 3-8 9-10
9 1-2 3-8 9-10
10 1 2-5 6-10
VERMIN TABLE (D10)
1 – Giant ants
2 – Madari rats
3 – Fire bats
4 – Night beetles
5 – Sabershadows
6 – Centipedes
7 – Spawnlings of Vhol’est
8 – Dustsaurs 45
9 – Greyling
10 – Bloodfeathers

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, aer 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 aer 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
aer 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

“THE SHIMMERING TEMPLE IS THE OLDEST KNOWN FORTRESS IN


ALL OF THE F RACTURED D OMINION. IT HAS STOOD THE TEST OF
BATTLES, UPRISINGS AND CHANGES IN THE REGION FOR MILLEN-
NIA. LITTLE IS KNOWN ABOUT THE TYRANT THAT RULES OVER
IT, AS HE OR SHE HASN'T BEEN SEEN IN CENTURIES. SOME SAY
THE TEMPLE IS EMPTY, OTHERS THAT THE TYRANT HAS AS-
CENDED TO GODHOOD. WHATEVER THE TRUTH IS, NOBODY HAS
DARED TO GO AND FIND OUT FOR THEMSELVES”
FIENDS AND FOES them will hesitate to attack a group of
e following list contains the most wandering adventurers.
common serious threat the inhabitants Fiends and foes come in
of the Fractured Dominion encounter smaller numbers than vermin, but are
during their travels. Many humanoid much tougher to kill, due to their intelli-
horrors, beasts and magical abomina- gence, equipment, or power.
tions abound in these lands, and none of

50 FIENDS AND FOES TABLE (D10)


1 – Sharani
2 – Burrow dwellers
3 – Bandits
4 - Burrowers
5 - Dustborn
6 – e lost
7 – Crawlers
8 – Barean
9 - Harpies
10 – Shadow hounds

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, oen standing back up aer 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

a 1-3, it comes back to life, fully healed.


Level 1 - Number: 2 / Attack 5 / Defense 5 / HP: 3
Level 2 – Number: 3 / Attack 7 / Defense 5 / HP: 3
Level 3 – Number: 3 / Attack 8 / Defense 6 / HP: 3
Level 4 – Number: 4 / Attack 8 / Defense 7 / HP: 3
Level 5 – Number: 4 / Attack 8 / Defense 7 / HP: 5
Level 6 – Number: 4 / Attack 9 / Defense 8 / HP: 5
Level 7 – Number: 5 / Attack 10 / Defense 8 / HP: 5
Level 8 – Number: 5 / Attack 10 / Defense 9 / HP: 6
Level 9 – Number: 6 / Attack 12 / Defense 9 / HP: 6
Level 10 – Number: 6 / Attack 13 / Defense 10 / HP: 6

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

“NO OTHER GODS EXIST APART FROM THE PRI-


MORDIAL ONES. THESE ENTITIES ARE BEYOND
HUMAN COMPREHENSION, AND THEIR ACTS ARE
IMPOSSIBLE TO TRULY UNDERSTAND; MOST OF THE
WORSHIP THEY RECEIVE IS FROM DESPERATE CULTS
HOPING TO BE IGNORED, RATHER THAN ASKING
FOR ANY KIND OF DIVINE INTERVENTION.”
ELITE ENEMIES end at the hands (and claws) of these
Elite enemies are those that can single- most dangerous creatures. Elite enemies
handedly defeat a whole group of player always appear alone, but many of them
characters. ey pose a huge threat and may perform several attacks per turn. If
must be dealt with very cautiously. e that is the case, assign each attack to a
rewards for doing so are usually worthy different character, as you would for nor-
enough of the trouble though, but many mal confrontations with several enemies.
are the beast-hunters that have met their

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
Aer 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

