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Heroes of Adventure - Rules Compendium
Heroes of Adventure - Rules Compendium
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Rules Compendium
HEROES OF ADVENTURE
(VERSION 1.0)
HTTPS://NAMELESS-DESIGNER.ITCH.IO/HEROES-OF-ADVENTURE-RULES-COMPENDIUM
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CHAPTER 1 : RULES
INTRODUCTION PAGE 05
RULES PAGE 06
ADVENTURE EXAMPLE PAGE 10
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RULES COMPENDIUM | CHAPTER 1 | RULES
INTRODUCTION
INTRODUCTION The game continues until the adventure is completed or the
players are defeated or retreat to survive another day. The players
The world around you is old and the remnants of past civilisations
can earn rewards for their heroes and will earn experience
are scattered throughout the land. As you journey through the
points which allow them to raise their level, learn new skills
wilderness, the terrain reveals secrets of an age long gone,
and undertake more challenging adventures.
forgotten temples and ruins, overgrown pathways that were once
bustling trade routes and abandoned settlements that once teemed The outcome of each adventure should result in some
with life. The landscape is both beautiful and treacherous, with the meaningful change in the setting so the player’s actions have
primeval wilderness slowly but surely reclaiming what was once consequences in the world.
lost.
As a hero, you are one of the brave souls who dares to traverse PLAYER’S ROLE
these dangerous territories. You must be prepared for anything, as • Portray the role of your hero, thinking and acting as your
the wilderness is unforgiving to those who are unprepared. The hero would, role-playing is optional.
journey is full of risks but offers the promise of discovery and • Play collaboratively, teamwork is a key to success.
adventure. • Ask questions, discover information and use this
The dawn of a new age of discovery is upon you as humanity seeks knowledge to devise plans.
to reclaim what was lost and rebuild its kingdoms. There is a sense • The world is a dangerous place, consider risks and
of hope in the air as you and other heroes journey forth to forge a consequences and aim to survive.
new path. The journey ahead may be perilous, but you are a rare • Combat is unpredictable and deadly, other solutions exist.
breed of person, brave, resourceful and determined to overcome • Dice rolls are used to determine the outcome of physical
the obstacles that stand in your way. actions but do not solve investigation and social
interactions, use your judgement.
OVERVIEW
REFEREE’S ROLE
• Heroes of Adventure is an adventure game set in a fantasy
medieval world. • The referee is the storyteller, narrator and controls the
• The game is played as an interactive story. inhabitants in the world.
• A referee acts as the narrator of the story and adjudicates • The referee also adjudicates the rules of the game.
the rules (people can use the rules to play solo if they wish). • The referee’s primary aim is to provide an engaging
• Players portray the role of heroes in the world, undertaking experience for the group.
quests for rewards. • Create a living world for the players to explore and interact
• Each session of play ranges from 2-4 hours and adventures with. Apply a level of plausibility to the world so things
may take multiple sessions to complete. make sense.
• Constantly give players decisions to advance the story
ensuring they have sufficient information to consider
WHAT YOU NEED TO PLAY options, risks and consequences.
• Rules Compendium (this book) • Give players the freedom to accomplish tasks in a manner
• A character sheet (for each player) of their choosing and reward creative thinking/clever plans.
• An adventure (prepared by the referee) • Potential dangers should be sign-posted and sudden
• Dice (d4, d6, d8, d10, d12 & d20) deaths avoided. The biggest risks should be bad decisions,
• Paper, pencil, eraser bad luck or depletion of resources.
• Dice rolls are not always required, if an action has a low
HOW TO PLAY risk of failure then it works.
Heroes of Adventure is a role-playing game where players take • Make rulings where necessary to keep the game moving
on the role of heroes in a fantasy medieval setting who band using common sense and good judgement.
together to undertake quests. A referee presents the world, the • Give rewards when progress is being made and objectives
story and controls all characters except the players. have been completed.
The game is played with the referee presenting a scene; the
players then make a decision on their course of action and the SHARED WORLD BUILDING
outcome of these actions are determined. Play then moves on to • The Fallen Lands setting is intended to be an empty canvas
the next scene. The player’s actions and choices will determine which is populated through gameplay.
how the adventure plays out. • World building starts with hero creation which introduces
The majority of the game is narrated by the referee, with the settlements, contacts and factions.
players discussing and agreeing on a course of action. When the • During play, an ‘on the table’ approach is promoted with
players attempt something risky, uncertain or when the action is maps openly shared between the referee and players.
opposed; then they may be asked to make a check. Setting information is added when discoveries are made by
the players.
