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Errant
Errant
Errant
Errant
A fantasy role
playing game
1
Rules Quick Reference
9-11
2d6
6-8
3-5
12
2
1. Encounter
downpour)
drizzle)
Cloudy
4. Local effect
Spring
5. Encounter sign
6. Free
thunderstorm)
- company finds points of interest.
ᗏᗏ Explore
heat wave)
Summer
If searching for specific location, pathfinder
Sunny
makes navigation check.
Orient - dv of next navigation check is -4.
ᗏᗏ
Weather
Forage - Each errant makes navigation
ᗏᗏ check; on success, +2 supply.
Make camp - Pathfinder makes navigation
ᗏᗏ
hurricane)
exhaustion. No characters keep watch =
Autumn
Cloudy
fog)
event die rolls of 5 are rolls of 1.
Sleep – 2 travel turns sleeping = night’s rest.
ᗏᗏ
Travel Turn Procedure
1. guide declares start of travel turn;
timekeeper notes which # travel turn.
Inclement weather (e.g.
Overcast (-2 to next
hail storm)
blizzard)
2. Caller relays company’s action to guide.
Winter
sleet)
Pace
Condition Pace Other Effects
Appropriate mount/vehicle +1/x
Road +1/x Can’t get lost
Moving slowly x/+1 +1 positive event die.
Moving quickly +1/x +1 negative event die.
Deserts, forests, hills, broken land x/+1 Navigation dv +2
Jungle, mountain, swamps x/+2 Navigation dv +4
Night-time/Darkness x/+1 Navigation dv +4
Inclement weather x/+1 Navigation dv +2
Severe weather x/+2 Navigation dv +4, exhaustion if not camping
Detailed map Navigation dv -4
General map or specific directions Navigation dv -2
Misleading map or directions Navigation dv -2 to -4
Rules Quick Reference
The text of Errant (not the art) is offered under a CC BY SA 4.0 license, meaning that
you are free to distribute the text and to adapt it within the scope of the license, which
requires that you give us credit and that you share your adaptations under similar terms.
Please credit the author, Ava Islam, and the publisher, Kill Jester Publishing, LLP. The
text of Errant is additionally offered under a license having the terms of CC BY SA 4.0,
except: (1) if the Adapted Material is a literary work (such as an RPG book), then the
Adapter’s License need only be applied to the text (not, for instance, illustrations) and
(2) you must include this and the following sentence in your licensing terms. The CC
BY SA 4.0 license is available at creativecommons.org/licenses/by-sa/4.0/. For works
compatible with Errant, a “Waylaid by Errant" logo and its license to use is available at
waylaidby.errantrpg.com.
Cover illustration © Ian Hagan 2021. Illustrations on p. 118 © Suarman Agustian 2021;
on p. 166, 167, 168, 218 © Morrie B 2021; on p. 19, 189 CC BY 4.0 Emiel Boven 2021; on
p. 21, 79, 127, 159 © Katrin Dirim 2021-2022; on p. 138, 169, 172, 173, 179, 193, 212, 213, 236
© Madeleine Ember 2021-2022; on p. 135, 149 © Jiro Enami 2021; on p. 82, 84, 87, 88,
89, 91, 94, 98, 99, 100, 101, 104, 106 © José Eduardo González 2021; on p. 52, 122 © Alain
Gruetter 2021; on p. 31, 170, 196 © Ian Hagan 2021; on p. 64, 65 © Alexey Ivanov 2021; on
p. 130 © David Lewis Johnson 2021; on p. 205, 207 © Łukasz Kowalczuk 2021; on p. 9,
25, 167, 168 © Gus L 2021; on p. 77, 171 © Lazy Litch; on p. 160 © Penny Melgarejo
2021; on p. 34, 216, 217 © L.F. OSR 2022; on p. 221 © T.S. Pendlebury 2022;
on p. 143, 223 © Brooke Penrose 2022; on p. 4, 18, 109, 156 © Connor Ricks
2021-2022; on cover & p. 3, 17, 30, 33, 37, 38, 40, 43, 44, 46, 51, 56,
62, 80, 113, 139, 152, 164, 165, 176, 185, 190, 192, 195, 199, 201, 226, 234
© Hodag RPG 2021; on p. 120, 182, 197 © Perplexing Ruins 2021;
on p. 28 © Jae Tanaka 2021; on p. 66, 68, 73, 75 © Tony Tran 2022;
on p. 111 © Daniel Vega 2021; on p. 144 © Peter Violini 2021.
Title & section headings in this book use the Baldur typeface by
D. Steffmann (1001Fonts FFC license). Body text uses the IM
Fell English typeface by Igino Marini, and Glossary terms use
the Alegreya Small Caps typeface by Juan Pablo del Peral and
the Huerta Tipográfica type foundry (Open Font License).
1
Table of Contents
2
Table of Contents
3
Introduction
4
Introduction
Introduction
Errant is a fantasy role playing game about playing outcasts from
the fringes of society who go on adventures in a world of danger and
intrigue. To play, you’ll need some stuff to write on, a way to simulate
random numbers (traditionally, dice), and a group of friends.
One of these friends will take on the role of the guide1, while the rest
take on the role of a company of errants. The game is a conversation
between the guide, the errants, and the rules. The guide describes
the world, the errants describe what they wish to do within that
world, and the guide describes the outcomes of those actions; the rules
are there to help make judgements about what happens easier.
By playing, you and your friends will create unique stories of adventure
that are sure to shock and delight. No one person is in charge of the
story. We play to find out what the story will be.
Why Errant?
Errant is similar to many other old-school role playing games, so why
should you play this over any other game? What makes Errant unique?
What does that mean? It means that the rules you need to play Errant
are minimal and simple to understand. At its core, the basic rule is
simply roll a twenty-sided die and try to get a result that is between two
numbers.
Procedures are not rules, but neither are they vague, general guidance.
They provide a framework to structure the game, and can be adjusted,
deviated from, ignored, hacked, mangled, stolen, or seasoned to taste.
5
Core Rules
Core Rules
Checks
When an errant attempts to do something of which the result is
uncertain and failure has consequences, they roll a twenty-sided die
(d20) and attempt to roll lower or equal to a relevant attribute and
above a difficulty value (dv). This is called a check.
Attributes
errants have four attributes, each of which is relevant for different
types of checks. The ultimate decision of which attribute is rele-
vant for the purposes of a specific check lies with the guide, though
errants are free to plead their case.
Opposed Checks
If two characters, whether they be errants or an errant and a non-
player character (npc), are competing at the same task, they make an
opposed check.
Both make a check and whoever rolls higher while still succeeding at
the check wins. If both parties fail the check, the situation gets worse
and more complicated for both of them. If the roll is tied, the guide
may declare a draw, or ask for another opposed check.
Saving Throws
A saving throw is a special type of check that is made reactively to
try to avoid or mitigate a negative effect, whether that be dodging from
a dragon’s breath, avoiding falling into a spike pit, or ducking out of
view of the guard who just rounded the corner.
6
Core Rules
7
Core Rules
8
Core Rules
9
Core Rules
Rounding
If a number needs to be divided, always round down, except in cases
where a half die roll is called for (e.g. a d3, being a d6 divided by 2, or a
d5, being a d10 divided by 2) in which case, round up.
Check Procedure
1. The errant describes what they are doing. If the
guide feels that the errant’s described action
carries the potential for failure, and that failure or
success would change the situation the errant is in,
they can call for a check.
2. The guide sets the attribute for a check.
3. The guide sets the dv for the check, adjusting for
circumstantial advantages and disadvantages.
ъъ If the dv is reduced below 0, the check
automatically succeeds.
4. The guide, based on the situation and the errant’s
approach, may adjust the position and impact for
the check.
5. The errant rolls a d20, attempting to roll above
the dv and lower than or equal to their attribute.
6. The guide describes the outcome of the check.
10
Core Procedures
Core Procedures
Turns
There are four types of tracked time, known as turns, in Errant. The
kinds of actions errants may take in each type of turn and other
relevant procedures are each detailed in their own chapter.
turn length is elastic; turns are less a measure of time and more a
measure of meaningful activity at a particular scale. For example, if the
company is exploring a city or an outdoor area instead of a dungeon,
you can use exploration turns and treat them as lasting about an
hour instead of 10 minutes.
turn types can be nested inside each other. For example, if the
company is spending a travel turn to move from one hex on the map
to another, and in the course of their travels encounter an abandoned
cathedral of the Great Slime God Quazark that they wished to explore,
the turn type would “zoom in” to exploration turns. If, while
searching a room in that cathedral they encountered an aggressive slime
angel, the turn type would “zoom in” to initiative turns.
When you “zoom out” of a turn type, resolve any incomplete actions
for that turn before starting a new turn: for example, after the
company defeats the slime angel, the guide would resolve and describe
any remaining outcomes of their search action before starting a new
exploration turn.
11
Core Procedures
12
Core Procedures
Event Die
The event die is a special type of die that is rolled each travel,
exploration, and downtime turn. After the errants declare their
action(s) for a turn, the event die, which is a d6, is rolled to deter-
mine what events or complications occur during that turn (excepting
downtime turns, where the event die is rolled before the errants
declare their actions). This ensures that every decision made by the
errants has meaningful consequences.
The results for the event die are specific for each turn type, and are
detailed on the following pages, but the general structure is shown
below.
1. Encounter
2. Delay
3. Resource use
4. Local effect
5. Clue
6. Free from effect
Certain conditions may add positive or negative event dice. For positive
event dice, roll all the event dice and take the highest result; for
negative event dice, take the lowest. Positive and negative event dice
cancel each other out on a one to one basis.
Use the event die only as it makes sense to do so. If a result occurs
that does not make sense for the circumstances, feel free to ignore it. If
the company is in a situation where they are safe from the possibility
of threats, the event die may not need to be rolled (though the guide
may have the company mark off resources at set turn intervals).
13
Core Procedures
14
Core Procedures
Encounter sign - the company receives some clue as to what their next
encounter might be: some footprints, the sound of
beating wings, a figure spotted on the horizon. The
company may wish to track down whatever npc(s)
they have caught wind of here; otherwise the next time
an encounter or encounter sign is rolled, it will be the one
presaged by this sign.
Free - nothing happens! The company gains a much needed
reprieve and are allowed to complete their actions in
peace.
15
Core Procedures
16
Core Procedures
17
Core Procedures
18
Core Procedures
Player Roles
To ensure even distribution of labour, facilitate ease of play, and simply
as a boon to the munificent guide, whose tireless labour makes the
game possible for the benefit of the roustabout players, certain respon-
sibilities are entrusted to said wretches in the form of player roles.
19
Core Procedures
Reaction Rolls
If the company encounters an npc(s) whose reaction to the company
is uncertain or not obvious, the guide may make a reaction roll to
determine their disposition by rolling 2d6 and consulting the following
table.
The guide should feel free to add modifiers to reaction rolls based
on the circumstances, but these should generally not exceed -3 or +3.
reaction rolls can also be modified by an errant’s alignment.
Negotiations
Normally social encounters can be adjudicated through simple conver-
sation, with reference to an npc’s disposition, and calling for any pres
checks as necessary. For more involved conversations that explicitly
involve two or more parties with conflicting wants or needs, such as
legal trials, bartering, or negotiating a treaty, the guide may wish to
run the encounter as a negotiation.
An npc’s disposition determines how many exchanges the npc will toler-
ate before it tries to end the negotiation (e.g. if an npc’s disposition
is 7, the npc will tolerate seven exchanges). An exchange is roughly the
amount of back-and-forth discussion needed to conclude a single, small
topic of conversation (i.e. “How are you?” “I’m well, and you?” “Fine,
thank you for asking.” is a single exchange).
20
Core Procedures
21
Core Procedures
a failure at dire position, you have upset the npc, and their
ᗏᗏ On
disposition decreases by 3.
ᗏᗏ On a failure, the npc refuses and their disposition decreases by 1.
a failure at risky position or success with weak impact, the
ᗏᗏ On
npc agrees to a compromise.
ᗏᗏ On a success, the npc agrees to what you want.
a success with strong impact, the npc agrees, and offers to
ᗏᗏ On
do more than asked for!
22
Core Procedures
23
Items & Equipment
24
Items & Equipment
Most items take up 1 item slot, but some may take up 2 or more
item slots, or only take up ½ or ¼ of an item slot.
item slots abstractly represent both the weight of an item and how
cumbersome it is (therefore, even light but unwieldy items may take up
more than 1 item slot), but as a general guideline, 1 slot is about five
pounds and/or the size of a human head.
25
Items & Equipment
Containers
Implicit in the idea of item slots is that errants have an appropri-
ate place to store all this junk. All errants start with a backpack, so it
is safe to assume that is where most items that are not placed in worn,
hand, and handy slots are being stowed.
Also, as common sense should dictate, containers can only fit items
of appropriate size: an entire suit of plate armour a backpack cannot
contain.
Exhaustion
Fatiguing actions such as forgoing rest
or being deprived of food and drink
will cause characters to accrue points of
exhaustion.
26
Items & Equipment
Encumbrance
Greed is a slow and insidious killer. The more item slots an errant
has filled, the more encumbrance they have.
For example, when an errant with 12 phys has less than 3 item slots
filled, they have 0 encumbrance; once 3 item slots are filled they
will have 1 encumbrance, 2 when 6 are filled, 3 when 9 are filled, and 4
when all their item slots are filled.
Beyond this point, each additional item slot that is filled increases
encumbrance by 1.
Depletion
Consumable items such as rations and ammunition have a value called
depletion, which tracks how many uses those items have remaining.
When an item is used, or when the event die calls for it, lower its
depletion value by 1.
27
Items & Equipment
When the event die calls for it, lower the depletion of any ongoing
effects, sorceries, and miracles by 1.
Burn
Light sources such as candles, torches, and lanterns have a special form
of depletion called burn.
burn not only tracks the duration of a light source, but also its level of
illumination.
burn is reduced via the event die or other factors that may cause light
sources to dim or go out. If a torch or candle is deliberately snuffed, its
burn becomes 0, and it cannot be relit. A lantern can be snuffed and
relit at will.
28
Items & Equipment
Supply
supply represents how many torches, rations, healing kits, and so forth
an errant has brought on an adventure. Each point of supply costs
one copper penny and takes up a ¼ of an item slot.
Armour
Each armour piece an errant wears grants them a certain number of
blocks. When an errant takes damage, if it makes sense to do so, they
may choose an armour piece with which to block that damage. Each
block they use from that piece of armour impairs the damage by 1 step,
and is then removed.