Veteran Water Reaper


e Water Reapers are the most feared assassins in the Fractured Dominion. As part of
their payment, they are guaranteed the right to harvest the fluids of their victims for
unknown purposes, leaving shriveled, dried-up corpses behind. Although usually hired
by the rich and powerful tyrants to wage their secret wars against each other, it is not
uncommon for merchants and other wealthy individuals to make use of their skills,
even at the risk of being associated with this vile order.
Type: Humanoid. Loot +2. A Veteran Water Reaper will not spread his attacks among
player characters, focusing on the same one instead. -2 to the player character’s ini-
tiative roll.
Level 1 – Attack 6 / Defense 6 / HP: 6 / Number of attacks: 2
Level 2 – Attack 8 / Defense 8 / HP: 6 / Number of attacks: 2
Level 3 – Attack 9 / Defense 9 / HP: 7 / Number of attacks: 3
Level 4 – Attack 11 / Defense 11 / HP: 7 / Number of attacks: 3
Level 5 – Attack 13 / Defense 12 / HP: 8 / Number of attacks: 3
Level 6 - Attack 15 / Defense 14 / HP: 8 / Number of attacks: 3
Level 7 – Attack 16 / Defense 15 / HP: 10 / Number of attacks: 3
Level 8 – Attack 17 / Defense 16 / HP: 11 / Number of attacks: 4
Level 9 – Attack 19 / Defense 18 / HP: 11 / Number of attacks: 4
Level 10 – Attack 20 / Defense 19 / HP: 13 / 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 oen 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
Aer days of roaming the empty land- fiies, 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. Aer 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. Aer a few minutes trying to
city. Aer 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); Aer 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 aer 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.

Conclusion - Once you return to Eshran with news


Once you exit the tomb, Alred offers you of the boy’s death, each player character
two options: you may keep the heart and may get rid of 1 CP. e grieving mother
try to figure out how to use it, or he may will stoically thank you for bringing her
keep it and take it back to the organiza- the news, and life will go on in this harsh
tion he works with, the Children of re- corner of the Dominion. Alred will stay
bellion. Everybody has heard this or that a while, to try to make reparations for his
rumor about the Children; some people role in the boy’s death by helping around.
think they are the only chance the Do- He thanks you once again for saving him
minion has of freeing itself from the grip and promises you will meet again in the
of the Tyrants, others think they are just future.
a bunch of organized bandits taking ad-
vantage of gullible peasants, while some e Heart of Kal-tharas
even say they are a tool of the tyrants to is ancient relic will bestow the owner
keep tabs on what the populace is doing, with the power of cheating death. Next
and reining in any feelings of rebellion. time the player character that has the
Whatever their goals, you never really heart implanted dies, he will automati-
paid any attention to their activities, cally come back to life, fully healed. He
thinking that, if they did exist, they were will lose 1 Max corruption in the process
a bunch of idealists that would only get though, and this effect may only happen
a lot of people killed. once. Next time the character dies, he
will die for good. Another character may
- If you give the Heart to Alred, the Chil- harvest the heart to transplant it onto
dren of Rebellion will owe you one, himself or a different character.
which can come in handy in the future. Carrying the heart attracts
You never know when a network of op- powerful foes, though; each time you roll
eratives may be useful. to determine the level of an encounter, if
you roll a result that determines the
- If you keep the Heart, you will need to enemy will have a lower level than the
figure out how to use it. Each time you player party level, the enemy will have
encounter ruins during your travels, roll the same level as the party. In sort, you
a D10. If you clear the ruins (fully ex- cannot encounter enemies with a lower
plore the location), on a roll of 1-2 you level than yours.
SKILL LIST
Abomination slayer (1 EP)
A character with this skill has a +1 Attack when fighting against abominations.

Beast slayer (1 EP)


A character with this skill has a +1 Attack when fighting against beasts.

Brawny (1 EP)
Increase your Carrying Capacity by 10.

Bridle the darkness (Archetype exclusive)


Increase your Max Corruption by 1.

Combat training (2 EP)


Add your Level to your melee Attack rolls.

Defensive stance (2 EP)


Add your Level to your Defense rolls.