A check is made by rolling a d20 die to equal or exceed a target • The end of each adventure should create some meaningful
number (target check) or to beat a d20 die roll made by an consequences in the setting.
opponent (opposed check).
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RULES COMPENDIUM | CHAPTER 1 | RULES
RULES
CORE MECHANIC ADVENTURING
• When to Check? When attempting something risky, • Turns: Players take one action each turn. The scale of
uncertain or when avoiding or opposing something. actions depends upon the phase of play.
• Checks: Roll d20 to equal or exceed either the target • Movement: Players move from room to room when
number indicated or the target number of the situational exploring. During an encounter, players can move one
difficulty per the Target Number Table (pg. 7). Roll a d20 to range band per turn.
beat an opponent's d20 roll when the action is opposed.
Failure may result in some consequences such as a setbacks, • Abilities: These are either special feats or innate powers
lost time or loss of resources. linked to a hero’s class or a feat known to all members of a
certain race. Only one ability can be performed as an action
• Skill Die: If a relevant attribute or skill (only one) is used, at a time and these cannot be stacked.
add your skill die to the roll. Skill dice range from d4, d6,
d8, d10, d12 (max. Heroes) or d20 (max. Monsters). Heroes • Distance: For encounters, range bands are used as per the
have specific attributes and skills but Monsters & Non- Range Band Table (pg. 7).
Player Characters (NPC) use a general skill die for all
checks. • Exploring: Managed through asking questions and
describing the scene.
• Critical Success or Failure: Rolling a natural 20 or beating
the target number by 10 or more is a critical success and • Searching: Die rolls are not made for searching. If a hero is
results in a more positive outcome. Rolling a natural 1 or actively looking for something in the right area, they will
failing by 10 or more is a critical failure and results in a find it unless a specific action is required.
worse outcome.
• Traps & Hazards: These will generally be obvious and can
• Advantage (ADV) & Disadvantage (DIS): Awarded be overcome through player interaction. Checks may be
through ability use or at the referee’s discretion based on used to overcome or avoid physical effects.
situational factors. Roll the check twice taking the highest
result (Advantage) or lowest result (Disadvantage). • Settlement Turn: This takes half a day and players can
typically; rest (gain advantage on health recovered during
• Reaction Rolls: Determines the outcome of random or overnight rest); recruit new followers; visit a shop/service or
uncertain events outside the player’s control. The referee learn new rumours. Detailed movement is not tracked here.
rolls a d20, consults the Reaction Table (pg. 7) and interprets
the result according to the situation. • Wilderness Turn: This takes half a day and players can;
move (12 miles/2 hexes); explore (6 miles/1 hex); forage
• Fate Table: Use when the referee is asked a question and (wilderness check to gather d4 days of food) or hunt
wants to leave the outcome to chance. The referee rolls a (ranged combat check to hunt d6 days worth of fresh meat).
d20, consults the Fate Table (pg. 7) and interprets the result Travel progress is tracked on the wilderness map.
according to the situation. This table can be used to facilitate
solo play. • Social Interactions: Command (authoritative) or Guile
(cunning or negotiation) skill checks can be used to help
ROUNDING UP decide social interactions. Dialogue between players and
referee can grant advantage or disadvantage.
• Always round figures up to the nearest whole number.
• Chases: Tactics and skill checks can be used to increase the
EXPLODING DAMAGE RULE range bands between groups. When a side gets too ‘far’
• Some class abilities or weapons grant exploding damage distance away, they escape.
benefits. When you roll the maximum weapon damage on a
die, you roll that die again and add the new die roll result to • Knowledge Checks: Skill checks can be used to give clues
the original result. This occurs once only. or allow questions, not solve the issue.