An errant can only use one armour piece to block at a time (e.g. if
an errant had both a helmet and a small shield, they could choose to
block the damage from a rock falling on their head with either their
helmet, which has 4 blocks, or their large shield, which has 6 blocks.
If an errant chooses to use 2 blocks from their shield, impairing the
damage by 2 steps, the shield then has 4 blocks left).
When an errant rests, they may use an armour repair kit to restore
all their blocks.
29
Items & Equipment
Weapons
Weapons fit into one of three categories.
Heavy weapons are melee weapons that require the use of two
hands, such as polearms and longswords, or missile
weapons such as longbows or heavy crossbows. They fill 2
item slots and do 1 extra damage.
Medium weapons are standard sized melee weapons, such as an
arming sword or a hand axe, or missile weapons such as
composite bows or light crossbows. They fill 1 item slot
and receive no bonuses or penalties to damage.
Light weapons are small melee weapons such as daggers or
hatchets, or missile weapons such as darts, blowguns, or
hand crossbows. They fill ½ an item slot and reduce
damage by 1 (to a minimum of 1).
Thrown - 20/40
Light - 30/60
Medium - 80/160
Heavy - 150/300
30
Items & Equipment
Weapons that confer a plus bonus (e.g. +1 to +3) have that many
true strikes, which can be used to deal maximum damage across all
damage dice. A true strike can be used after damage has been rolled.
true strikes replenish after a downtime turn. Using a true strike
does not lower the depletion of ammunition.
Armour pieces that confer a plus bonus (e.g. +1 to +3) have, in addition
to their normal amount of blocks, that many deflects. One deflect
can be used to completely negate any incoming damage or other harmful
negative effect. A deflect can be used after damage has been rolled.
deflects replenish at the start of a downtime turn.
31
Items & Equipment
Settlement Types
The scope of truck and barter that can occur is dependent on the size
of a given area’s economy, which is indicated by its settlement type.
The criteria for determining settlement type is dependent on your
campaign world and its relative level of population, but the following
may serve as a general rubric:
Rarity
Items and retainers have a rarity rating between 1 and 5, corre-
sponding to settlement types; 1 is hamlets, 2 is villages, 3 is cities, 4 is
towns, and 5 is metropolises.
32
Items & Equipment
33
Items & Equipment
Currency
The standard trade coin is the copper penny. The prices for all items
listed below are given in pennies. 10 copper pennies makes a silver
shilling, and 10 silver shillings makes a guilder. The average peasant
household earns about a hundred shillings a year. Large transactions are
often paid for with bonds, issuances of credit, assets, oaths of fealty, or
favours.
34
Items & Equipment
Inflation
Accounting for the intricacies of a fantasy economy involves far too
many variables to model with a simple set of rules. The guide is
encouraged to be aware of the resources, productive capabilities, and
trade relationships of any given settlement should it become import-
ant to game play.
Inflation affects adjacent areas; areas one hex adjacent to the source of
inflation have prices one level lower, and hexes adjacent to those have
prices one level lower still. So if a city had prices sextupled, then in all
the hexes adjacent to that city, prices would quadruple, and in the hexes
adjacent to those doubled; beyond that, prices would be normal.
35
Goods & Services
Price Tables
Goods & Services
Armour, head
Item Price Slots Blocks Rarity
Cowl 10 ½ 1 2
Coif 150 1 2 3
Helmet 300 2 4 4
Armour, hand
Item Price Slots Blocks Rarity
Gloves 10 ½ 1 2
Gauntlets 150 1 2 3
Armour, feet
Item Price Slots Blocks Rarity
Jackboots 10 ½ 1 2
Greaves 150 1 2 3
Armour, shoulder
Item Price Slots Blocks Rarity
Spaulders 10 ½ 1 2
Pauldrons 150 1 2 3
36
Goods & Services
Armour, torso
Item Price Slots Blocks Rarity
Gambeson 150 1 2 2
Scale 300 2 4 3
Brigandine 1,000 3 6 3
Mail 2,000 4 8 3
Plate 4,000 5 10 4
Barding ×4 ×4 As type As type +1
Armour, shields
Item Price Slots Blocks Rarity
Shield, small 50 1 4 2
Shield,
250 2 6 3
large†
†When wielded, a large shield takes up 1 hand slot and 1 handy slot.
Weapons
Item Price Depletion Slots Damage† Rarity
Weapon,
100 2 +1 3
heavy
Weapon,
50 1 - 2
medium
Weapon,
25 1/2 -1 1
light
Silvered ×4 As type As type As type
Ammunition
10 2 1 1
and quiver
†Minimum of 1.
37
Goods & Services
Containers
Item Price Slots Rarity
Backpack 5 - 1
Barrel 10 10 1
Basket 1 - 1
Chest 100 5 2
Pouch 1 - 1
Sack 1 - 1
Sack, oilskin 10 - 2
Light
Item Price Burn Slots Rarity
Candle 1 1 ¼ 1
Lantern† 30 1 3
Flask of
15 4 1 2
lantern oil
Tinderbox 10 ¼ 1
Torch 5 2 ½ 2
Supply
Item Price Depletion Slots Rarity
supply 1 ¼ 1
Adventuring Gear
Item Price Depletion Slots Rarity
Air bladder 5 1 2
Acid, vial 500 1 ½ 3
Alchemist’s
1,000 1 1 4
fire
Antitoxin 1,000 1 ½ 3
38
Goods & Services
39
Goods & Services
Waterskin 5 ¼ 1
Whistle 5 ¼ 1
Wolfsbane 10 ¼ 2
40
Goods & Services
41
Goods & Services
42
Goods & Services
43
Goods & Services
Animals
Item Price Rarity
Cattle 100 2
Chicken 1 1
Hound 250 3
Horse, draft 500 2
Horse, riding 1,000 3
Horse, war 7,500 4
Hawk 250 3
Hog 50 2
Mule 30 1
Ox 300 2
Goat 5 1
Sheep 15 1
Clothing
Item Price Rarity
Furs 5,000 4
General 50 2
Noble 3,000 3
Poor 10 1
Winter 100 2
44
Goods & Services
Vehicles
Item Price Rarity
Cart 50 2
Chariot 250 3
Coach 500 3
Wagon 150 2
Canoe 50 2
Galley 30,000 4
Longship 25,000 4
Raft 250 2
Riverboat 4,000 3
Sailing ship 7,500 4
Warship 50,000 5
45
Goods & Services
46
Goods & Services
Services
Item Price Rarity
Post, local 10 2
Post, municipal 50 3
Post, kingdom 150 4
Post, outrealm 250 4
Coach, local 10 3
Coach, travel 100/day 3
Coach, charter 200/day 3
Freight, per lb 5/day 3
Ship, passage 20/day 3
Ship, charter 1,000/day 3
Lodging
Item Price Rarity
Inn, poor 1/night 1
Inn, average 5/night 2
Inn, secure 10/night 3
Inn, fancy >25/night 4
Inn, extravagant >100/night 5
47
Goods & Services
Buildings
Item Price Rarity
Hovel 120 1
Row house 1,200 2
Craftsman’s house 2,400 3
Merchant’s house 7,200 3
Villa 21,600 3
Guildhall 32,600 4
Stone tower 48,000 4
Temple 75,000 4
Stronghold 100,000 4
Cathedral 250,000 5
Imperial palace 750,000 5
Road 1,000/mile -
Wall 4,000/mile -
Prices for buildings are the costs of construction. Prices to buy or rent
may be more or less. rarity for buildings is the settlement type in
which they may be bought or rented; buildings can otherwise be built in
any settlement type, provided land and labour is available. Buildings
always carry their original worth for resale.
Retainers
Item Price (Monthly) Rarity
Accountant 50 per 1,000 handled 4
Animal handler 400 3
Architect 1,000 4
Armourer 250 3
Bard 200 2
Craftsman 250 3
Explorer 300 2
48
Goods & Services
Henchmen are classed characters and do not receive a wage; rather, they
will receive a portion of company treasure as agreed upon between
them and their employers.
49
Goods & Services
Retainers
Difficult as it is to imagine anyone willingly subjecting themselves to be
under the employ of an errant, such strange occurrences do happen,
and with alarming frequency too! A good thing, then, for without the
exploitation of human capital no errant could ever hope for even a
modicum of success.
Hirelings
Hirelings will go on adventures with an errant, but will not participate
in combat. An errant can have a number of hirelings in their employ
equal to their pres.
Specialists
Specialists do not go on adventures, instead remaining in a settlement
and performing specific functions. An errant can have a number of
specialists in their employ equal to their pres.
50
Goods & Services
51
Goods & Services
Mercenaries
Mercenaries are hired soldiers who will not go into dungeons, but
will form warbands, go to battle, and serve in expeditions. When
directly commanding mercenaries in a warband, an errant can
command a number of mercenaries equal to their pres.
52
Goods & Services
Henchmen
Henchmen are npcs who will delve into dungeons to adventure and
engage in combat; they receive at least half a share of treasure, half of
which they gain as xp. If a henchman's renown ever exceeds that of the
errant who hired them, they will depart the company. An errant can
have a number of henchmen equal to their pres divided by four.
53
Errants
Errants
Creating an Errant
Determine Attributes
To generate an errant’s attributes, roll four four-sided dice (4d4)
and record the scores for each attribute in this order: phys, skill, mind,
pres. Afterwards, you may choose to swap the scores of two attributes
(e.g. if you rolled a 9 for phys and a 13 for mind you may wish to swap
them, instead having 13 phys and 9 mind).
Choose Ancestry
Choose what type of creature your errant is. This could be a more tra-
ditional fantasy creature like a dwarf or an elf or a halfling, or perhaps
a slime or a Humpty Dumpty or the sentient manifestation of a bad
breakup. Aside from the abilities listed below, the guide may con-
sider the situational benefits and drawbacks of your ancestry, when
appropriate.
Tough
(Dwarves, orcs, etc.) Once per session, when you would be
reduced to 0 hp, you may choose to be reduced to 1 hp
instead. Minimum starting age: 2d20+10.
Arcane
(Elves, demons, etc.) Once per session, you can attempt
to perform a minor magic related to your ancestry:
roll 2d6 and add your renown, on a 10+ you succeed,
on a 7-9 a complication occurs, on a 6 or lower, failure.
Minimum starting age: 3d20+10.
Cunning
(Halflings, goblins, etc.) Once per session, you may reroll
any d20 roll. Minimum starting age: d20+10.
Adaptable
(Humans, half-humans, etc.) Once per session, you may
choose to use one attribute for a check in lieu of
another. Minimum starting age: d10+10.
54
Errants
Choose Archetype
Choose one of the four archetypes
to play as.
The Violent
Capable of great feats in
combat.
The Deviant
Unsurpassed in their
proficiencies.
The Occult
Casters of sorceries and
creators of grimoires.
The Zealot
Agents of their covenants
empowered to perform
miracles.
55
Errants
ᗏᗏ A backpack.
ᗏᗏ A medium weapon of their choice (1 item slot).
ᗏᗏ A quiver of ammunition, if needed (1 item slot, depletion 2).
ᗏᗏ A bedroll (1 item slot).
ᗏᗏ A torch (½ item slot, burn 2).
ᗏᗏ 50’ of rope (½ item slot).
ᗏᗏ A mess kit (¼ item slot).
ᗏᗏ A tinderbox (¼ item slot).
ᗏᗏ Rations (¼ item slot, depletion 1)
ᗏᗏ A waterskin (¼ item slot).
ᗏᗏ 4 supply (¼ item slot each).
In addition to equipment based on your archetype.
56
Errants
57
Errants
Keepsakes
1. The sword of the hero Black Mask. Useless, but looks really
cool.
2. Big, floppy cork hat. Waterproof.
3. Strange pair of boots, with four wheels attached to each sole.
4. Jar of pungent pickled eggs, given to you by a stranger on a
carriage.
5. Pair of cosy, woollen socks.
6. Bucket filled with crabs.
7. Goblin child: it is convinced you are its mother.
8. Case of costume jewellery. Worthless, but convincing from a
distance.
9. Deck of cards with an extra ace.
10. Banned edition of the major holy text of the land, filled with
heretical dogma and apocryphal stories.
11. Large hoop skirt, big enough to hide a small child in.
12. Bagpipes.
13. Black leather boots, knee-high. Black leather gloves, elbow-
length. A riding crop. A gag.
14. Just two guys, ready to help you out. They’re burly, they’re
brawny, they’re best friends.
15. Coat you stole from a disgraced magician. Full of kerchiefs,
dead doves, and other miscellanea.
16. The signet ring of an unknown king.
17. Dwarven treasure dog, loyal but cowardly.
18. Pouch of firecrackers.
19. A dolorous cow.
20. String of 12 hard sausage links.
21. Bottle of incredibly fine whiskey, which you clearly stole.
22. 10’ spool of thin, copper wire.
23. Pincushion, filled with pins.
24. The finest ham in all the land, smoked by the man, Pitmaster
Sam!
25. Long, strong elastic cord.
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53. Snorkel.
54. Worn, dog-eared copy of the novel Lust & Larceny: The
Trysts of the Amorous Elven Thief, Vol 1. While lowbrow, the
book is incredibly engrossing; it’s hard to pull yourself away
from it.
55. Glitter.
56. Jug of genuine wolf piss.
57. Fire-squirt.
58. Bottle of rat poison.
59. Pouch of beans.
60. Snake.
61. A few pamphlets of surprisingly convincing conspiracy
theories.
62. Pot labelled ‘rice pudding’ that is actually filled with liquid
cement.
63. Glass case of pinned butterflies.
64. Two magnetic spoons.
65. Collapsible walking cane.
66. Priest’s vestments.
67. Game with stone pieces and a cloth board. The
accompanying instruction booklet is full of poorly worded,
incomprehensible, and contradictory rules.
68. A trio of newborn puppies.
69. Small glass cylinder, rounded at the tips. Quite phallic.
70. Sachet of dried cooking herbs.
71. Packets of various coloured dye powders.
72. Thick, heavy blanket you’ve carried with you since childhood.
73. Hand-bound notebook, containing six quite touching love
poems. The names of the beloved in each poem have been
crossed out and rewritten multiple times.
74. Set of clothes lined with fleece. Very warm.
75. Dismembered pinky finger with a long painted red fingernail.
76. The flu.
77. Small sundial attached to a wrist strap.
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Failed Professions
1. Acrobat. 35. Executioner. 68. Pickpocket.
2. Alewife. 36. Fish gutter. 69. Poet.
3. Antiquarian. 37. Flatulist. 70. Portraitist.
4. Apothecary. 38. Fletcher. 71. Powder monkey.
5. Armpit-hair 39. Florist. 72. Purefinder.
plucker. 40. Flyter. 73. Rat catcher.