Disarm traps (1 EP)


e character rolls a D10, and adds his level. If he beats the trap’s level (or rolls a
10), he notices the trap and disarms it, or warns the rest of the party just in time.
If he fails, (or rolls a 1), the trap goes off as normal.

Dual wielding (2 EP)


Extra attack with the off-hand, no bonuses are allowed. is means he may only
roll a D10 with that second attack, and the roll will be the final result.

Feint (1 EP)
Roll 2 Defense dice, choose the highest.

Finesse (1 EP)
Roll 2 Attack dice, choose the highest.

Field medic (1 EP)


Bandages heal 2 wounds, instead of 1.

Foraging (Archetype exclusive)


is character consumes half the amount of supplies per day, thanks to his ability
to find food and water sources.
Haggler (1 EP)
You can sell your obtained loot for full price, instead of the regular half.

Hold back the darkness (1 EP)


+1 when rolling against a spell's Corruption Level.

Incorruptible (4 EP)
Add your level when rolling against a spell's Corruption Level.

Leadership (Archetype exclusive)


When rolling for initiative, your group rolls a D10 instead of D5.

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.

Night vision (Archetype exclusive)


e character doesn't need a source of light and receives no penalties when fight-
ing in the dark.

Resist magic (1 EP)


Add your Level to any Magic Resistance save roll.

Shield wall (1 EP)


+2 to Defense rolls when using a shield, instead of +1.

Shield bash (Archetype exclusive)


Once per encounter, and only while equipped with a shield, you can perform an
extra attack. e attack value is determined purely by the die roll; no skill bonuses
are applied.

Snake blood (1 EP)


Add your level to any Poison Resistance save roll.
Strong will (1 EP)
Add your level to any Will Resistance save roll.

Unarmed combat (1 EP)


e character may benefit from his Attack skill even when unarmed.

Undead slayer (1 EP)


A character with this skill has a +1 Attack when fighting against undead enemies.

Weapon specialization – one-handed club (1 EP)


+1 Attack when wielding any one-handed club or mace.

Weapon specialization – two-handed club (1 EP)


+1 Attack when wielding any two-handed club or mace.

Weapon specialization – two-handed sword (1 EP)


+1 Attack when wielding a two-handed sword.

Weapon specialization – two-handed axe (1 EP)


+1 Attack when wielding a two-handed axe.

Weapon specialization – staff (1 EP)


+1 Attack when wielding a staff.

Weapon specialization – spear (1 EP)


+1 Attack when wielding a spear.

Weapon specialization – one-handed sword (1 EP)


+1 Attack when wielding a one-handed sword.

Weapon specialization – one-handed axe (1 EP)


+1 Attack when wielding a one-handed axe.

Weapon specialization – dagger (1 EP)


+1 Attack when wielding a dagger.
Weapon specialization – bow (1 EP)
+1 Attack when wielding a bow.

Well coordinated (1 EP)