• Encumbrance: A hero can carry 12 items (+1 per strength RANGE BAND TABLE
skill die) of equipment before they are impaired. The d20 Range Band & Distance
maximum number of items someone can carry is double 01 Melee, close range (5ft), reach range (10ft)
this allowance. Some marked items (i.e. arrows) count as 1
item. 02-03 Short (30ft)
04-06 Medium (60ft)
• Equipment Damage: If a critical failure occurs equipment 07-10 Intermediate (90ft)
is damaged. If a damaged item is used and another critical 11-14 Long (120ft)
failure is rolled then the item is broken beyond repair. 15-17 Far (240ft)
18-19 Distant (Greater than 240ft)
• Enchanted Item Wear: Magic bound to an enchanted item
will not be contained forever. An enchanted item starts to 20 Escaped notice, perhaps some signs of opponent
diminish on a critical failure when used. If a diminished
item is used and another critical failure is rolled then the EXPERIENCE POINT AWARD TABLE
item loses one of its features at random. Achievement XP
• Repair: Damaged items can be repaired at settlements for Complete a side-quest 5
25% of their cost. However, items with special features Complete an adventure quest 20
which have been lost cannot be regained. Complete a campaign quest 50
Explored a point of interest 1
• Usage: Some equipment has a usage score and may be Explored an adventure site (per level) 3
consumed immediately or depleted through use.
Successful encounter (per group/level) 1
Artefact or treasure item found 1
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RULES COMPENDIUM | CHAPTER 1 | RULES
RULES
COMBAT & SURVIVAL MORALE
• Initiative: Roll d20 + agility or monster/NPC skill die for • Morale: Various items, abilities, divine favours, and combat
combatants (or groups of combatants) and act from highest situations can trigger a morale check. A character or
to lowest score. monster who fails a morale check is precluded from
attacking and will attempt to flee until successful or
• Combat Actions: Combatants may move a range band and physically unable to do so.
take one action as follows:
• Attack; engage and attack an opponent. • Combat Triggers: A morale check is triggered when the
• Press (melee); attack a person at advantage but next following occurs in combat:
attack received from this person also at advantage. • Combatant's health or party size reduced to 50% or less
• Block (melee); disadvantage on attacks made and • Leader is killed
received from one person until next turn. • Facing a great fear
• Fast Move; move two range bands instead of one • Battle is nearly lost
• Use Item; use a readied item or pick up an item.
• Use Ability; cast a spell or use a class ability. • Morale Check: When triggered, roll a d20 + Will (players)
• Disarm; make a melee weapon attack against an or + skill die (NPC/monster) versus target of 10. Increase
opponent of your size or smaller at disadvantage. On a target score by +5 for each subsequent check.
success, you knock the opponent’s weapon from their
grasp which scatters in a random direction. • Other Triggers: Roll as indicated.
• Grapple; initiate against an opponent of your size or
smaller or break existing grapple by making a
successful Strength check vs. opposed Strength or SPELL CASTING
Agility check (opponent's choice). Grapple prevents an • Casting Spells: Select a spell and roll d20 + Magic skill vs.
opponent from moving but does not preclude them target number or opponent’s roll to succeed. On a success,
from attacking. A grappled opponent can be forcibly apply the spell effects as per the spell description.
moved up to half the aggressor's range movement.
• Stress: Attempting to cast spells stresses the caster resulting
• Attacking: Roll d20 + melee or ranged skill to equal or in a temporary loss of 1 health which can only be recovered
exceed the opponent’s defence score. On a success, roll through overnight rest. Track stress loss separately from
weapon damage and deduct this from the opponent’s health. damage loss.
• Combat Critical Success: Your attack does double damage • Amplifying Spells: Spells can be amplified by stressing the
against the opponent. caster 2 (charged) or 3 (empowered) health points. On a
success, you may increase any of the spell effects up to the
• Combat Critical Failure: Your weapon is damaged. If a relevant level as per the Amplify Spell Table.
critical failure occurs again on a damaged weapon it is
broken beyond repair. • Critical Success or Failure: On a critical success the spell is
automatically charged (if the spell is being charged by the
• Attack of Opportunity: If two people are in melee combat caster then it becomes empowered). On a critical failure roll
and one wishes to move away, the opponent may bring on the Wild Magic Table (pg. 9).
forward their next action to attack before the person moves
away. AMPLIFY SPELL TABLE
Spell Effect Charged Empowered
HEALTH & CONDITIONS Stress 2 Health 3 Health
• Health: The amount of physical injury (or stress) someone Effect Die d12 d20
can sustain before dying at zero. Heroes and important Number of Targets 2 4
NPCs may roll on the Wounds Table (pg. 9) instead of death. Spell Area of Effect Medium (60ft) Long (120ft)
Spell Range Max Long (120ft) Far (240ft)
• Impaired: A person who is impaired acts at disadvantage. Time Duration 1 hour 4 hours
This can occur when someone is reduced to a third of their
health or through other triggers. Spell Turn Duration 4 8
Target Level Max (Up to) 6 Any
• Incapacitated: Someone who is incapacitated is unable to Target Size Max Large (or smaller) Colossal (or smaller)
act at all.