6. Baker. 41. Fortune teller. 74. Resurrectionist.
7. Ball-fetcher. 42. Funeral clown. 75. Roofer.
8. Barber. 43. Galley rower. 76. Sailor.
9. Barrel maker. 44. Gambler. 77. Scribe.
10. Beadle. 45. Glove maker. 78. Scullion.
11. Bee exterminator. 46. Gongfarmer. 79. Seed counter.
12. Beekeeper. 47. Grave digger. 80. Snake milker.
13. Beggar. 48. Gymnasiarch. 81. Smuggler.
14. Belt maker. 49. Haberdasher. 82. Sophist.
15. Busker. 50. Hoof trimmer. 83. Stablehand.
16. Carcass collector. 51. Hunter. 84. Stevedore.
17. Chandler. 52. Ice cutter. 85. Stone eater.
18. Cheesemaker. 53. Jester. 86. Sycophant.
19. Cherry picker. 54. Jongleur. 87. Tanner.
20. Chimney sweep. 55. Knock-knobber. 88. Taster.
21. Clockwinder. 56. Knocker-upper. 89. Taxidermist.
22. Cobbler. 57. Leech collector. 90. Tinker.
23. Confectioner. 58. Market guard. 91. Toad doctor.
24. Cooper. 59. Messenger. 92. Tosher.
25. Cordwainer. 60. Mountebank. 93. Town crier.
26. Costermonger. 61. Mushroom 94. Urinatores.
27. Cup bearer. farmer. 95. Usurer.
28. Cutlery vendor. 62. Nanny. 96. Water carrier.
29. Cutpurse. 63. Orgy planner. 97. Wheelwright.
30. Ditch digger. 64. Ostrich wrangler. 98. Whipping boy.
31. Dog walker. 65. Owl vomit 99. Whiffler.
32. Dog whipper. collector.
100. Worm rancher.
33. Dollmaker. 66. Palanquin bearer.
34. Ewerer. 67. Peddler.
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Renown
The measure of an errant’s Renown XP Needed
fame, notoriety, and power is their
renown. An errant begins at 1 0
renown 1. If an errant ever wishes 2 2,000
to see if someone has heard of them
(if it is not already obvious), they may 3 6,000
roll a d10 and attempt to roll equal
or under their renown; if they are 4 14,000
successful, their reputation precedes 5 30,000
them.
6 62,000
An errant increases their renown
7 126,000
by gaining experience (xp), as shown
on the table opposite. 8 254,000
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Adjutants
When an errant reaches renown 2, they become notable enough that
they may, if they wish, attract an adjutant. This essentially turns one
errant into two, as a player may control both their errant and their
adjutant.
The adjutant always starts at renown 1, and can never be the same
renown as the errant to whom they are attached. An errant and
their adjutant divide xp among themselves, with the errant receiving
¾ of the xp, and the adjutant receiving the remaining ¼.
An errant may only ever have one adjutant in their lifetime, and
should they perish, they cannot be replaced.
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Rosters
Players are encouraged to maintain a roster of several errants that
they can choose to play. errants of high renown may often find
themselves occupied for multiple downtime turns in important
matters, and during these periods a player can send their lower renown
errants off on adventures in their stead.
Players can pass items and information freely among the errants in
their roster, provided they are in the same place in the game world.
Players may only swap control among errants in their roster when it
makes sense to do so (e.g. generally not in the middle of an adventure),
and can only do so once per game session.
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The Violent
Combat
Renown Attacks Feats
Dice
1 1 3 2
2 1 4 3
3 2 4 4
4 2 5 5
5 2 5 6
6 3 6 7
7 3 6 8
8 3 7 9
9 4 7 10
Damage Die - d8
Extra Attacks - When you reach renown 3, and every third time your
renown increases thereafter, the number of attack rolls you can
make when you take an action to attack increases by one.
Feats - You have a number of combat dice, which are the same size as your
damage die. These combat dice can be expended to perform feats.
The number of feats you can use in one initiative turn is equal to
the number of attack rolls you can make.
At renown 1 you have 2 combat dice. You gain an additional combat die
each time your renown increases. Combat dice replenish after a night’s
rest.
Smite - when you make an attack roll, you may roll a combat
die and add it to your damage.
Grit - when you take damage, you may roll a combat die and
reduce the incoming damage by the amount rolled.
Dash - when you move, you may roll a combat die and add the
result to your movement roll.
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At every even renown level, you can learn a new feat from the list
below, or devise your own with approval from the guide:
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The Deviant
Proficiency
Renown Jettons
Points
1 2 Skill+2
2 +1 Skill+4
3 +1 Skill+6
4 +1 Skill+8
5 +1 Skill+10
6 +1 Skill+12
7 +1 Skill+14
8 +1 Skill+16
9 +1 Skill+18
Damage Die - d6
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You can spend jettons to make a wager. When you make a wager, make
a claim relating to one of your proficiencies, such as “I can climb
that sheer cliff”; “I know how to disarm this trap”; “I’ve packed just the
thing we need”; “I’ve already stolen their weapon”; or “I bribed that
guard yesterday”.
You can make any claim so long as it at least flirts with the realm of pos-
sibility, though one with mastery in their proficiency may make even
more outlandish claims.
Roll a d10, with your chance to succeed being the number of jettons
you spent (e.g. if you spent 5 jettons, you would have a 5-in-10 chance
of success).
If you succeed on the roll, your claim is true; if you fail, you suffer the
consequences decided upon by the guide, which will usually take the
form of a counterclaim.
When you make a wager, you may ask the guide for a devil’s bargain:
they will also roll a d10, though they will keep the result hidden from
you. When you roll for your wager, you may choose to take either
the die you rolled or the die the guide rolled to determine if you are
successful.
If you choose the die the guide rolled and are successful, you regain a
number of jettons equal to the difference between your roll and the
guide’s. However, if you choose the guide’s die and fail, the conse-
quences will be far worse.
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The Occult
Prepared Sorcery
Renown Stabilise Maleficence Retorts
Sorceries Depletion
1 2 1 8 2d6/1d6 1
2 3 1 7 2d6/1d6 1
3 4 1 6 4d6/2d6 2
4 5 2 5 4d6/2d6 2
5 6 2 4 4d6/2d6 2
6 7 2 3 6d6/3d6 3
7 8 3 2 6d6/3d6 3
8 9 3 1 6d6/3d6 3
9 10 3 0 8d6/4d6 4
Damage Die - d4
Sorcery - You can cast sorceries. You begin play with the four
grimoires in your possession, whose sorceries you have already
learned.
Each day, if you have had a night’s rest, you may also prepare a certain
number of sorceries, which allows you to cast them without referenc-
ing a grimoire. Casting a prepared sorcery takes one action during an
initiative turn. You may prepare the same sorcery multiple times.
When you cast a prepared sorcery, you may make a mind check with
a dv equal to your stabilise value plus your encumbrance. If you
succeed, you may safely cast that sorcery again.
If you fail, that prepared sorcery has become unstable, and casting it
again risks miscasting.
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The range and area of effect of your maleficence is the same as that of a
sorcery.
Your maleficence deals 2d6 damage for the first prepared sorcery made
unstable, plus an additional d6 damage for each additional prepared
sorcery that is made unstable. When you reach renown 3, and every
third time your renown increases thereafter, the damage of your malef-
icence increases.
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The Zealot
Renown Favour Relics Miracle Depletion
1 pres-8 1 1
2 pres-7 1 1
3 pres-6 2 1
4 pres-5 2 1
5 pres-4 2 2
6 pres-3 3 2
7 pres-2 3 2
8 pres-1 3 2
9 pres 4 3
Damage Die - d6
The amount of favour you have increases with your renown, and can
be further increased by performing actions that please your covenant.
When you reach renown 3, and every third time your renown
increases thereafter, the number of relics you can attune to increases
by 1.
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It costs 200 pennies and takes one travel turn to consecrate an item
as a relic. You may un-attune from a relic, but doing so requires it be
consecrated again to re-attune.
Blade - when you deal damage, you can spend favour to inflict a
status on your opponent. This status is chosen when
the errant attunes to the relic. The status lasts for a
number of initiative turns equal to favour spent.
Wand – when a character makes a check, you can spend favour
to reduce the dv of that check by an amount equal to
favour spent.
Talisman – when you or an ally takes damage, you can spend favour
to impair that damage a number of steps equal to the
favour spent.
Chalice - you can spend favour to grant a number of allies,
equal to the amount of favour spent, immunity
to a status. This immunity lasts for a number of
exploration turns equal to your renown.
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Grimoires & Sorceries
After they have met the requirement to learn the sorcery, roll a d50
for the essence (p. 78), which describes the function the sorcery per-
forms, and a d12 for the sphere (p. 78), which describes the subjects a
sorcery affects.
The errant may then devise a sorcery that aligns with the essence
and sphere rolled, and is related in some way to the themes of grimoire
containing the sorcery.
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Essence
1. Protect 18. Reveal 35. Send
2. Summon 19. Hide 36. Enter
3. Control 20. Restrict 37. Become
4. Quicken 21. Liberate 38. Replace
5. Slow 22. Reflect 39. Convert
6. Comprehend 23. Seal 40. Complete
7. Move 24. Request 41. Attract
8. Animate 25. Grow 42. Repulse
9. Link 26. Shrink 43. Absorb
10. Command 27. Open 44. Increase
11. Curse 28. Close 45. Reduce
12. Destroy 29. Transform 46. Receive
13. Create 30. Communicate 47. Aid
14. Bless 31. Improve 48. Hinder
15. Take 32. Diminish 49. Interrupt
16. Transfer 33. Incapacitate 50. Harm
17. Switch 34. Return
Sphere
1. Magic 5. Spirit 9. Life
2. Space 6. Body 10. Death
3. Time 7. Elements 11. Objects
4. Mind 8. Dimensions 12. Biota
Example Sorceries
Eyes of Marut
Essence: Shrink
Sphere: Magic
grimoire: 30. Pair of marble snake eyes, whose pupils move of their
own accord. To learn this sorcery, you must convince one
who hates you that you should be loved by them above all
else.
Themes: persuasion, manipulation, contempt
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Such orbs are easily broken. A shattered orb releases its magical effect
immediately, as if the magic had been cast or triggered.
Principia Mechanica
Essence: Grow
Sphere: Mind
grimoire: 57. Toolkit with a single iron nail inside. To learn this
sorcery, solve a problem, but be the nail, not the
hammer.
Themes: fortification, repair, construction
While the sorcery is in effect, the caster can see the laws of natural
motion as clearly as one might see colour: angles, trajectories, acceler-
ation, force, distance, time, and other such functions can all be noted
with perfect accuracy. Functioning of mechanisms, discernment of their
design, function of individual components, and defects in their design
— all are as easy to distinguish as the individual glyphs which comprise a
word.
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Transposer's Fancy
Essence: Transfer
Sphere: Space
grimoire: 96. Elaborate and ornate doublet which greatly restricts
one’s movement, adorned with the feathers of a peacock.
To learn this sorcery, you must convince someone of
humble nature to deem himself superior to all.
Themes: pride, humility, hubris
The caster may place the remnant of the marked space wherever they
wish. There, it will unfurl like the tail of a peacock, replacing whatever
was once there. The area replaced then fills the lacuna left where the
sorcery was first cast.
Flagellant's Freedom
Essence: Protect
Sphere: Spirit
grimoire: 28. Onyx pendant wrought in the shape of a weeping face.
To learn this sorcery, you must make the happiness of
another your own.
Themes: egocentrism, trinket, expression
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Grimoires & Sorceries
Treat spell scrolls as consumable, one-time use items and use the
spell as normal from the original system, making any conversions for
checks, saving throws, and other matters as normal. To cast them
successfully, the caster must make a successful mind or pres check
(depending on if the spell is arcane or divine) with a dv equal to the spell
level, minus the renown of the caster if they are of the appropriate
archetype.
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Grimoires & Sorceries
Grimoires
1. Silvered hand-mirror, inlaid with runes. To learn this sorcery,
you must see yourself blink.
Themes: reflection, mirror, prediction
1. All surfaces appear reflective to the caster.
2. The caster and all nearby are pulled into the mirror
dimension.
3. All predictions the caster makes invariably end up being
wrong.
2. Tuning fork, which makes no sound when struck. To learn this
sorcery, create sound with the fork.
Themes: sound, music, resonance
1. The caster is deafened.
2. The caster can only speak in song, and only move in dance.
3. The caster vibrates intensely.
3. Length of unnaturally cold iron chain, upon which tiny etchings
are visible. To learn this sorcery, you must survive with your
arms or legs bound among enemies.
Themes: metal, restraint, imprisonment
1. All inorganic matter around the caster turns into metal.
2. The caster becomes unable to move their limbs.
3. The caster becomes wanted for heinous crimes in all nearby
settlements.
4. Large, watchful, and odious toad, with strange, shifting
markings. To learn this sorcery, the toad must be fed pieces
of a loved one once a day for a month, without the loved one
realising.
Themes: possession, betrayal, parasitism
1. The caster becomes possessed by a spirit, demon, or other
entity.
2. The caster’s allies become hostile towards them and attack.
3. The caster can only derive sustenance from food stolen
from others.
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17. Set of wind chimes that always produces the same melody. To
learn this sorcery, the chimes must be kept in motion for a day
in a place without wind.
Themes: tone, air, catalyst
1. The caster continually emits an incessant high-pitched
whine.
2. The caster becomes unable to jump or climb of their own
power.
3. The caster feels compelled to intervene in situations that
don’t concern them.
18. Sphere of glass filled with an ever-whirling snowstorm. To learn
this sorcery, you must move while frozen solid.
Themes: ice, cessation, continuation
1. The caster immediately freezes any liquid they come into
contact with.
2. The caster is unable to stop doing any activity they start
doing.
3. The caster becomes unable to complete any task.
19. Melted candle stump, whose dripping wax reveals dark secrets.
To learn this sorcery, self-immolate, but be the wax, not the
wick.
Themes: fire, extinguish, forbiddance
1. Anything flammable near the caster immediately ignites.
2. Any light sources near the caster will go out at the most
inopportune moment.
3. The caster becomes unable to say no.
20. Tarnished bronze cup inlaid with sinuous petroglyphs. To learn
this sorcery, the cup must be filled with water from the bottom
of the sea.