Add your Level to any Dexterity Resistance save roll.
HEx ExPLORATION TABLE (2d10)
2 – Rugged terrain. e party spends twice the normal amount of time on
this hex (2 days by foot, 1 day mounted).
3-4 – Settlement. e party may rest here, recovering from their wounds,
buying and selling equipment, and maybe picking up new tasks to com-
plete. Roll D10 on the Tasks and Missions Table if you want to give your
characters a reason to explore the world beyond simply finding riches and
power.
5 – Old corrupted temple. e characters find the ruins of an old place of
worship originally intended to some forgotten god. It has now become the
home of a beast. Roll on the Elite enemy table. If they manage to defeat the
creature, the characters have cleansed the place, allowing them to remove
one CP.
6 – Night assault! While your party is sleeping, a group of enemies attack
their camp, attracted by the smell of food. Roll on the Fiends and Foes table,
enemies attack first.
7 – Vermin. A group of small, hungry creatures attacks the party. Roll on
the Vermin table.
8 – Minion. e party comes across a group of wandering enemies. Roll
on the Fiends and Foes table.
9 – Wild apple grove. A leover from a gentler past, this apple grove has
somehow survived despite the harsh conditions. Each character receives
D10 free rations, and has the chance to sell or buy equipment from the local
friendly nomads.
10 - Witch of the hills. You follow the smoke coming from a small camp,
where you find a dark figure dressed in rags bent over a stone cauldron. It
is a woman of undetermined age that beckons you to follow her inside the
tent behind her. Hesitantly, you finally go inside aer her, where she awaits
with a selection of concoctions and potions. Healing salve – 50 shells. Once
per day/adventure you may apply this salve to heal D10 Health Points. Poi-
son salve – 50 shells. Apply this to become immune to poisons for a whole
adventure. Agility salve – 100 shells. You may use this to add +1 to a char-
acter’s Defense during an adventure. She also offers the possibility of res-
urrecting a fallen comrade, if the body is brought to her and no more than
a week has passed since death. Resurrection ritual – 1,000 shells: roll D10.
If you roll less than the character’s level, the character comes back to life.
He suffers a permanent -1 to his Max Corruption, due to the lingering
shadow influence.
11 – Ravine. A narrow, steep-sided valley cuts the party’s advance. Impass-
able terrain.
12 – Elite enemy. e party is unfortunate enough to find a roaming mon-
strosity. Roll on the Elite Enemy table.
13-14 – Cave. A half-visible trail leads the party to what appears to be some
sort of cave or underground building. If the party decides to explore it, use
the Indoor Location generation rules described below.
15-16 – Ruins. e party comes across a vestige of the past, half buried by
the sands. If they decide to explore it, use the Indoor Location generation
rules described below.
17 – Caravan. A group of friendly nomads offer to trade some goods. e
party may trade as if they were at a settlement, but once they leave this hex
the caravan would have moved along if they return. Re-roll this hex if the
party comes back to it.
18 – Abandoned stock. Half buried on the side of a forgotten road, the
party finds the remnants of a caravan. ey find 2d10 shells worth of trade
goods.
19-20 – Tyrant fortress. e most threatening sight in the Fractured Do-
minion, most people try to avoid them. Some Fortresses are ruled by some-
what benign tyrants (the few that posses a strong enough will to resist the
pull of the forces of chaos), which has allowed settlements to grow around
them, creating a semblance of civilization. Of course, this isn’t all that differ-
ent from living next to an active volcano, since tragedy can strike when you
least suspect it. Use the Indoor Location rules to explore it, if you dare.

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
8 – Pain transfer
9 – Regeneration
10 – Shadow flames
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
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

TASKS AND MISSIONS TABLE (D10)