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RULES COMPENDIUM | CHAPTER 1 | RULES
WOUNDS TABLE
d20 Condition Outcome (Knocked out until the end of the encounter plus the following)
01 Mortal Wound You cling to life until the end of the encounter to whisper a last few words then die.
02 Fractured Skull Lose 3 health forever and disadvantage on lore, senses or magic checks permanently.
03 Lose Arm/Hand Lose 3 health forever and use 1 handed items and disadvantage on combat forever.
04 Lose Foot/Leg Lose 3 health forever and disadvantage on agility and athletics forever.
05 Internal Injury Lose 3 health forever and disadvantage on any physical checks permanently.
06 Lose an Eye Lose 2 health forever and disadvantage on senses and ranged combat permanently.
07 Broken Ribs Lose 2 health forever and disadvantage on physical checks for the adventure.
08 Head Wound Lose 2 health forever. Disadvantage on lore, senses or magic checks for the adventure.
09 Broken Arm/Hand Lose 2 health forever. Use 1 handed items, disadvantage combat for the adventure.
10 Broken Foot/Leg Lose 2 health forever. Disadvantage on agility, athletics and move slowly for adventure.
11 Punctured Lung Lose 1 health forever. Gasp and wheeze acting once every 2 turns for the adventure.
12 Chest Wound Lose 1 health forever. Disadvantage on physical checks for the remainder of the adventure.
13 Blow to the Head Lose 1 health forever. Disadvantage on lore, senses or magic checks for the adventure.
14 Arm/Hand Injury Lose 1 health forever. Use 1 handed items only, disadvantage combat for the adventure.
15 Leg/Foot Injury Lose 1 health forever. Disadvantage on agility, athletics and moves slowly for adventure.
16 Bruised Ribs Gasp and wheeze acting once every 2 turns for the session.
17 Winded Disadvantage on physical checks for the remainder of the session.
18 Blurred Vision Disadvantage on lore, senses or magic checks for the session.
19 Scarred Suffer a nasty scar (d20, 1-5 head, 6-10 chest, 11-15 L/R arm, 16-20 L/R leg).
20 Lucky Escape Injury not as bad as first thought. Unconscious until the end of the encounter.
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RULES COMPENDIUM | CHAPTER 1 | RULES
ADVENTURE EXAMPLE
Our two heroes have taken a contract to investigate an abandoned climb down. Talia, you keep an eye out and if you see anything
mine near the village of Gravestone. shout and I will climb back up.
Referee: You venture further into the mine shaft. The cold stone Talia: I will light one more torch in this room and grab the
passageway continues ahead, the only light is coming from remaining two and leave them close to the edge of the pit in case
Talia’s torch. Every ten feet or so you pass the rotten remains of a we need to use them.
wooden support beam and you carefully pick your way through Referee: Weiland climbs down the floor of the pit to find
some loose rock until the passage opens up into a wide area, at various animal remains at the bottom of the pit. The floor is
the centre lies a deep pit. marked with dried blood and you can see a tunnel the height
Talia: How big is the room and the pit? and width of a large person leading into darkness.
Referee: Both the room and depth of the pit extend further than Weiland: I pick up one of the torches on the ground and throw
the range of your torchlight currently. it at the face of the tunnel to see if I can see anything inside
Talia: I will carefully walk a circuit around the room and the pit before drawing my sword and shield, waiting for Talia to climb
looking for any other exits or anything of interest. I have my down (Talia nods in agreement).
dagger drawn and torch in hand. Referee: Ok, you are about ten feet away from the tunnel and
Weiland: I will follow sharing Talia’s torchlight and have my the light from the torch shows the tunnel extends further into
longsword and shield at the ready. darkness but there is no movement. Talia climbs down as
another turn elapses.