Themes: water, treachery, pressure
1. The caster becomes permanently moistened.
2. The allegiances of every creature near the caster change.
3. Random objects explode around the caster at regular
intervals.
21. Ornate hand shovel, its inscriptions still glowing red hot. To
learn this sorcery, you must be buried alive for three days and
three nights.
Themes: earth, openings, weight
1. The caster is followed by a perpetual earthquake.
2. Any openings near the caster seal shut.
3. All objects become incredibly heavy to the caster.
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22. Weather vane, bearing the icon of the simurgh, that indicates no
direction and is not moved by the wind or mortal force. To learn
this sorcery, the arrow of the vane must be moved till it faces
due east.
Themes: storms, navigation, flight
1. A personal rain cloud hangs over the caster’s head.
2. The caster loses all sense of direction.
3. Flight becomes impossible around the caster; birds drop
from the sky.
23. Long copper lightning rod, which always faintly hums with
static charge. To learn this sorcery, you must let lightning pass
through you and into another, and have both of you emerge
unscathed.
Themes: lightning, conductivity, thunder
1. All nearby lightning arcs unerringly towards the caster.
2. The caster becomes upsettingly rude.
3. Every step the caster takes booms with the sound of
thunder.
24. The animated skull of a dead sorcerer-king, the markings left on
his skull the evidence of arcane leaching. To learn this sorcery,
you must read the markings upon the skull, which is impossible
so long as the skull keeps talking, interrupting you and telling
you that you’re doing it wrong and that back in his day people
knew how to cast real magic.
Themes: undeath, oppression, hierarchy
1. Any creature slain by the caster immediately rises as a
zombie or other form of undead.
2. The caster will find themselves harassed and denied by all
authority figures.
3. The caster is considered by all to be wretched and lowly.
25. Plain, worn, sackcloth doll to which you find yourself
inextricably drawn. You will remember owning this doll as
a child, loving it, cherishing it, doing anything, absolutely
anything to protect it. To learn this sorcery, do not question
the truth of this memory.
Themes: nostalgia, haunting, denial
1. The caster becomes unable to remember anything beyond
the events of yesterday.
2. The souls of those slain by the caster follow and torment
them.
3. The caster refuses to acknowledge anything dangerous,
malign, or otherwise negative.
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30. Pair of marble snake eyes whose pupils move of their own accord.
To learn this sorcery, you must convince one who hates you
that you should be loved by them above all else.
Themes: persuasion, manipulation, contempt
1. Everyone the caster meets will attempt to up-sell them.
2. All serpents immediately attack the caster on sight.
3. Any suggestions or ideas of the caster are dismissed out of
hand.
31. Old, plain music box that produces no sound. To learn this
sorcery, hear the song it plays.
Themes: silence, melody, listening
1. No sound can be produced around the caster.
2. The caster is only able to comprehend language in the form
of music.
3. The caster’s hearing becomes superhumanly
attenuated; any but the most minute of sounds
overwhelms their senses.
32. Marionette doll, painted in intricate, lifelike
detail. To learn this sorcery, you must
convince someone, beyond a shadow of a doubt,
that all they know to be true is false, and all they
know to be false is true.
Themes: replication, subversion, belief
1. An evil twin of the caster is summoned.
2. Strings emerge from the caster’s limbs, torso,
and head. They cannot move except by
being puppeted through these strings.
3. The caster will stubbornly reject all
commonly held beliefs, fabricating
elaborate conspiracies to explain
otherwise simple occurrences.
33. Card with blotches of ink that seem to be ever
morphing. To learn this sorcery, you must
convince someone that a thing which ought to be trusted by
them should rightfully be feared.
Themes: fluidity, doubt, cowardice
1. The caster dissolves into a puddle; they are still alive, and
still able to speak, but must be held in a container of some
sort.
2. Any accusations brought against the caster are immediately
believed, regardless of any evidence to the contrary.
3. The caster is filled with a heady bravado, and will charge
headlong into any danger without hesitation.
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34. Brown sack stuffed with iridescent, gossamer wool. To learn this
sorcery, awake without sleeping.
Themes: slumber, consciousness, meditation
1. The caster falls asleep at the most inopportune moments.
2. The caster believes themselves to have transcended mortal
ego consciousness, and become one with the cosmos.
3. The caster becomes unable to stand still.
35. Silver stopwatch inscribed with swirling, fractal
patterns, hanging on a chain. To learn this
sorcery, you must kill a person in sight of their
loved one, and not have them notice.
Themes: ambiguity, confusion, hypnosis
1. The caster becomes unable to give a clear yes
or no response to anything.
2. All in the vicinity of the caster who attempt
to harm another end up instead harming
themselves.
3. The caster must obey any command given to them.
36. Iron bell carved with graven images and a stone hammer.
To learn this sorcery, you must convince someone to
do something they do not wish to do, and have them
believe that they did it of their own volition.
Themes: intent, purpose, narrative,
1. The caster refuses to take responsibility for any of their
actions.
2. The caster becomes singularly obsessed with furthering a
particular creed or ethos.
3. The caster believes themselves to be the subject of any story
told.
37. An old journal, written in your hand, which you do not
remember writing, describing events you don’t remember
transpiring. To learn this sorcery, you must write your own
name and not recognise it.
Themes: memory, archive, history,
1. Each morning after waking, the caster loses all memories of
anything that occurred after this sorcery was cast.
2. The caster obsessively catalogues their every thought and
action within a journal.
3. The caster constantly invents ever changing, increasingly
elaborate tragic backstories for themselves, which they will
recount to anyone they meet.
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55. Diary which records your desires and temptations as they arise.
To learn this sorcery, give in to your deepest, most heinous
desire.
Themes: record, temptation, repugnance
1. Anyone in the vicinity of the caster can hear their inner
monologue.
2. The caster becomes unable to resist the temptations of their
appetites.
3. The caster’s visage becomes unbearably repulsive to those
they admire, and impossibly beautiful to those they disdain.
56. Bronze shield, chipped, worn, and scratched. To learn this
sorcery, you must protect another from harm while suffering
none yourself.
Themes: armour, protection, integrity
1. The caster refuses to wear any armour or
other protective gear of any sort.
2. The caster will always place themselves
between their allies and harm’s way.
3. The caster will always sell someone out or
go back on their word at the first available
opportunity.
57. Toolkit with a single iron nail inside. To
learn this sorcery, solve a problem, but
be the nail, not the hammer.
Themes: fortification, repair,
construction
1. The caster believes that any mechanical malfunction can be
resolved with percussive maintenance.
2. The caster refuses to use any items which they did not
hand-craft themselves.
3. The caster will always outfit themselves in the heaviest
armour available to them.
58. Abacus missing half its beads. To learn this sorcery, you must
split something in two while keeping it intact.
Themes: reduction, multiplication, calculation
1. The caster insists on carrying coinage only in the lowest
denominations possible.
2. The caster becomes obsessed with growing their financial
portfolio, and will readily agree to any investment
opportunities or other get-rich quick schemes.
3. Any calculation the caster performs results in wrong
answers; they are, however, entirely convinced of their
accuracy.
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63. Broken off piece of a mural, its origins unknown. To learn this
sorcery, return what was lost to its rightful place.
Themes: completion, separation, origin
1. The next image the caster sees comes to life, its subjects
emerging into the real world.
2. The caster splits down the middle into two halves; they are
unharmed, but the halves must be controlled separately.
3. The next person the caster encounters claims they were
grievously wronged by the caster, and demands restitution
to be made whole.
64. Unfertilised phoenix egg. To learn this sorcery, create life from
death.
Themes: fertility, reincarnation, gestation
1. A newborn infant is summoned and the caster charged with
its care; if the baby dies, the caster dies.
2. The caster's head splits open, out of which emerges the
caster reborn again as an infant; it retains all its knowledge
and is able to speak, but in all other ways has the capabilities
of a newborn.
3. An angry Phoenix descends from the sky, seeking the return
of its egg.
65. Vial of perfume in the shape of a goat’s head. To learn this
sorcery, you must convince one who is chaste to indulge in the
pleasures of the flesh.
Themes: lust, chastity, obscenity
1. The caster will attempt relentlessly to court an enemy's
hand in marriage.
2. The caster becomes mortified at the prospect of wearing
clothing that reveals any amount of skin.
3. The caster's diction becomes unspeakably obscene.
66. Wineskin, upon which is stitched the image of a swine. To learn
this sorcery, you must induce one who is moderate to excess.
Themes: gluttony, temperance, inebriation
1. The caster refuses all food and drink.
2. The caster becomes unable to use or consume just ‘one’ of
anything.
3. Any future sorceries cast by the caster, in addition to
their other effects, summon a swine of random size and
temperament.
97
Grimoires & Sorceries
98
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99
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100
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101
Grimoires & Sorceries
81. Writ of recall for a long exiled scholar. To learn this sorcery,
you must abandon the one dearest to you.
Themes: learning, loss, irony
1. Any mail or messages intended for the caster are forever
waylaid, never to be received.
2. Any object set down or dropped out of sight of the caster is
immediately and irrevocably lost, seemingly vanishing from
existence.
3. The caster takes everything that is said literally.
82. Brittle bird's nest, filled with broken, bloodstained eggs. To
learn this sorcery, you must nurse a living creature from infancy
to maturity, and then consume it.
Themes: home, empathy, hunger
1. All children near the caster turn on and consume their
parents.
2. The caster feels the pain of all nearby creatures as their own.
3. The caster becomes insatiably hungry; the more they
consume, the more emaciated they become.
83. Mummified cat's paw, which when held seems to emit a low,
contended purr. To learn this sorcery, one must poison
themselves, in order to witness the vast unseen oneiric vistas that
lay unexplored within one’s own mind.
Themes: toxin, psyche, affection
1. All cats immediately attack the caster on sight.
2. The caster reverts to the mindset of a toddler.
3. The caster becomes unable to be loved.
102
Grimoires & Sorceries
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Grimoires & Sorceries
89. Crown of dirty, woven grass. To learn this sorcery, you must
save the life of another without them ever knowing.
Themes: recognition, honour, resourcefulness
1. The caster will attempt to take credit for anything whenever
possible.
2. The caster becomes prone to offence, and will challenge
those who have caused them offence to a face-off, given the
chance.
3. The caster compulsively maintains a list of everyone they
believe owes them a favour of some sort.
90. Ancient misogynistic screed written on flaking parchment. To
learn this sorcery, find someone who, upon reading it, heartily
agrees with the sentiments expressed. Then kill them.
Themes: foolishness, reprisal, gender
1. The caster’s every action is accompanied by comedic sound
effects, though the source can never be found.
2. Whenever the caster has been attacked in any way (verbally,
physically, magically), they must respond in kind via the
same means.
3. Everyone perceives the caster to be a gender they are not.
91. The sun-baked, shed skin of a great serpent. To learn this
sorcery, Ouroboros must eat its head.
Themes: secrets, growth, heat
1. The caster becomes incapable of revealing any information
about themselves.
2. The caster grows one foot each downtime turn.
3. The caster is only ever too hot or too cold, never just right.
92. Pouch of powdery, rose red soil, taken from a grave that was
disturbed from below. To learn this sorcery, you must carry a
grain of sand on your fingertip for a week entire.
Themes: dirt, focus, rebirth
1. The caster becomes anxious unless they are buried at least
waist deep, preferably neck deep.
2. The caster loses the ability to concentrate on something for
more than a few minutes at a time.
3. The caster begins ageing in reverse.
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105
Grimoires & Sorceries
106
Grimoires & Sorceries
99. Ancient and primitive club. To learn this sorcery, you must
endure that which is unendurable.
Themes: fortitude, courage, defence
1. The caster develops an uncontrollable craving for
consuming poisons.
2. Creatures that meet the caster have an intense desire to try
and frighten them.
3. The caster turns into a solid cast iron statue whenever they
are threatened.
100. Copper balance and scales, burnished to a brilliant gleam. To
learn this sorcery, you must find what is fair in that which is
unfair.
Themes: justice, proportionality, impartiality
1. The caster believes altruism to be fundamentally unjust, and
that the infliction of suffering on others is the only way to
beget true fairness in the world.
2. The caster’s head grows three times larger.
3. The caster’s solution to any disagreement is to cut the baby
in half, so to speak.
107
Covenants & Miracles
miracles are broken down into five power levels known as doctrines.
The more powerful the miracle, the higher the doctrine, the higher the
roll needed for success.
When The Zealot describes a miracle they wish to perform, the guide
will determine what doctrine under which it falls. Each doctrine lists
examples of miracles that fit into their power level.
The Zealot can also attempt to heal their allies by performing beneficence,
a specific kind of miracle that allows them to heal their allies.
108
Covenants & Miracles
The full extent of these blessings, as well as the full rules for perform-
ing miracles and beneficence, are delineated in the testament of their
covenant. One such testament follows.
The guide may wish to have some covenants prepared for their
players to select from, or they may allow players to create their own
covenants. For the latter option, there is no need to do this before a
session and to have a full testament created; simply have the player list
the eminences of their covenant, which should suffice for a session of
play, and write up the testament afterwards between sessions.
109
Covenants & Miracles
Doctrines
Your covenant grants you the power to perform miracles, supernat-
ural acts related to the eminences of your covenant.
When you wish to do so, roll a d6, plus an additional d6 for each relic
to which you are attuned. The amount you must roll depends on which
doctrine under which the miracle falls.
Before rolling, you may choose to offer any amount of favour and
increase your roll by that amount.
110
Covenants & Miracles
111
Covenants & Miracles
112
Covenants & Miracles
113
Covenants & Miracles
Before rolling, you may choose to offer any amount of favour and
increase your roll by that amount.
114
Covenants & Miracles
Gaining favour
By performing tasks that please your covenant or further their goals,
you may permanently increase your amount of favour. Your favour
only increases the first time a given task is performed. The completion
of a pact cannot increase favour. Some examples follow:
1 favour 5 favour
115
Covenants & Miracles
Table of Woe
If the result of a miracle roll is woe, the guide will roll on the table
of woe for the covenant. Tables of woe should not be included in the
testament for a covenant, but the guide should have them on hand.
The target of a woe is The Zealot if the woe was the result of a regular
miracle, or the recipient of beneficence if the woe was the result of a
beneficence.
If no stated duration is given, a woe lasts until the end of the next
downtime turn. If favour was used for the roll the effect is
permanent.
116
Covenants & Miracles
10. The skin and flesh of target’s random limb sloughs off,
leaving only bone behind.
11. Target is blinded for the next hour but becomes able to sense
the emotions of others.