1 – e tyrant must fall! e settlements surrounding one of the towering
fortresses has had enough, and they can't allow their children to be taken
and their crops to be cursed any longer. ey task your party with bringing
them the head of the tyrant. Reward: 1 scroll containing a random spell,
1,000 shells.
2 – Taken! A crying mother asks you to recover her missing son, who was
taken by a group of minions. Each time you encounter a group of minions,
roll a D10. On a 10, you found the missing child. Add +1 to your next check
for each completed encounter with minions that resulted in not finding the
child. Reward: e characters may remove one CP.
3 – Artifact hunting. While sitting on a camp, sharing some water with
some nomads, you overhear a conversation. Somewhere in these area there
are the ruins of two twin settlements. Each one of them had the half of a
very powerful artifact; put together, they will grant enormous power to the
wielder. e next two ruins you explore each have a half of the artifact in
the last room; they also have an Elite enemy guarding it. Reward: Roll on
the Artifacts table.
4 – Finding help. A rich merchant has hired you to take his sick wife to
the nearest settlement, where they have the best healers in the region. e
only problem is that she is very sick, and it must be done quickly. e party
has 7 days to find a settlement (one that wasn't previously discovered), or
the merchant's wife will die. Reward: If they succeed, they will receive 500
shells.
5 – Lost. e party is asked to find a group of migrants that were expected
to arrive days ago. e characters must explore the region, rolling a D10 in
each hex they explore. On a roll of 1-2, they find a clue. Once they find 5
clues, they will reach the entrance of a cave, where the migrants have been
taken. e migrants will be found in the last room, guarded by an Elite
enemy. Reward: 2 rolls on the Loot table.
6 – Looters and pillagers. e town's leadership asks the player characters
to get rid of several roaming bands of creatures that are harassing them.
e party must find and slay 10 groups of minions in the outdoors (minions
found in caves or buildings don't count). Reward: 200 shells to each char-
acter player, and the party may sell their loot at the retail price in this town,
instead of half.
7 – Find the witch! A tribal leader has recently lost his only son and heir
to the crimson plague. He begs the party to take the body with them and
find a hill witch to bring him back to life. He doesn't have any money, but
he offers the party an ancient relic as payment. e characters will have to
pay for the ritual themselves, though. Reward: Roll on the Artifact table.
8 – e mapmaker. e characters are hired by a mapmaker, who needs
help mapping the area. e characters must explore every hex in the re-
gion's map, and return to the mapmaker with what they have learned. is
quest may only appear once per region, re-roll in this table if you have al-
ready completed it. Reward: 1,000 shells. e mapper used to work for a
tyrant and knows his weakness; next time the party fights against a tyrant
in the region, they fight with a +2 to Attack.
9 – e thing in the ruins. e town's council has hired the characters to
eliminate an abomination that has been terrorizing the area for the past
months. ey must find the nearest ruins, clear them, and in the last room
they will find a Spawn of Vhol'est (check the Elite Enemy Encounters). Re-
ward: e town is too poor to offer anything of value, but the characters
receive twice the normal amount of experience points from completing a
task.
10 – Assault! e party is hired to defend the settlement from an incoming
raid. ey must roll 5 times in the Minions table, resolving one encounter
aer another without a rest, and if they survive, roll once in the Elite ene-
mies table to face the raid's leader. Reward: as many supplies as they can
carry, 100 shells.
INTERIOR ExPLORATION SEQUENCE

INTERIOR ExPLORATION TABLE (D10)


1-7 Room
8-10 Corridor
CORRIDOR TABLE (D10)
1 A parallel corridor that goes D5+1 long to the le, and D5+1 long to
the right
2 Straight ahead, D5+1 long
3 Corridor to the right for D5+1
4 Corridor to the le for D5+1
5 Straight ahead D5+1, then veers to the right for D5+1
6 Straight ahead D5+1, then veers to the le for D5+1
7 Corridor to the right for D5+1, then veers to the right again for D5+1
8 Corridor to the le for D5+1, then veers to the le again for D5+1
9 Corridor to the right for D5+1, then veers to the le for D5+1
10 Corridor to the le for D5+1, then veers to the right for D5+1

ROOM LAYOUT TABLE (D10)


1-5 Square (D5+1 high, D5+1 wide)
6 Circle (D5+1 across)
7 Hexagon (D5+1 across)
8 Oval (D5+1 high, D5+1 wide)
9 Triangle (D5+1 per side)
10 Trapezoid (D5+1 high, D5+1 base wide, D5+1 base top)

ROOM CONTENT TABLE (D10)