Referee: The room is circular in shape and surrounds a deep pit
The referee makes another random encounter check. The target
approximately 30 feet in diameter. You notice there are various
number to avoid a check is now 2. The referee rolls a d20 (1), an
bony animal remains scattered around the floor and a small trail
encounter! A random encounter could be determined but it makes
of dried blood leading to the edge of the pit. 6 torches hang from
sense for the creature that fled into the tunnel to make an
wall brackets.
appearance. We now enter an encounter phase.
Talia: I’m going to listen and see if I hear anything down the pit.
Referee: Weiland, as you warily watch the tunnel entrance, you
I have senses d4 skill.
hear some flapping and thumping sound as a creature squeezes
The referee knows there’s something lurking in the pit and thinks out from the tunnel. It is the size of a horse, with a long neck and
there’s a moderate (target 10) chance of hearing this. He makes a reptilian head. As it emerges, two large wings unfurl themselves
secret roll on behalf of the player so as not to spoil the outcome as it cocks its head and snaps at you from a short distance. What
and gets a 8 + 2 = 10, a success. do you do?
Referee: Talia, you edge cautiously towards the pit and listen. Weiland: I’ll stand my ground and see what it does.
You can hear a quiet thumping and crunching sound followed
Talia: I am going to flank the creature and ready my daggers,
by another ‘whooshing’ sound from below.
one in each hand. I assume we can use the torches on the
Weiland: I’m going to grab a torch from one of the brackets, ground to see? (Referee nods agreement)
light it and drop it down the pit. What do I see?
The creature is a young wyvern and its reaction is uncertain. It’s
Referee: The torch drops for a few seconds and lands with a protective of its environment and wary of someone intruding into
small thump on the ground, shadows flicker and you see the its home. The referee decides to leave the next step to chance and
movement towards a tunnel at the base of the pit. rolls on the reaction table. The referee rolls a 2 on the Reaction
Weiland: Looks like we scared something off. Why don’t we use Table (a very bad outcome, aggressive) and decides the wyvern
a few more of the torches from the brackets to better light the pit will attack Weiland.
and scare whatever is below away? We can also leave a torch Referee: The creature snaps at you aggressively and charges. We
burning in this area. have now entered combat. No one is surprised and we will roll
Talia: How difficult is the climb? I have a 50ft rope. Can I attach for initiative.
it to the bracket on the wall? The referee is using a variant (and much weaker) version of the
Referee: You can attach the rope to the brackets on the wall and Wyvern to reflect its youth and smaller size. The referee rolls a d20
it extends to the bottom of the pit which you assess is about a (10) plus the monster’s skill check d4 (3) for a total initiative of 13.
30ft drop. If you have the rope, no athletics check is required Talia is using a dagger (fast, advantage) and rolls d20 (3) + agility
and it will take a turn for you both to climb down. You’ve now (2) for a 5 and again for advantage rolling a d20 (14) + agility (3)
spent a turn exploring this room. for a 17. Talia takes the highest result of 17. Weiland uses a
The referee waives the need for an athletics check as they have a longsword (no modifier) and rolls a d20 (9).
secure rope in place. As a turn has elapsed the referee makes a Referee: Talia reacts first, then the creature and then Weiland
random encounter check. The target number to avoid a check each turn. Combat is fast and furious with each turn taking a
starts at 1 and goes up a point each turn. The referee rolls a d20 few moments so be ready to tell me your actions quickly. Talia?
(4). Nothing occurs but the target number rises to 2 after the next
Talia: I’m going to throw my dagger at it. As I have flanked the
turn.
creature, does this help me strike it?
Weiland: I will throw down two more torches from the brackets
The referee agrees to give advantage as a flanking bonus and Talia
near the tunnel we saw that shape dart away from and then
rolls d20 (11) plus ranged skill (4) for a 15 and then again for
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RULES COMPENDIUM | CHAPTER 1 | RULES
advantage and rolls a d20 (4) plus ranged skill (1) for a 5. She
takes the highest result of 15. WEILAND, HUMAN WARRIOR
Referee: Your dagger flies true and sinks into the side of the LVL 1 | HLT 11 | DEF 13
beast, roll for damage. Attributes: Fortitude d4, Strength d6,
Talia rolls d4 for damage and gets a 2. Will d4
Referee: Some dark blood oozes from its scales and the creature Skills: Athletics d6, Crafting d4,
roars in pain. The creature charges Weiland, extending its neck Melee Combat d4, Ranged Combat
and snapping with its fangs. As it fully emerges from the tunnel, d4
you see the long tail of the creature with a spike on the end Abilities: Second Wind, Shield Master
which it swings at Talia. Equipment: Leather Armour (+2), Shield (+2), Longsword
The referee rolls a d20 (17) + monster skill d4 (2) for a 19. (d8), 200sp.