12. Target becomes unable to speak until they listen to the plight
of d20 strangers.
13. Half of the flesh on target’s body falls away. Target
must make a phys saving throw or have their phys halved
permanently.
14. Target’s bones permanently turn into roots, their flesh into
tendrils of vine, creepers, and variegated flora sprouting from
their body.
15. Target grows a single horn from the middle of their forehead.
Anyone who grasps onto it can commune telepathically with
target.
16. Target’s left eye sees 10 seconds into the future, and target’s
right eye sees 10 seconds into the past.
17. All within 30 feet of the target must make a pres
saving throw or be assaulted with the weight of all the
world’s sorrow, permanently losing 1d4 points of pres.
18. Target begins to grow musty hair in patches over their body,
and two bony nubs can be felt on their skull. Each day after
the beneficence, target must make a phys saving throw. If the
target successfully makes three saving throws in a row, the
effect ends. If they fail three times in a row, they are turned
into a black goat with a third eye upon their forehead.
19. The next time the target sleeps they must make a pres
saving throw. If they fail, as they sleep, crows will gather
around their body and pick at their flesh till only a skeleton
remains, killing them instantly.
20. Target feels something writhing under their flesh. They
must make a pres saving throw. If they fail, their body is
consumed by wriggling maggots that burst from their skin,
killing them instantly.
117
Covenants & Miracles
118
Covenants & Miracles
119
Travel Turns
Travel Turns
Travel Turn Actions
During travel turns, the company generally acts as a group, and
can take one action per travel turn. Some common actions and their
procedures follow.
Sleep - errants who spend two full travel turns sleeping gain
the effects of a full night’s rest.
120
Travel Turns
The guide should note the effect of night-time for the purposes of
making navigation checks (see the Pace table on p. 123) and also for
what sorts of encounters the errants are likely to run into; different,
perhaps more dangerous creatures are more at home in the moonlight
than the safe, revealing light of day.
121
Travel Turns
Pace
The rate of movement in travel turns is expressed by pace, which is
represented as a fraction. The numerator being how many significant
locations are moved through (e.g. a hex), and the denominator repre-
senting how many turns that takes. The standard pace, therefore, is
1/1. Any modifiers to pace are added to the standard pace fraction (e.g.
if an effect modifies pace by +1/x, the company’s pace is then 2/1).
pace is modified by how fast or slow the company wishes to move, the
terrain, weather, visibility, and so on. The specific pace adjustments are
noted on the Pace table opposite. Effects that modify pace are additive.
An errant’s spd does not affect pace. The risk of travelling while
encumbered is represented by the rolling of negative event dice.
122
Travel Turns
Pace
Condition Other Effects
Change
Appropriate mount/
+1/x
vehicle
Road +1/x Cannot get lost
+1 positive event die. Automatically
Moving slowly x/+1 detect any points of interests or
hazards.
123
Travel Turns
Marching Order
Unlike during exploration turns, where the company will often be
moving through a defined space, travel turns will generally have a
more abstracted sense of space. Therefore, a strict marching order is not
necessary. Instead, the errants should specify which of these three
positions they are occupying
Scout - errants who are scouting are exploring about 120 yards
ahead of the rest of the company; any encounters and
encounter signs are found by the scouts first, and they
make any necessary reaction rolls. If encountered by
npcs, scouting errants are allowed to make a check to
hide.
Pathfinder - the pathfinder makes all relevant navigation checks. If
no errants are scouting, consider the pathfinder to be at
the front of the company for the purposes of encounters,
reaction rolls, and so on.
company - all the other worthless fools, who have naught to do but
twiddle their thumbs.
Resting
Beggars and gods alike from time to time need to put up their feet.
124
Travel Turns
Unsuitable Campsites
If the company fails to find a suitable campsite, the guide can offer
them the choice between two or more unsuitable campsites. The guide
may devise specific effects of unsuitable campsites, but in general the two
following can always be provided.
If the event die calls for rations to be depleted and a character has
neither rations to deplete nor supply to reduce, they will begin to
starve. They accrue 1 point of exhaustion, and will accrue another
point of exhaustion for each day they go without food and each time
the event die calls for rations to be depleted.
125
Travel Turns
Appropriate
Mount Slots SPD Other Notes
Terrain
Can only be used for
Cattle 100 4 None carrying packs or
pulling vehicles.
Horse,
100 8
Flat lands, No spd reduction
draft forests, roads. when pulling vehicles.
Horse, Flat lands,
80 12
riding forests, roads.
Horse, Flat lands,
60 16
war forests, roads.
Flat lands,
Mule 80 1
forests, roads.
126
Travel Turns
Appropriate
Vehicle Slots SPD Other Notes
Terrain
No tack × 0.25 None
Tack,
Cannot be ridden.
pack
Tack,
riding
Tack, Barding does not count
military against mount’s item slots.
Tack, Necessary for non-standard
exotic mounts.
breakage chance equal to
Cart ×2 -8 Roads navigation dv when off road;
test every travel turn. Can
be hitched to two mounts.
breakage chance equal to
Chariot
Flat land, navigation dv when off road;
roads. test every travel turn. Can
be hitched to two mounts.
breakage chance equal to
Coach Roads navigation dv when off road;
test every travel turn. Can
be hitched to four mounts.
breakage chance equal to
Wagon ×4 -8 Roads navigation dv when off road;
test every travel turn. Can
be hitched to four mounts.
127
Travel Turns
Weather
Weather conditions begin in the middle range (6-8) for each season.
A roll of local effect (4) on the event die during travel turns may
prompt the guide to change the weather.
128
Travel Turns
While inclement weather makes travel more difficult, severe weather such
as blizzards, hurricanes, and thunderstorms makes it all but impossi-
ble. The dv of navigation checks increases by 4; each travel turn
not spent resting at a suitable campsite or other form of shelter will
cause every member of the company to automatically incur a point of
exhaustion.
129
Travel Turns
Eating Monsters
errants with strong stomachs and daring palates may turn to slain
monsters as a source of food.
Turning monsters into victuals takes a travel turn and is a skill check
with a dv equal to the threat of the monster, adjusted according to the
following modifiers
130
Travel Turns
Voyages
The standard scale of travel turns works for traversal of areas in the
scale of tens or hundreds of miles. However, if the company wishes to
undertake a truly significant journey, spanning the length of a country
or continent, the company may wish to initiate a voyage.
The company rolls 2d6 for their voyage. The guide may impose sit-
uational modifiers to the roll based on the context, either negative or
positive, though the total should not exceed either -3 or +3.
d4 Complication
1 Out of provisions.
2 Treacherous weather (including becalmed seas if at sea).
3 Mutiny.
Route impassable (map wrong, geographical change like land-
4 slide or earthquake, political turmoil in region, monster barring
the way, etc.).
131
Travel Turns
Marine Travel
Crew Crew Pace Pace Appropriate
Vehicle
(Oarsmen) (Sailors) (Rowing) (Sailing) Terrain
Canoe 1 - 1/1 - Shallow water.
Galley 60 20 2/1 3/1 Shallow water.
Shallow water,
Longship 20† 20† 1/1 4/1
deep water.
Raft 1 - 1/2 - Shallow water.
Riverboat 10 1 2/1 3/1 Shallow water.
Sailing ship - 20 - 4/1 Deep water.
Warship - 40 - 3/1 Deep water.
Of any given crew of sailors, at least one must be a captain. Anyone can
serve as an oarsman, including sailors, errants, and passengers, though
the latter are none too likely to be pleased. Regular mercenaries pressed
into rowing duty make morale rolls every day.
132
Travel Turns
Pace
Condition Other Effects
Change
Upriver x/+1
Downriver +1/x
Becalmed - No sailing possible.
Weak winds x/+1
Fair winds +1/x
Strong winds +2/x
Inclement weather (gales) +2/x Chance to become water damaged.
Severe weather (storms) +3/x Chance for sinking or shipwreck.
During a storm, any vessels moving under sail cannot control their
movement. Each travel turn they move in a randomly determined
direction. If they move into land, there is a 4-in-6 chance of a shipwreck.
During a shipwreck, errants may make a skill saving throw with a
dv equal to their encumbrance. On a failure, they take 4d6 damage,
halving this damage on a success. Any errants who go out of action from
this damage drown and die. Crew and cargo are lost in a shipwreck.
133
Travel Turns
134
Exploration Turns
Exploration Turns
Exploration Turn Actions
During an exploration turn, the company may perform one sig-
nificant action, such as moving from one room to another, searching or
exploring a room, attempting to force a door open, and so on.
The company usually acts as a group, but a larger group action can
be broken down into separate individual actions, such as each errant
examining a different part of the room.
If in doubt, the caller is always free to ask the guide if a given action
will take an exploration turn, or for the guide to inform the
company if their desired activity counts as their action for the
exploration turn.
135
Exploration Turns
Pace
The rate of movement in exploration turns is expressed by pace,
which is represented as a fraction.
Pace
Condition Other Effects
Change
Moving
x/+1 +1 positive event die. Any hazards or points of
slowly interest are automatically detected.
Moving
+2/x +1 negative event die. No mapping can occur.
quickly Hazards or points of interest are overlooked.
Large
x/+1
areas
Huge areas x/+2
Explored
+3/x
areas
Mapping
When the company is exploring a dungeon or other location, the
guide should give them reasonably exact descriptions of the areas
in which they find themselves, including details such as the width,
breadth, and height of rooms and such; the standard pace assumed in
an exploration turn assumes careful mapping and noting of such
information.
However, the guide is under no obligation to correct any but the most
egregious of errors in the map the players create for themselves, unless
failing to do so would hinder play. The errants should be left to suffer
the consequences of their own actions.
136
Exploration Turns
Marching Order
In enclosed sites of adventure such as dungeons, the company would be
wise to decide upon their marching order judiciously.
Scout - errants who are scouting are exploring ahead of the company
before signalling them to continue. If the company declares
that they are moving from one room to a room on the other
end of a hallway, for example, the scout would generally first
traverse that hallway and enter the room, while the rest of the
company stays behind in that first room, till the scout gives
the all clear. Any encounters and encounter signs are found by the
scout first, and they make any necessary reaction rolls. If
encountered by npcs, scouting errants are allowed to make a
check to hide.
Van - errants in the front line of the company generally end
up in closest engagement during combat. They are the first
to encounter or spot any hazards or details ahead of the
company, such as traps, characters, hidden treasures, and so
on, and make any checks pertaining to those, if necessary.
They also will generally make reaction rolls for any npc
encountered, assuming that those npc are encountered from
the front.
Main - the middle rank of the company will often find themselves
stuck behind the front row in an engagement, and so longer
weapons such as spears are recommended (as is placing shorter
company members in the front). Any hazards or details that
might emerge within the company’s midst, say from the
floor, ceiling, or walls, are within the purview of the characters
in the middle rank, and they make any relevant checks or
reaction rolls that deal with such.
Rear - in an engagement, those in the back row will often have to
resort to missile weapons, sorceries, and miracles, though
they should take care not to catch their comrades in the
crossfire (placing the tallest members of the company in the
back is generally a good idea). Any hazards or details that
encroach from behind the company are the responsibility
of the back row, as well as any checks or reaction rolls
thereof.
137
Exploration Turns
Resting
An errant who spends an exploration turn resting may use an
armour repair kit to replenish their blocks .
Illumination
Darkness is not a static, passive thing to be easily banished by candle or
torch. Darkness is a giant beast that laps greedily at the pool of light,
always encroaching.
Most adventure sites will be dark, and thus characters require illumina-
tion to see.
Bright light, however, obviates the possibility for surprising foes, and
alerts the denizens of deep and dark places, for whom the shadows hold
no secrets, to the company’s presence. Generally, if the total amount
of burn from light sources is equal to or greater than the number of
company members, the company is considered to be in bright light.
If the total amount of burn from light sources is less than half the
number of company members, the company is considered to be in
dim light. A single errant moving with a deliberately discreet form of
illumination, such as a hooded lantern or candle, is also considered to be
in dim light.
138
Exploration Turns
Doors
Doors are the natural enemies of all errants,
jealous guardians of the treasure that prying
hands seek to make their own.
Stuck doors may swing shut behind errants who pass through them,
becoming stuck once more, unless they are wedged open with spikes.
Doors will happily and freely admit all npcs not allied with the
company to pass through.
139
Exploration Turns
Lockpicking
Picking a lock requires burglar’s tools, and selecting the correct
lockpicking actions in the correct order. These actions are twist, tap,
and turn. Every lock requires three actions to unlock; no action is ever
used in a row. Upon selecting the wrong action, the lock will become
stiff. Once a lock becomes stiff, it remains so until it is unlocked. If the
wrong action is chosen while the lock is stiff, the lock is jammed and
becomes unable to be unlocked.
Locks of the same type are all opened the same way (e.g. if the pattern
for a tin lock is twist, tap, and turn, all tin locks are opened by twist, tap,
and turn).
Modifiers can increase the diversity of lock types without increasing the
complexity of solutions. For example:
Cracked - for the first action, any action taken will be correct.
Weathered - ignore the first time a lock would become jammed.
Secured - the first wrong action causes the lock to become jammed.
Spiked - each wrong action deals d4 damage to the lock picker.
140
Exploration Turns
141
Exploration Turns
Stealth
Moving silently and unseen is a skill check with a dv equal to the
errant’s encumbrance.
142
Exploration Turns
Traps
An errant who triggers a trap may make a saving throw to avoid
its effects. The base dv for avoiding a trap is equal to the level of the
dungeon the trap is located on; if this is not applicable, the guide may
set whatever dv they feel is appropriate.
Some old traps may have a chance not to trigger; in this case the guide
may roll the die of fate.
Harvesting Materials
Harvesting inert materials from
flora and fauna, such as fur,
teeth, leaves, etc., is a generally
trivial matter. Each errant
can harvest about 1 item slot’s
worth of such components per
exploration turn.
143
Exploration Turns
Collapsed Structures
Oft has an errant, in their folly, disturbed the structural integrity of
whatever dank cave or dusty hallway in which they have found them-
selves, leaving them trapped in a tomb of their own making. If the
company finds themselves facing a collapsed tunnel or other structure,
all hope of progress is not lost.
Without any tools, an errant can manage to dig out about one cubic
foot of rubble per exploration turn.
Crawling through such a hole does not affect pace; careful movement
and mapping proceeds at about the same rate of movement as a crawl
(though they obviously will not be able to map or notice relevant fea-
tures of the environment while doing so).