1 Trap: roll on the Traps table
2 Loot: roll on the Loot table
3 Loot protected by a trap: roll on the Traps table, and once resolved, roll
on the Loot table
4-5 Roll on the Special Features table
6 e room is empty
7 Stash of semi-precious stones: you gain 2d10 shells
8 You are attacked by vermin. Roll on the Vermin table
9 Your advance is interrupted by some enemies. Roll on the Fiends and
Foes table
10 You walked into a beast’s lair. Roll on the Elite enemy table
SPECIAL FEATURES TABLE (D10)
1 - A crack in the ceiling above the middle of the north wall allows a trickle of water to
flow down to the floor. e water pools near the base of the wall, and a rivulet runs
along the wall and out into the hall. e water smells fresh. e party obtains D5 ra-
tions.
2 – e character party stumbles upon what appears to be some kind of weapons stash.
ey can take any weapon available in the equipment list.
3 – is room is filled with bottles, pipettes and other tools that an alchemist would
need. Everything here is covered in a thick layer of dust, but in a corner, under some
ragged piece of cloth, the characters find D5 bottles with a green, viscous liquid. If a
character dares to test its effects, roll a D10; 1-5: the concoction is so old it is now
poisonous; use your Poison Resistance against a level 6 poison, or lose D5 HP. 6-10:
the bottles contain some kind of healing potion. Heal D5 HP, usable in combat.
4 – As soon as you step into this room, a feeling of calmness invades you. is place
seems to be completely removed from the Primordial One’s influence. Each character
can get rid of 1 CP.
5 - A sensation of dread invades you the moment you step into this room. Flashes of
horrific visions fill your mind, bringing you to your knees. ey know you are here. Roll
against Magic level 6 using your Magic Resistance. If you fail, gain 1 CP.
6 – A series of small statues line a wall. Behind them there is a mural, telling what ap-
pears to be the story of a people’s exodus. You discover small levers behind each statue,
which apparently makes them rotate. If you try to solve this puzzle, roll against its
difficulty of 7, using your Will Resistance. If you succeed, roll on the Loot table. You
may only try once per character.
7 – is room appears to be or have been a library of sorts. Piles of half-rotten tomes
are gathering dust in every corner, with shelves upon shelves of others collapsing on the
walls. e party may spend a whole day here to si through the books to see if there
is anything of interest. Roll against Magic level 7, if you pass it, then roll a D10. On
a 1, you find a scroll containing a random spell.
8 - A horrendous, overwhelming stench was from the room before you. Small cages
containing small animals and large insects line the walls. Some of the creatures look
sickly and alive but most are clearly dead. eir rotting corpses and the unclean cages
no doubt result in the place’s foul odor. A cat mews weakly from its cage, but the other
creatures just silently shrink back into their filthy prisons. e players may choose to
release the animals; if they do, they can remove 1 CP, but they will have to fight
against several of them, which are too scared or far gone, Roll twice on the Vermin
table and fight against both groups at the same time.
9 – A foul stench seems to be seeping from the floor cracks; the smell is nigh unbearable.
e fumes seem to originate from the depths, carrying a smell similar to rotten eggs.
Better to move along. For each turn the characters stay here, they must roll against
poison 5, or lose 1 HP.
10 – ere is a nefarious influence in this room. A shadow suddenly invades the char-
acter’s minds, and holds fast to their thoughts. Characters fight the rest of the adventure
with a -1 to Defense, unless they give into the darkness and gain 1 CP in the process.
ExITS TABLE (2d10)
2-10 None
11-14 One
15-17 Two
18-19 ree
20 Four

TRAPS TABLE (D10)