Weiland’s defence is 13 so it’s a hit. The bite does d4 damage and
the referee rolls a 4.
Referee: The creature snaps at you and bites at your arm causing
you 4 points of damage. TALIA, HUMAN ROGUE
LVL 1 | HLT 9 | DEF 11
The Wyvern can make two attacks in a turn so the referee makes a
second attack against Talia. He rolls a d20 to attack (11) + Attributes: Agility d6, Senses d6,
monster skill d4 (3) = 14. Since Talia’s defence score is 10, that’s a Will d4
hit which causes d4 (1) point of damage. The stinger can also Skills: Languages (Common, Sign)
cause some weak paralysis and Talia will need to beat the attack d4, Open Locks d6, Sleight of Hand
score with a fortitude skill check to negate this. d6, Traps d4
Referee: The stinging tail circles and lashes at Talia for 1 point of Abilities: Evasion, Lucky
damage and as you are struck by the stinger you feel a jolt and Equipment: Leather Armour (+2), 2x Daggers d4, 175sp.
shock as pain floods your body.
The referee asks Talia to make a fortitude skill check against the
attack number or she loses her next turn through temporary
paralysis. Talia does not have any fortitude skill and rolls a
straight d20 for a 7, a fail.
Referee: A jolt of energy courses through your body temporarily
incapacitating you for the next turn.
Weiland: As the creature has engaged me I’m going to ‘press’
and fight aggressively with an all-out attack as I can absorb one
blow with my shield. I raise my sword and perform a horizontal
sweeping blow aiming for its neck.
Weiland rolls a d20 (11) + melee skill d4 (1) = 12 and for
advantage rolls a d20 (13) + melee skill d4 (4) = 17.
The referee informs Weiland that he succeeds on the highest roll as
the creature has a defence score of 10 and chooses to reveal this
now as the party has engaged the creature. Weiland rolls d8 for
damage from his longsword and gets a 6, which kills the creature
outright.
Referee: Weiland strikes true with a long sweeping blow
severing the neck of the creature, its head flies off and its body WYVERN (YOUNG) Draconic, Monstrosity, Medium
slumps to the ground, dead. You catch your breath for a few LVL 1 | HLT 5 | DEF 10 | SKL d4 | APP 1 | TSR -
moments as Talia recovers from her shock and are both Combat: Bite/Claws (d4) & Stinger (short, paralysis, d4)
somewhat startled as the rope you had tied to the brackets at the Abilities: Flight, Fast, Dark Vision, Reach, Paralysis
top of the pit room falls to the ground next to you, the end of the
rope has been severed… • A bipedal winged dragon like creature with two legs, wings,
that hunt in groups
• Capable of flight at great speed (3 range bands per turn)
their presence is heard with a thunderclap
• Attacks twice in a round with a bite or claw and its stinging
tail (short range) which paralyses the target
• This creature is a young and not fully developed Wyvern
with reduced statistics.
11
CHAPTER 2 : SETTING
SETTING OVERVIEW PAGE 13
HISTORY PAGE 14
FACTIONS PAGE 15
WORLD MAP PAGE 16
REGIONS PAGE 18
Settlements, a place of rest and respite away from the perilous wilderness
12
RULES COMPENDIUM | CHAPTER 2 | SETTING
SETTING OVERVIEW
THE FALLEN LANDS LANGUAGES
• The game is set in a fantasy medieval world centred on one • Common tongue is the most popular language spoken by
continent, the Fallen Lands. humans in the Fallen Lands although some regional dialects
• This setting is designed to provide enough information to do exist.
ground your heroes in the realm. • Ancient, a hard-to-decipher set of runes from a distant era.
• As a group, the players and referee may choose to ignore the Ancient language checks are made at disadvantage.
setting and design one of your own. • Broken Tongue, a form of guttural barks and simple words,
• World building is designed to be a collaborative experience spoken by the Darkling races in the Broken Lands.
between players and the referee where the setting is • Dwarven, from the time of the Dwarves and spoken by the
developed through gameplay and adventures to create your Northmen.
own version of the world over time. • Elven, from the time of the Elves and spoken by the
• The World Map represents commonly known regions of the Wildfolk and Wildlings.