144
Exploration Turns
145
Initiative Turns
Initiative Turns
Combat Distance
If it is not already known, to determine how far apart the combatants
are at the beginning of combat, roll a d6 and multiply by 10; the two
sides are that many feet or yards apart.
Surprise
Whether by chance or design, errants and their foes will oftentimes
get the drop on one another. If one side surprises the other, they get a
free initiative turn in which the other side is unable to act.
146
Initiative Turns
147
Initiative Turns
A character can move more than once per SPD Movement dice
initiative turn, so long as they have
available actions.
0-3 0
4-7 1
A character’s movement in an
initiative turn need not be continuous 8-11 2
(e.g. if an errant can move 40’ in one 12-15 3
initiative turn, they may run 10’ up
to a foe and shove them to the ground, 16-19 4
move a further 10’ to pick up a cursed
amulet on the ground, and then run 20’ 20 5
back to rejoin their comrades).
148
Initiative Turns
Attacking
To make an attack roll, an errant chooses a target within range and
rolls their damage die. They deal that much damage to the target.
attack rolls with a ranged weapon are impaired 1 step if a foe is within
melee range.
Gambits
When a character makes an attack roll, they may also attempt a
gambit. A gambit is any combat manoeuvre that exceeds the purview of a
basic attack, such as stunning, shoving, disarming, tripping, and so on.
To do so, they reduce their rolled damage by a given amount (including
0). Their target then makes a saving throw with a dv equal to the
amount their attacker's damage was reduced by. If they fail, the gambit is
successful; if they succeed, they may immediately make an action (unless
the saving throw was made at dire position).
149
Initiative Turns
When an attack roll is enhanced, the attacker rolls a larger damage die,
indicated by how many steps it is enhanced. If an attack roll is enhanced
1 step, the attacker rolls a damage die one size larger (for example, a d8
would become a d10), if it is enhanced 2 steps, two sizes larger (d8 to
d12).
If multiple damage dice would be rolled, for example from using poison,
a feat, maleficence, or sneak attack, enhance all damage dice.
150
Initiative Turns
Statuses
Over the course of play, various effects will inflict statuses such as
being frightened, blinded, or poisoned upon a character. statuses
alter a character's capabilities in a variety of ways and can arise as a
result of magic, a monster's attack, or other effect.
Mounted Combat
A character on a mount uses their mount's spd to move. They may make
a free movement roll once per initiative turn.
151
Initiative Turns
When an errant reaches 0 hp, however, they have lost the ability to
properly defend themselves. Any damage taken while at 0 hp causes
wounds.
152
Initiative Turns
153
Initiative Turns
154
Initiative Turns
155
Initiative Turns
Warbands
While mercenaries and men-at-arms are trained to fight on the field of
war, they are less adept in the chaos-blasted wilds fighting against dread
beasts of lore. As such, they do not take their own actions in combat,
but rather increase the combat effectiveness of their leader by forming a
warband.
156
Initiative Turns
157
Initiative Turns
Duels
A duel is a much more refined affair than a barbarous skirmish, and as
such follows different rules.
First, of course, is that a challenge for a duel must be issued, and that
challenge accepted. The etiquette around the issuance of duels in a given
culture is left to the discretion of a guide.
Second, the terms of the duel must be agreed upon; norms of conduct,
weapons, starting distance, and ending condition (e.g. to the death, to
first blood, to yield, etc.).
During a duel, a character may take actions as normal, though only one
attack roll may be made, even if a character has abilities that would
let them make more.
The character who issued the challenge for the duel will then attempt to
guess what their opponent’s left-most card is; this card is then revealed.
If they guessed correctly, they may immediately make an action, after
which they may then attempt to guess what the next card in the line is.
Once all three of any participant’s cards have been revealed, each will
then pick up their cards, and then place them face down in front of
them again. The participant who had the fewest cards revealed in the
previous initiative turn begins guessing.
158
Initiative Turns
159
Initiative Turns
Mass Combat
For dealing with large scale combat encounters or combat between
ships, vehicles, or anything else where individual units are hard to quan-
tify, a simplified mass combat system may be used.
In such an engagement, each side rolls 1d6, and adds the following
modifiers.
The side that rolls the highest wins the engagement. Ties are treated as
a draw.
Unless it does not make sense, the difference between the result of
each side’s roll multiplied by 10 represents the percentage of casualties,
losses, or severity of damage to the losing side of the engagement.
160
Initiative Turns
Any errants involved in the engagement make a check with their best
attribute if they win or draw. If they succeed, they are unharmed; if
they fail, they take damage equal to the amount they failed by.
If they lost, errants use their worst attribute for the check. If they
pass, they take damage equal to the difference between the result of each
side’s roll; if they fail, they die.
161
Initiative Turns
Chases
In the case where they are being chased through a dungeon or similarly
defined area, or for a short pursuit, the hunt can play out using standard
initiative turn rules. However, for longer pursuits, and ones that may
take place in broadly abstracted spaces like the wilderness or in cities,
the following chase procedure can be used.
Each initiative turn, the character with the lowest spd or mv on each
side makes a movement roll. If the characters are on mounts or vehicles,
use the spd of the mount or vehicle.
If the fugitives roll two 4’s, then they escape and the chase ends. If
the pursuers roll two 4’s, they have caught the fugitives. In case of a tie,
both sides make a movement roll as a tiebreaker.
If either side rolls doubles that are not 4’s, then characters on that side
may make melee attack roll, perform a sorcery or miracle, or any
other actions they wish.
If any of the results on both side’s movement dice match each other,
characters may make ranged attack rolls against the other side. So if
the fugitives rolled a 3 and a 4, and the pursuers rolled a 2 and a 3, the 3’s
match, and so characters on each side may make ranged attack rolls
against characters on the other side.
Characters on either side can choose to split off from their group; they
will make movement rolls separately.
At the end of the initiative turn, if the chase has not yet ended, the
side that rolled the lowest on their movement roll rolls a d10 for a chase
development that affects them.
162
Initiative Turns
Chase Developments
1. Hiding Spot - neither side has line of sight on the other. The
character with the lowest spd makes a check to hide. If they
succeed, they can’t be found and the chase ends; if they fail,
the pursuers immediately make a movement roll.
2. Throng - a crowd of people, a flock of animals, or some other
group impedes progress. The characters on that side may
attempt to convince the throng to assist them if possible, or
else someone must make a check to clear a path. On a failed
check, the opposing side immediately makes a movement roll.
3. Dilemma - the characters face a decision between two
unfavourable options, such as having to choose to divert to a
more difficult path or plough through a crowd.
4. Hazard – something threatens the side that rolled this result;
they must make a check to avoid damage, or some other
unfavourable situation such as being knocked prone.
5. Obstacle - something impedes progress on the path; the
character with the highest spd must make a check to bypass
the obstacle, else the opposing side immediately makes a
movement roll.
6. Opportunity - a character on the side who rolled this result
can immediately take an extra action, though they must
decide what to do quickly.
7. Paths Converge - a character on the side that rolled this result
and a character on the opposing side cross paths momentarily,
coming within a hair’s breadth of each other; they may each
make an action before the trail separates them once more.
8. Risky Shortcut - a risky shortcut presents itself. Characters
on this side may take this shortcut, but must make a check
to do so. If they succeed, they immediately sprint. If they fail,
they are separated from the others on their side and taken out
of the chase.
9. Separated - a character on the side which rolled this result is
separated from the rest of their side, and is tracked separately
till they can reunite with their group. If the character was on
the pursuing side, they must make a check or be taken out of
the chase.
10. Twist - the situation changes in some way; perhaps a new
group joins the chase, or the side that is pursuing and the
side that is being pursued switch; the environment might
change, as might the conditions that end the chase.
163
Initiative Turns
Morale
Only fools fight to the death. npcs have a morale score between 2 and
12. When an npc ends up facing more danger than they were expecting,
the guide may roll 2d6; if they roll higher than the npc’s morale, that
npc will attempt to flee, retreat, surrender, or parley when next they
act.
Allied npcs, such as retainers, may also make morale rolls in unfa-
vourable situations, such as when they aren’t compensated fairly, their
employer dies, or they face extraordinary danger. A demoralised ally
may flee immediately, or they may perhaps simply become disgruntled,
afraid, or mutinous, seeking to betray their employer at an opportune
moment.
In the case of enemies that are more similar to humans than not,
guides may wish to apply the same principles when describing damage
as the ones they use for errants. It is up to the guide to decide which
method is most appropriate, dramatic, and engaging.
164
Initiative Turns
NPC Attributes
Since the guide will have to keep track of several different npc, the
attributes an npc has are far simpler than those of an errant.
165
Initiative Turns
Bestiary
Goblin
threat 1, hp 6, att 1 × weapon (d6), mv 1, ml 7, al Chaotic
Fight Dirty - any gambits made by a goblin have their dv increased by
2, and any saving throws made by the goblin against gambits have
their dv decreased by 2.
It Burns! - if the goblin is in full daylight, all its attack rolls are
impaired 1 step and all attack rolls against it are enhanced 1 step.
Gnoll
threat 2, hp 14, att 1 × claws (2d4) or bite (2d6), mv 1,
ml 8, al Chaotic
Rabid - if the gnoll deals unblocked
damage with its bite, it must make a
morale roll with a penalty equal to
the amount of damage dealt. If they fail,
they go rabid: they roll an extra die on
all their attack rolls, and will attack
the nearest target indiscriminately.
166
Initiative Turns
Veteran
threat 3, hp 24, att 2 × weapon (d8), mv 1,
ml 9, al Any
Battle-wise - veterans have a randomly
determined feat (smite, grit, and dash
are excluded from the possibilities)
and 1 combat die.
Gelatinous Cube
threat 4, hp 20, att 1 × touch (2d4 + paralysis), mv 1, ml 12, al
Neutral
Translucent - surprises on a roll of 1-4.
Paralysis - if the gelatinous cube deals unblocked damage, the target is
paralysed for 2d4 initiative turns.
Gelatinous - takes no damage from cold or lightning.
167
Initiative Turns
Cockatrice
threat 5, hp 30, att 1 × beak (d6 + petrification), mv 1/3 (flying), ml
7, al Neutral
Petrification - if the cockatrice deals unblocked damage, the target is
turned to stone.
Gosbear
threat 6, hp 42, att 2 × claw (d8) and either 1 × bite (d8) or honk,
mv 2, ml 10, al Chaotic
Bear Hug - if the gosbear deals
unblocked damage with two claw
attack rolls against the same target
in one initiative turn, the target is
grappled in a bear hug and takes an
extra 2d8 damage.
Honk - all within earshot must make
a pres saving throw or become
terrified of the gosbear; a terrified
target’s attack rolls are impaired 2
steps when attacking the source of its
fear.
168
Initiative Turns
Remorhaz
threat 7, hp 56, att 1 × bite (6d6), mv 2, ml 10, al Neutral
Swallow - if the remorhaz rolls a 6+ on any of its dice as part of an
attack roll, the target is swallowed whole, causing them to be
incinerated instantly within the creature’s stomach.
Living Furnace - when attacking the remorhaz, rolls of 1 cause that
weapon to lose 2 points of quality instead of 1.
169
Initiative Turns
Brainsquatter
threat 8, hp 56, att 4 × tentacles
(d4 + brainsquat) or brain beam
or brainwash, mv 2 (levitation),
ml 11, al Neutral
Brainsquat - if the brainsquatter
deals unblocked damage with its
tentacle, the tentacle will attach
to its target’s face, penetrate into
its brain, and begin pumping it
with protoplasmic fluid. After
d4 initiative turns, it will
complete its injection, and the
initiative turn thereafter, the
fluid will coalesce into a para-
site that devours that target’s
brain, turning it into another
brainsquatter. If the tentacle is
removed from the target before
the brainsquatter has completed
its injection, the fluid will drip
harmlessly from the target’s
nose. While a brainsquatter is
attached to a target, it may not move or use brain-beam or brain-
wash, but it may still make tentacle attacks. A brainsquatter can be
attached to multiple targets at once.
Brain-beam - all within a 30’ radius of the brainsquatter must make a
mind saving throw or be stunned for 2d4 initiative turns and
unable to take any action.
Brainwash - the brainsquatter targets a creature within 60’, which must
make a mind saving throw or be brainwashed by the brainsquat-
ter. This effect lasts until the brainwashed target takes damage.
Telepathic - the brainsquatter communicates telepathically, and can
read the thoughts of any creatures nearby.
170
Initiative Turns
171
Initiative Turns
Dragon
threat 10, hp 100 (body)/20 (per limb, wing, and tail), att 2 × claw
(d8) and 1 × bite (4d8) or tail (3d8), or breath (hp), or wing (2d6 +
prone), mv 1/4 (flying), ml 10, al Chaotic
Colossal - treat as a large warband. Damage dealt to limbs, wings, or
tail cripples.
Underbelly - damage dealt to the dragon’s soft underbelly is treated as
damage to an individual.
Breath - the dragon deals its current body hp in damage to all within a
90’ cone. A saving throw is allowed for half damage.
Wing - all creatures within 20’ of the dragon must make a skill
saving throw or be knocked prone and take 2d6 damage. The
dragon may then move at its flying spd.
Arcane - the dragon knows 9 sorceries, each of which it can cast once
per day as if it were a renown 10 errant of The Occult archetype.
Roll for essence and sphere only when creating sorceries.
172
Initiative Turns
173
Initiative Turns
Converting NPCs
npcs from other old-school role playing games may be used as is with
little modification.
To convert hp, take half an npc’s ascending armour class and multiply
it by their hit dice.
To determine their threat, use their hit die value. If their hit die is
higher than 10, take their converted hp total and divide it by 12 to
get their threat; if this value is still higher than 10, simply treat their
threat as 10.
174
Initiative Turns
175
Downtime Turns
Downtime Turns
Downtime Turn Actions
During a downtime turn, errants specify what action they are
taking in the period of time between adventures, in addition to regular
activities.
176
Downtime Turns
Many procedures for specific actions follow, but you can use this basic
framework to accommodate anything an errant may wish to do during
downtime turns, be it learning a new language, being sworn into a
secret order, changing alignment score, engaging in spiritual struggle
with a cursed blade, etc.
1 – Minor Advantage
3 – Significant Advantage
5 – Campaign Defining Goal
7 – Major Campaign Defining Goal
An errant may forgo their action to assist another errant with their
downtime turn action. If they do, they give the errant they are
assisting +1 to their roll, though as usual this cannot cause the bonus to
exceed +3.