1 – Poison darts. Characters must roll against Poison or lose D5 HP. An
affected character will need to roll against Poison every turn or lose an extra
HP per turn, until the poison is removed from his system.
2 – Trapdoor. Characters must roll against Dexterity or lose 3 HP. If the
whole party fell inside, they need a rope in order to escape the pit, or they
will die of starvation inside of it.
3 – Sand trap. A wall closes down behind the characters as soon as they
enter this room, with sand falling in from the ceiling. ey have 10 attempts
at deactivating this trap, or they all die.
4 – Collapsing ceiling. e ceiling above the party collapses on top of them.
Characters must roll against Dexterity or lose D5 HP.
5 – Noxious gas. A wall closes behind the party, and immediately toxic gas
is released in the room. Characters immediately lose 1 HP, and they lose
another HP per failed attempt at disabling the trap.
6 – Spears. Sharp spears slide from the walls, stabbing the characters if they
fail a Dexterity test. If they do fail, they receive D5 attacks that deal 2 dam-
age each. Reduce the total damage received by the Defense skill of a char-
acter.
7 – Vermin pit. A pit opens underneath the characters, teeming with ver-
min. e characters need to roll against Dexterity or lose 3 HP, and aer-
wards they need to face the vermin inside. Roll on the Vermin table.
8 – Bear trap. A random character steps on a hidden bear trap. Roll against
Dexterity to avoid getting caught in it. If you do get trapped, you will need
to roll against Strength (7) to get rid of it, or else you will not be able to
move from there. A trapped character will not be able to play for the re-
mainder of the adventure.
9 – Net trap. A net falls from the ceiling, pulling the characters up unless
they pass a Dexterity test. If they do get trapped, they must roll against Dex-
terity 7 to be able to cut the net. Roll a D10 per attempt at releasing them-
selves; on a 1 or 2 a wandering enemy comes and attacks them; the
characters receive an immediate wound the first round. Roll on the Fiends
and Foes table.
10 – Fire trap. Huge flames roar from the sides the second the characters
step into this room. Roll against Dexterity to avoid the flames, or lose D5
HP. You fight at -2 Attack until the wounds caused by the fire are healed.
LOOT TABLE (D10)
1 or less – No treasure found
2 – D10 shells
3 – D10+5 shells
4 – 2d10 shells
5 – D5 healing tinctures
6 – D10 rations
7 – A piece of jewelry worth 5d10 shells
8 – A one-handed iron weapon. Roll D5: 1 sword, 2 hammer or mace, 3
axe, 4 dagger, 5 pickaxe. +1 to Attack while wielding it. 10 UW
9 – A piece of mail armor. Treat it as light armor, +2 to Defense. 12 UW
10 or more – Roll on the Special Loot table

SPECIAL LOOT TABLE (D10)


1-2 – A scroll containing a random spell. 1 UW
3 – An exceptionally well forged one-handed steel weapon. Roll D5: 1
sword, 2 hammer or mace, 3 axe, 4 dagger, 5 pickaxe. +2 to Attack while
wielding it. 10 UW
4 - An exceptionally well forged two-handed steel weapon. Roll D5: 1
sword, 2 hammer or mace, 3 axe, 4 staff, 5 polearm. +3 to Attack while
wielding it. 15 UW
5 – Reinforced steel mail. A true relic of the past, perfectly craed and
preserved. Light armor, +2 to Defense rolls without hindrance. 12 UW
6 – Steel breastplate. e crasmanship on this piece speaks of the glory
of the past. Heavy armor, +3 to Defense, -2 to Dexterity save rolls. 20
UW
7 – Steel shield. +2 to Defense. 10 UW
8 – Small darkness well. A plain-looking stone that allows the person car-
rying it to store 2 CP in it. Once the well is full, it glows slightly. Cannot
be re-used, but it can be sold as a curiosity for 3d10 shells.
9 – A pair of rare metal fist weapons with some sort of short blades at-
tached to them. +2 to unarmed combat if the character possess the skill.
5 UW
10 – Roll on the Artifact table.
ARTIFACT TABLE (D10)
1 – Horse Figurine. A small statue of a horse made of some unidentifiable
black material that when wet with blood grows to the size of an actual horse.
Sacrifice 1 HP to be able to travel at double speed in outdoor zones. 0.5 UW
2 – Amulet of Vythrhos. A dark green stone is framed by what looks to be
some sort of fossilized hair. Once worn it pulsates slightly, matching the
wearer’s heartbeat. Once per adventure, if the character carrying this re-
ceives enough damage to kill him, he will instead remain at 1 HP but will be
unable to participate in the rest of the fight.
3 – Maw of Vhozha. is slick leather blue bag seems to tremble when no-
body is looking at it, as if something were trying to come out. is bag allows
the character to carry an extra 30 UW.
4 – e Sineater. This legendary artifact was one wielded by Athros, Bane of
the Ancients. With it she managed to challenge the reign of many tyrants, until
under mysterious circumstances she lost the Sineater, aer of which she be-
came corrupted and reigned over the Rhatrej region for 800 years. is sharp
black crystal absorbs the next 5 CP the character would receive, aer of
which it becomes dormant for the next three adventures. 1 UW.
5 - Rod of Shrath. is device belonging to a Sharani High Priest is an asym-
metric mass of ethereal crystal which can be used to recover from grave
wounds. Individuals who possess the device for a long time develop fine scales
over parts of their body. e user may cast Regeneration once a day/adven-
ture without gaining corruption. 2 UW.
6 – e Everlasting Shadows. is ancient tome bound in what appears to be
human skin has an aura of taint surrounding it. A foul sense of dread invades
the reader when first opening it. Contains 3 random spells. 2 UW.
7 – Feather of Kul’Pheg. A shimmering feather, reflecting the light in a million
colors, even during the darkest of nights. e sha seems to be made of some
kind of metal. is item gives the party a +2 to combat initiative. 1 UW.
8 – Taintnut. is small, wooden seed has symbols carved all over it, but it
looks to be bulging around them as if a force were pushing from the inside and
being contained only by the symbols. If a character swallows this seed his
Max Corruption will be increased by 1.
9 – Crystallized ice of Alnavis. This appears to be a stalactite made of pure
ice, but somehow it does not seem to be affected by any heat. A little bit of it
melts with each use though, until it disappears. Deal D5 damage to all enemies
in front of the caster. It takes up a character’s turn to use it. 20 charges. 1 UW.
10 – Staff of scars. is wooden staff looks as if it was just finished by a skilled
artisan, but the more its powers are used, the more twisted and full of
scratches it becomes. e person wielding this staff can transfer to it a max of
20 lost HP, thus healing himself or an ally. Once it has reached its maximum
capacity, it becomes dormant and it’s simply a +2 Attack staff. 12 UW.
Amount of Experience Points
necessary per level
Level 2: 10 XP
Level 3: 20 XP
Level 4: 40 XP
Level 5: 80 XP
Level 6: 160 XP
Level 7: 400 XP
Level 8: 800 XP
Level 9: 1600 XP
Level 10: 3200 XP