Passing Time
Many downtime activities presuppose an errant having access to some
resources, whether they be money, an opportunity to capitalise upon, or
both. Wretched louts that they are, they will often have neither of these,
or simply lack the inclination towards applying themselves towards
decent, fruitful business.
In such cases, they may simply narrate as their downtime turn action
how they are passing time.
177
Downtime Turns
Setbacks
A setback indicates that some complication has arisen which is stymieing
an errant’s progress on their goal or renders an errant’s asset unus-
able. For example, if an errant’s estate is suffering a setback, some
problem is rendering it uninhabitable till dealt with.
Recovery
When a downtime turn begins, before the event die is rolled, all
company members restore hp up to their maximum, any archetype
based resources such as jettons or favour are fully restored, as well as
any charges of true strikes and deflects.
178
Downtime Turns
Rumours
Gathering specific information involves concerted effort, listening in
the right places, and asking the right people. However, in the course
of spending time in any settlement, the natural dross that drips from
wagging tongues will be overheard. Though such knowledge is likely
nonsense and best disregarded, it may contain a kernel of truth; regard-
less, such rumours provide excitable errants with leads to follow for
questing and adventure.
179
Downtime Turns
Hiring Retainers
The number of retainers available each downtime turn is deter-
mined by settlement type.
180
Downtime Turns
181
Downtime Turns
Funerals
Death is inevitable, and therefore provides the perfect excuse for the
throwing of parties.
182
Downtime Turns
Conspicuous Consumption
errants as a rule are not known for their keen financial acumen, else
they would not be errants. As such, whenever they come into posses-
sion of any sum of money, they are just as quickly rid of it.
After they have taken their action for a downtime turn, an errant
can choose to engage in conspicuous consumption.
Hamlet – d4 × 200
Village – d6 × 400
Town – d8 × 600
Cities – d10 × 800
Metropolis – d12 × 1,000
183
Downtime Turns
184
Downtime Turns
Debts
Given that errants have one of the shortest expected lifespans in
the natural world, no creditor will guarantee a debt to any individual
errant. Instead, the debt of the entire company is held cumulatively.
185
Downtime Turns
Lifestyle
errants are a universally hedonistic lot, and will live as sumptuous a
lifestyle as possible within their means, and often beyond it, without
exception.
This sum may seem large, but it represents errants living at the very
edge of their means, as well as all other expenditures such as taxes or
managing any institutions, estates, or domains that they may
have.
Trades
On rare occasion, an errant will act against their baser nature and
apply themselves towards practical education for a vocation, such as
smithing, fletching, or cooking.
To attempt to learn a trade, an errant pays the requisite fee and rolls
2d6 plus any applicable bonuses for extra expenditures (each extra 25%
of the learning cost adds +1) or situational bonuses, to a maximum of +3.
Each attempt takes a downtime turn.
2d6 Result
10+ Training attempt is successful.
7-9 Treat the next training attempt as an automatic success.
2-6 No progress is made.
186
Downtime Turns
187
Downtime Turns
Improving Attributes
Directed training, under the supervised tutelage of a trainer, can
confer permanent bonuses to an errant’s capabilities. If there is
a suitable trainer in the settlement where the errant is taking a
downtime turn, and they have agreed to train the errant, they may
attempt to improve one of their attributes.
To improve an attribute, 5d4 are rolled and the lowest die result
is dropped from the total. If the total is higher than the current
attribute being trained, it improves by 1.
Talents
Certain people in the world know special techniques and abilities,
known as talents, which can be taught. These people are rare, and
often tied to particular factions or special individuals, who will agree
to teach them only to those who have the highest reputation or bond with
them.
2d6 Result
10+ Training attempt is successful.
7-9 Treat the next training attempt as an automatic success.
2-6 No progress is made.
188
Downtime Turns
Example Talents
Wrath of the Boar - when you reach 0 hp the first time between
downtime turns, instead go to 1 hp. You cannot be reduced below
1 hp for the rest of combat. When combat ends, you immediately take
all the damage that would have been dealt to you after this talent
activated.
189
Downtime Turns
Animals
Animals can be sorted into three categories.
2d6 Result
10+ Training attempt is successful.
7-9 Treat the next training attempt as an automatic success.
2-6 No progress is made.
Tamed animals will obey basic commands, and if they have any special
actions according to their species, can perform those.
190
Downtime Turns
animal, and the guide will set an appropriate tracker for the number of
successes. If an errant fails a total of three times while attempting to
teach an animal a new command, it cannot learn that command.
Tinkering
Any errant can use their action during a downtime turn to attempt
to customise or personalise items. To do so, they pay half the cost of the
item for materials, and roll 2d6. Specific customizations may require the
errant to have found specific materials during play. Bonuses for being
trained in a relevant trade or for extra expenditures may apply.
However, customising an item this way causes the item to also receive an
attendant drawback.
2d6 Result
10+ errant chooses the drawback.
7-9 guide chooses the drawback.
2-6 Item receives a drawback but no modification.
191
Downtime Turns
Crafting
An errant who is at least an apprentice in a given trade can make items
related to their trade.
To do so, they initially pay half the price of the item they are attempt-
ing to craft, representing the cost of materials, hired help, and so on.
They then roll 2d6, plus any bonuses from their trade. Each attempt
takes a downtime action.
2d6 Result
10+ Crafting attempt is successful.
7-9 Treat next crafting attempt as an automatic success.
2-6 No progress is made.
For each 2,000p of the base cost of the item, one success is needed when
crafting (e.g. plate armour, costing 4,000p, would require two successes).
Alchemy
During a downtime turn, as an action, an errant can attempt to turn
an alchemist's kit and all the alchemical components within it into an
alchemical item.
192
Downtime Turns
193
Downtime Turns
Wondrous Items
A wondrous item is a unique piece of craftsmanship, specifically com-
missioned for its bearer, forged from remarkable materials, and wrought
by the hand of a legendary artisan. They count as masterwork quality in
addition to their other effects.
After these steps have been taken, the wondrous item will be ready
after one to three downtime turns, depending on how many remark-
able materials were used in its creation.
Once the wondrous item has been received, its bearer must name and
describe the item.
194
Downtime Turns
Magic Items
When a wondrous item is used in the enacting of some great deed,
whether it be the slaying of a great beast, a daring heist, or a contest of
skill & wit, its magic is kindled. The guide has the final say on whether
an event is worthy of kindling the magic of a wondrous item.
When such magic is kindled, the errant and the guide may both
propose what the magic of such an item is. The magical effects are influ-
enced by the remarkable materials used to craft the item, the personality
and intentions of both the legendary artisan and the wielder of the item,
as well as, most significantly, the deed that kindled its magic.
As a general guideline:
Clearing Pacts
In lieu of completing a pact directly during normal play, an errant can
spend their downtime turn action attempting to resolve the pact.
195
Downtime Turns
Solving Grimoires
If an adequate solution to a grimoire's learning condition cannot be
found during normal play, an errant can spend their downtime turn
action attempting to solve the grimoire.
The guide may lower the dv for the check depending on the
resources or method of the errant.
To do so, they select two grimoires in their possession. They may then
swap the essence and sphere between the selected grimoires, and devise a
new sorcery to be contained within each grimoire.
196
Downtime Turns
Rituals
rituals encompass everything from brewing homunculi in vats to
setting a magical ward on one's domicile to cursing a region with
pestilence.
The errant defines the nature of the ritual: its effects, location, and
duration. The parameters of the ritual are defined by the grimoires
and favour offered. Its effect can incorporate any of the essences, spheres,
or themes of any of the grimoires offered to perform the ritual. For
each favour offered, it can also incorporate one interpretation of an
eminence of the covenant to which the errant who offered favour
belongs.
2d6 Result
10+ ritual attempt is successful.
197
Downtime Turns
Alignment
alignment does not describe personality, psychology, or behaviour. It
has nothing to do with morality as such.
L3 – L2 – L1 – N – C1 – C2 – C3
198
Downtime Turns
Legal Trials
In the case that legal disputes are resolved via trial
before a judge, jury, or similar, rather than some
other method such as by combat or ordeal, the fol-
lowing procedure may be used.
2d6 Result
10+ Case is successful.
Further evidence or action, or some other form of direct
7-9 intervention by the errant, is necessary before the case can
proceed any further.
2-6 Case fails.
199
Downtime Turns
Investigations
The long-term gathering of information, whether that be researching
esoteric tomes, gathering rumours from a whisper network, or spying
on a duke, is handled via investigations.
The guide sets a tracker for how many successful attempts will be
required to answer the query completely. Each successful attempt reveals
a portion of information that answers the query, with each success
revealing deeper information, until the final success reveals the ultimate
answer.
2d6 Result
200
Downtime Turns
Proclamations
If an errant wishes to spread information of some sort, whether it be
disseminating false rumours or championing their glorious deeds, it can
be handled by making a proclamation.
2d6 Result
10+ proclamation attempt is successful.
proclamation is met with scepticism, is distorted in some
7-9 way, or reaches unintended targets. Directed efforts at setting
the record straight or substantiating the claims must be made
before the proclamation can continue.
2-6 proclamation attempt fails.
201
Downtime Turns
Bonds
An errant’s relationship with an npc is described by their bond. This
score can be adjusted freely by the guide at any time based on the
interactions between the errant and the npc.
Once a bond value has been determined, the disposition of that npc will
be equal to the bond between them and the errant in the company
with whom their bond is either highest or lowest, at the guide’s
discretion.
If using the bond for a favour comes at a cost, the npc will perform that
favour, but it will either lower their bond with that errant by 1 or the
errant must provide some commensurate service to the npc. An npc
will do any favours below the type which comes at a cost freely (e.g.
an npc whom an errant is friends with will do minor favours freely,
within reason).
202
Downtime Turns
They then roll 2d6, with the guide applying any relevant modifiers
based on the situation, though not exceeding +/-3 in total.
2d6 Result
10+ Bond changes by 1 in the direction specified.
7-9 The errant must complete a task for (or against) the npc to
change their bond.
2-6 Bond remains unchanged.
203
Downtime Turns
Reputation
The company’s relationship with a faction is described by their repu-
tation. This score can be adjusted freely by the guide at any time based
on the interactions between the errant and the faction.
204
Downtime Turns
They then roll 2d6, with the guide applying any relevant modifiers
based on the situation, though not exceeding +/-3 in total.
2d6 Result
10+ Reputation changes by 1 in the direction specified.
7-9 The errant must complete a task for (or against) the faction
to change their reputation.
2-6 Reputation remains unchanged.
205
Downtime Turns
Expeditions
An expedition is used to extract resources from or settle an area.
Mounting an expedition can be performed as an action during a
downtime turn.
Once the area has been cleared, an expedition can be sent to secure
it via patrols. Attempting to secure one area, whether that is a hex or a
dungeon level, takes one downtime turn.
2d6 Result
10+ The area is secured.
The expedition runs into a complication that must be dealt
7-9 with before the area can be secured, such as encountering a
monster lair, dispute with the locals, or supply route collapse.
2-6 The expedition fails to secure the area.
Provisions cost 10 pennies for a day's worth of food, water, and other
sundries, and when purchased reduces a settlement's available supply
by 4 for the purposes of determining inflation. 1 provision takes up an
item slot.
206
Downtime Turns
Once an area is secured, mercenaries can set up and hold a base camp.
While holding a base camp, mercenaries are paid regular wages, and
only need 40 provisions per squad a month. A base camp can be held for
six downtime turns, after which the mercenaries will begin making
morale rolls each downtime turn to determine if they continue to
hold the area.
Once a base camp has been established, the area can be surveyed, which
requires a surveyor. Surveying an area takes one downtime turn and
will reveal all the resources in an area, as well as any hidden features.
One labourer can extract 250p value of resources per downtime turn.
They can construct buildings at the normal rate.
207
Downtime Turns
Infrastructure
errants can found settlements or increase the size of existing
settlements by making investments into infrastructure.
An errant only needs to pay the base investment cost (plus any bonus
expenditures) during the first attempt they make. Successive attempts
do not require payment.
2d6 Result
10+ Success is marked on the tracker.
A setback occurs, which prevents further infrastructure progress
until it is dealt with. This may be that the settlement may
7-9 not have adequate resources, such as food or water, to expand,
or the settlement's expansion infringes on settled territory,
or the lair of a monster or a dungeon is uncovered.
2-6 No progress is made.
208
Downtime Turns
The base investment costs for each settlement type are listed below,
as well as any prerequisites.
Base
Settlement
Investment Bonuses Prerequisites
Type
Cost
Area cleared
and secured
Tier 1
5,000p No roll necessary. and an estate
(hamlet)
worth at least
2,000p.
+1 for each additional 5,000p
spent. +1 to the roll for each Must be
Tier 2
20,000p tier 1 institution owned connected to
(village)
by the company in the 2 hamlets.
settlement.
+1 for each additional
20,000p spent. +1 to the roll Must be
Tier 3
80,000p for each tier 2 institution connected to
(town)
owned by the company in 2 villages.
the settlement.
+1 for each additional
80,000p spent. +1 to the roll Must be
Tier 4
320,000p for each tier 4 institution connected to
(city)
owned by the company in 2 towns.
the settlement.
+1 for each additional
320,000p spent. +1 to the roll Must be
Tier 5
1,280,000p for each tier 6 institution connected to
(metropolis)
owned by the company in 2 cities.
the settlement.
209
Downtime Turns
Institutions
An institution is any kind of organisation or long term enterprise.
Examples would include a bar, teahouse, shop, theatre troupe, garrison,
mercenary outfit, gang, guild, orphanage, and so on.
2d6 Result
10+ institution advances to next tier.
A setback occurs, which prevents further growth until it is dealt
7-9
with; no benefits can be received until setback is dealt with.
2-6 No progress is made.
210
Downtime Turns
The base investment costs for each institution tier are listed below, as
well as any prerequisites.
Base
Institution
Investment Bonuses Prerequisites
Tier
Cost
Must be located
Tier 1
500p No roll necessary. in a hamlet or
(inconsequential)
larger.
Must be located
Tier 2 +1 for each additional
1,000p in a village or
(petty) 500p spent.
larger.
Must be located
Tier 3 +1 for each additional
2,500p in a village or
(middling) 1,250p spent.
larger.
Must be located
Tier 4 +1 for each additional
5,000p in a town or
(notable) 2,500p spent.
larger.
Must be located
Tier 5 +1 for each additional
10,000p in a town or
(influential) 5,000p spent.
larger.
Must be located
Tier 6 +1 for each additional
20,000p in a city or
((in)famous) 10,000p spent.
larger.