xP GAINED FROM SLAYING MINIONS AND ELITE ENEMIES


Level 1: 1 XP per Fiends and Foes encounter / 10 XP per Elite enemy encounter
Level 2: 2 XP per Fiends and Foes encounter / 20 XP per Elite enemy encounter
Level 3: 4 XP per Fiends and Foes encounter / 40 XP per Elite enemy encounter
Level 4: 8 XP per Fiends and Foes encounter / 80 XP per Elite enemy encounter
Level 5: 16 XP per Fiends and Foes encounter / 160 XP per Elite enemy encounter
Level 6: 32 XP per Fiends and Foes encounter / 320 XP per Elite enemy encounter
Level 7: 64 XP per Fiends and Foes encounter / 640 XP per Elite enemy encounter
Level 8: 128 XP per Fiends and Foes encounter / 1280 XP per Elite enemy encounter
Level 9: 256 XP per Fiends and Foes encounter / 2560 XP per Elite enemy encounter
Level 10: 512 XP per Fiends and Foes encounter / 5120 XP per Elite enemy encounter

ENEMY LEVEL TABLE


Encounter level
Party level 1 2 3 4 5 6 7 8 9 10
1 1-4 5-8 9-10
2 1-2 3-7 8-10
3 1-2 3-7 8-10
4 1-2 3-7 8-10
5 1-2 3-7 8-10
6 1-2 3-7 8-9 10
7 1-2 3-7 8-9 10
8 1-2 3-8 9-10
9 1-2 3-8 9-10
10 1 2-5 6-10
VERMIN TABLE (D10) FIENDS AND FOES TABLE (D10)
1 – Giant ants 1 – Sharani
2 – Madari rats 2 – Burrow dwellers
3 – Fire bats 3 – Bandits
4 – Night beetles 4 - Burrowers
5 – Sabershadows 5 - Dustborn
6 – Centipedes 6 – e lost
7 – Spawnlings of Vhol’est 7 – Crawlers
8 – Dustsaurs 8 – Barean
9 – Greyling 9 - Harpies
10 – Bloodfeathers 10 – Shadow hounds

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

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