Must be located
Tier 7 +1 for each additional
40,000p in a metropolis or
(iconic) 20,000p spent.
larger.
211
Downtime Turns
d8 Setback
1 Vicious rumours begin circulating about the institution.
Rivals ramp up the competition, lowering prices or offering
2
better services in an attempt to undercut the institution.
3 The institution is sabotaged by a rival.
212
Downtime Turns
Tier Benefit
d6 shoddy weapons or armour pieces of rarity 3 or lower can
1 be taken from The Murderwheel, once per downtime turn.
They have no resale value, as no respectable vendor would ever
purchase items from The Murderwheel.
213
Downtime Turns
Estates
To build personal estates, the errant must acquire the land (via
expedition or some other means), hire labourers, and pay for the con-
struction of any buildings.
One labourer, therefore, could build a hovel (120p) in less than one
downtime turn (about half a month). Building a row house (1,200p)
however, would take them five downtime turns. Two labourers could
build a row house in about three downtime turns, and two labourers
and an architect could build it in one.
The basic level of furnishing for a hovel, for example, would barely be
furnished apart from the bare essentials, and those would be of a poor
standard. The basic level of furnishing for a merchant's house would
be quite comfortable, and for an imperial palace would be incredibly
luxurious. An errant could pay double the cost of the palace, 5,000,000
pennies, to improve it, or pay double that value, 10,000,000, to improve
it even further.
If the errant wants to add anything into the structure that requires
special craftsmanship, such as traps, secret doors or passageways, ornate
decorations, etc. it adds 1,000 pennies to the cost of the structure per
specific object.
214
Downtime Turns
Domains
Having accrued enough power, some rarefied few worthy errants may
find themselves rulers of a domain.
This domain functions as any other polity in the game world, except
for the important detail that the errants have direct control of it at
the macro-level, being able to set the code of laws, appoint npc to
positions of power, and more.
An errant only needs to pay the base investment cost (plus any bonus
expenditures) during the first attempt they make. Successive attempts
do not require payment.
2d6 Result
10+ Success is marked on the tracker.
A setback occurs, which prevents further domain progress
7-9 until it is dealt with. This may be civil unrest, the looming
threat of foreign invasion, or a powerful beast that has begun
to terrorise the land.
2-6 No progress is made.
The base investment costs for each domain tier are listed below, as well
as any prerequisites.
215
Downtime Turns
216
Downtime Turns
Prerequisites Benefits
Automatically achieved Has a 1-in-6 chance of providing any
when first hamlet is founded. mundane items & services.
domain must contain a Cleared hexes or areas up to 1 hex/6
ruler’s estate worth at least miles adjacent can be made part of your
5,000p. domain.
Has a 2-in-6 chance of providing any
domain must contain at mundane items & services. Able to field an
least 1 village. army of d4 × 50 men at arms.
domain must contain a Cleared hexes or areas up to 2 hexes/12
ruler’s estate worth at least miles adjacent can be made part of your
20,000p. domain.
Has a 3-in-6 chance of providing any
domain must contain at mundane items & services. Able to field an
least 1 town. army of 2d4 × 100 men at arms.
domain must contain a Cleared hexes or areas up to 3 hexes/18
ruler’s estate worth at least miles adjacent can be made part of your
80,000p. domain.
Has a 4-in-6 chance of providing any
domain must contain at mundane items & services. Able to field an
least 1 city. army of 2d4 × 500 men at arms.
domain must contain a Cleared hexes or areas up to 4 hexes/24
ruler’s estate worth at least miles adjacent can be made part of your
320,000p. domain.
Has a 5-in-6 chance of providing any
domain must contain at mundane items & services. Able to field an
least 1 metropolis. army of 2d4 × 2,000 men at arms.
domain must contain a Cleared hexes or areas up to 5 hexes/30
ruler’s estate worth at least miles adjacent can be made part of your
1,280,000p. domain.
217
Downtime Turns
Mundane items & services refers to the chance that the domain can
furnish specific goods and services. Basic goods & services, like food or
simple blacksmithing, can be assumed since these are necessities, but
specialty items such as, say, siege weaponry or spices will require a roll.
If the roll is successful, the domain will always be able to provide that
item or service. If the roll is unsuccessful, then that item or service
cannot be obtained until either the direct action is taken to make it
available (e.g. by recruiting a skilled engineer, or establishing a trading
route for spices), or until the domain increases in tier, whereupon it
may be tested for again.
domain armies are made up of citizens who will take up arms to protect
their home, not career soldiers. They can be kept out in the field for a
number of months equal to the domain’s tier
plus two.
218
Downtime Turns
Faction Turns
The guide can use this procedure to simulate the attempts of various
factions in the world to gain and maintain power.
A faction may set any number of agendas, which are long-term goals.
This may be something like “build a new road", “recruit new troops
from among the villages", or “discover incriminating secrets about the
ruler of an enemy nation". For each agenda, create a tracker, which indi-
cates how many successes will be needed to achieve that agenda.
Each downtime turn (though this is best done by the guide between
sessions), factions can take actions to advance their agendas.
A faction rolls a d6 plus the number of relevant assets and minus the
number of assets opposing them.
If they roll a 0, they lose an asset. If they roll -6, they lose two assets, and
so on.
factions can gain and lose assets through the actions of errants
during play.
219
Downtime Turns
Rivals
When a rival company arrives in a settlement, the guide may make
a reaction roll to determine what their overall opinion of the player
company is. So long as the rival company is based in the settlement,
they will also adventure in the area, whether that means making forays
into the local dungeon, or taking the jobs the player company turns
down.
Add the total renown of each member of the rival company together;
increase this number by 1 for each significant magical item in their pos-
session. This is their challenge level.
Plot their course through the dungeon or adventure area. Assign each
room or area a challenge level equal to the combined threat of all the
npcs and traps located there; assign traps a threat value equal to their
base dv.
For each room or area the rival company arrives at, roll 2d6 plus the
difference between their challenge level and the challenge level of the room
or area.
220
Downtime Turns
2d6 Result
10+ The rival company overcomes the challenges of the area easily,
and take everything of value
The rival company overcomes the challenges of the area, but
7-9 at a cost. Reduce their challenge level by 1. They take everything
of value that is not hidden.
The rival company overcomes the challenges of the area, but
5-6 at a great cost. Reduce their challenge level by 2. They take 50%
of the valuables in the area.
The rival company overcomes the challenges of the area, but
2-4 a company member dies. Reduce their challenge level by the
renown of that company member. They take 25% of the
valuables in that area.
221
Downtime Turns
Scourges
While the event die creates threats and events in the world, these are
of a fairly random and temporary nature. scourges simulate an active
long-term danger to a region. This could be the presence of a bandit
lord, a dragon, a lich, or even the spread of an evil cult or devastating
plague.
For each peril a scourge has above 1, place a corresponding locus in the
region that represents the power and influence of the scourge spread-
ing. This could be a bandit's camp, a clutch of dragon eggs, or a phylac-
tery. If that locus is dealt with, reduce the peril of that scourge by 1.
If the source of a scourge is dealt while it has active loci, roll a d4 and
remove that many loci; this cannot reduce the number of loci below
one. Then, the scourge re-emerges at one of the remaining loci; a
newcomer takes up the mantle of the bandit lord, an egg hatches and
reaches maturity, and the lich reincarnates.
222
Downtime Turns
d6 Malice
The ground loathes interlopers. Any fungi encountered in this
1 area has a 75% chance of being poisonous, in addition to its other
effects.
223
Downtime Turns
Downtime Complications
Roll 2d6.
Downtime Trends
Roll 2d4.
224
Downtime Turns
225
Table of Contents
226
Table of Contents
burn (p. 28) – A special type of depletion (p. 27) used to measure
the remaining duration, as well illumination level, of light sources.
Each point of burn represents enough illumination for one creature.
If the total amount of burn is equal to or greater than the number
of company members, the company is considered to be in bright
light (p. 138); if it is less than half the number of company members,
or if discreet light sources are being used, it is considered dim light.
chase (p. 162) – A variant of the initiative turn (p. 146) procedure
used to adjudicate long pursuits or those that take place in abstract
locations. Each initiative turn, the character on each side with
the lowest spd (p. 148) or mv (p. 165) make a movement roll to
determine whether they escape or catch their quarry; a character may
choose to sprint, rolling double their normal amount of movement
dice, but must make a phys check (p. 6) to do so successfully. At
the end of the initiative turn, the side that rolled the lowest result
on their movement roll rolls for a chase development (p. 163), which
affects them.
check (p. 6) – The core resolution mechanic of the game, which
involves rolling a d20 above a given value (dv, p. 7) and equal to
or below a second value (attribute, p. 6). When two characters
are competing at the same task, they make an opposed check. A
frequently made check is a navigation check (p. 121), which is
generally a skill check, made during travel turns (p. 120).
company – The collective of errants, as well as their retainers (p.
50), animals, and other animals who adventure with them. Also
used to describe analogous collectives of npcs who are rivals (p.
220) to the errants; rival companies have a challenge level used in a
procedure to model their adventures.
conspicuous consumption (p. 183) - After an errant has taken
their action for a downtime turn (p. 176), they may choose
to engage in conspicuous consumption in order to waste
money for the purposes of gaining xp (p. 63). The four types of
conspicuous consumption are carousing, frippery, obscurantism, and
do-goodery.
covenant (p. 108) – The religion, order, or ideology The Zealot (p.
74) has pledged themselves to. Each covenant has three or four
eminences, subjects or concepts with which they are associated. The
Zealot may perform miracles that are associated with the eminences
of their covenant. Their covenant also grants them blessings,
abilities that they may always use. These blessings and eminences, as
well as the rules for casting miracles, are presented in a testament of
the covenant that is given to The Zealot.
227
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228
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229
Table of Contents
230
Table of Contents
231
Table of Contents
232
Table of Contents
233
Table of Contents
234
Table of Contents
Gratitudes
This game would not exist today were it not for the multitudes of
people who have been gracious enough to play it with me over the last
seven years. These folks are too numerous to list, but I’d like to thank
Jon, Luna, Markant, and Steve for providing some of the most fun and
memorable gaming experiences I’ve ever had.
Also invaluable in the creation of this game are the MAMR crew.
Without their friendship and support, Errant would not have seen the
light of day, and I would be a much lesser person in toto.
Allen, Emmy. “Duels in OSR”, “Horrible Wounds in OSR games”, and “One roll
fights”, Cavegirl’s Game Stuff.
Bacon, Michael. Village Folk.
Bell, John. “An Updated Version of My Chase Rules” and “Roles and Tasks for PC
Groups”, The Retired Adventurer.
Black, David. The Black Hack, 1st Edition.
Chin, Kazumi. Rogue 2e.
Cocking, John and Peter S. Williams. Beyond The Wall and Other Adventures: Further Afield.
Crawford, Kevin. An Echo Resounding and Stars Without Number.
Dean, Daniel. 666th Edition.
Doebler, Sam. “Advantage and Impact”, Dreaming Dragonslayer.
Dutter, Ben and Jessica. Five Torches Deep.
Goodman, Joseph. Dungeon Crawl Classics.
Greco, Paolo. Mageblade! Zero.
Gundobad. The “Simpler Domains & Warbands” series, Gundobad Games.
Harper, John. Blades in the Dark.
Infante-Levy, Aaron. “Making Chase Rules… that actually do what they’re supposed
to!”, EN World.
235
Table of Contents
Jacinto. “playing cute”, Hex Culture.
John. “Five Torches Deep Review, Part 3: Supply and Equipment”, The Wandering
Gamist.
Kemp, Arnold. “Bardic Services”, Goblin Punch and The GLOG, Version -1.0.
Knight, Logan. “Religion Is A Nest Of Serpents”, Last Gasp Grimoire.
Kowolski, Zzarchov. Neoclassical Geek Revival.
Kutalik, Chris. “Adding Pendragon Epic-Time to D&D”, The Hill Cantons.
Laurence, Ben. The “Downtime Activities” series and “Using Landmarks in Wilderness
Travel”, Mazirian’s Garden.
Leback, Todd. Into the Wild.
Manola, Joseph. “When all you have is a hammer: item-based problem-solving in OSR
D&D”, Against The Wicked City.
McDowall, Chris. Into the Odd.
McNamee, Jack. “Matt Rundle’s Anti-Hammerspace Item Tracker”, Rotten Pulp.
Mehrstam, Christian. Whitehack Second Edition.
Metzger, Johnstone. The Nightmares Underneath.
Milton, Ben. Knave.
Nieudan, Eric. Macchiato Monsters.
Nogueira, Diogo. Sharp Swords & Sinister Spells.
Riverhouse Games. The Treasure At The End Of This Dungeon Is An Escape From This
Dungeon And We Will Never Escape From This Dungeon.
Roverato, Giuliano. Shortsword.
S., Brendan. “Hazard System v0.3”, Necropraxis and Wonder & Wickedness.
Schroeder, Alex. Swiss Referee Style Manual.
Stuart, Patrick and Scrap Princess. Veins of the Earth.
Stump, Rick. “If Your Torches Burn for only One Hour your NPCs will be More
Important,” Don’t Split the Party.
Telecanter. “Choose-Your-Own-Rogue” and “Procedural Lockpicking Revisited”,
Telecanter’s Receding Rules.
Whelan, Nick LS. “A Second Look at Hacking, Clerics, & Socializing” and
“Investments, Citadels, and Domains”, Papers and Pencils.
Williams, Isaac. Mausritter.
Young, James. Ten Foot Polemic Unified House Rule Document.
The various editions of the original fantasy role playing game, particularly those
co-authored by Mssrs. Arneson and Gygax in 1974 and Mssrs. Moldvay, Cook &
Marsh in 1981.
236
Rules Quick Reference
Face melted.
Blood tainted. Can’t
recover hp.
ᗏᗏ Ifcatches
two 4’s are rolled, that side escapes/
quarry.
If character rolls doubles, that side makes
ᗏᗏ attack rolls or other actions.
Bleeding from
nose and eyes. On
ᗏᗏ Ifmake
any dice across sides match, characters
ranged attack rolls.
Fingers burnt off. Sprint = double # movement dice with
death’s door, but in
exploration turns.
ᗏᗏ successful phys check (dv = encumbrance).
If fail, no movement roll.
Excreting blood Side that rolled lowest each turn rolls for a
Suffocating. from pores. On ᗏᗏ chase development, p. 163.
On death’s door death’s door, but in
and 1 point of exploration turns, Fall Damage
exhaustion. and 1 point of
exhaustion. Distance Damage
ISBN 9781778187902