Fallen Lands and will be populated with specific places and • Sign, a series of hand signals and body language used by
locations over time. traders of old, now adopted by thieves and rogues.
• Print a copy of the world map (pg. 16) and add details as • Sentric, language of the Empire and an older more formal
they are discovered through play. and archaic version of the common tongue. Many old
• Setting Notes refers to additional information which is church texts are written in Sentric.
collated and assumed to be common knowledge shared
between the players and referee. RELIGION
• The Church of Suunos is the dominant religion in the Fallen
POPULATIONS Lands, popularised by the conquest of the Sentran Empire
• Humans are the dominant race dwelling within the safe in the past.
havens of steadings, villages, towns and strongholds under • In borderland and rural areas, many still follow the worship
the control of self-appointed lords, nobles, war chiefs or of Reeva known as ‘the old ways’ whose practices are
ruling councils. maintained by the Druid Order.
• The populated lands are surrounded by a vast expanse of • Other minor religions, cults and practices also exist. One of
wilderness with few people venturing from their place of the most feared is the worship of Kadmos, the God of
birth. Death.
• Northmen (Dwarf descendants) have migrated to their
remote fortresses in the Northlands. MAGIC
• Wildfolk (Elf descendants) have migrated deep within the
wilderness and shun contact with outsiders. • The knowledge and practice of magic is rare in the Fallen
Lands and those who publicly talk or practice such arts are
generally viewed with fear and suspicion.
GEOGRAPHY
• The Fallen Lands is a small continent located in the DISCOVERIES
northern hemisphere of the world. It has a temperate
climate experiencing warm summers and cold winters. • The referee may keep additional information and notes
• The continent is comprised of several regional areas hidden from the players so these can be discovered during
although the largely human population only occupies a the game.
small fraction of the continent’s land mass. • When new information is discovered make a note of this on
• Much of the borderland areas are harsh, wild, overgrown the World Map and/or Setting Notes so a continuous record
and unexplored. of information is maintained.
• Setting notes should be kept concise (i.e. record key
information in bullet point format) for ease of use.
CURRENCY & TRADE
• Trade has predominantly taken place within local regions
through barter and exchange of goods primarily due to the
perils of wilderness travel.
• In the last couple of decades, further trade and exploration
has started to take place.
• The common currency of the Fallen Lands is the silver piece
(sp); copper pieces (cp) are also common (10 cp = 1 sp)
whilst gold pieces (gp) are uncommon (10 sp = 1 gp).
13
RULES COMPENDIUM | CHAPTER 2 | SETTING
HISTORY
New Age (NA): Time of the Primals
Unknown: Time of the Primals
14
RULES COMPENDIUM | CHAPTER 2 | SETTING
FACTIONS
Goals: Goals:
• Popularise the worship of Suunos • Build the Second Empire
• Establish a church in every settlement • Conquer all the regions
Resources: Resources:
• Sentran Imperial Army
• Acolytes, Missionaries, Priests & High Priests
• Technology & knowledge
• Established church presence in key settlements
15
WORLD MAP
DISTANCE 1 HEX = 48 MILES
NORTHERN TERRITORIES
NEW SENTRA
SKARD TERRITORIES
16
BROKEN LANDS
WILDLANDS
FARLANDS
MISTY ISLES
17
RULES COMPENDIUM | CHAPTER 2 | SETTING
REGIONS
• The coastal region of New Sentra exudes a sense of faded • The Misty Isles, an archipelago shrouded in a permanent
grandeur, where Lanatus, the City of Whispers, still stands mist, possesses an aura of enigma and seclusion.
atop its high plateau, a symbol of the Empire's past glory. • The hilly isles hide a labyrinthine network of caves,
• The surrounding lands are a patchwork of hills, valleys, passages, and secrets, guarded by natural barriers of reefs
plains, and forests, dotted with strongholds and towns that and rocks, often overlooked by large man-made coastal
once crossed major trade routes, but now struggle with a towers.
growing class divide. • Despite the sparsely populated human population, many
• The ruling nobility, nostalgic for the days of their ancestors, small fishing villages and trading posts dot the coast, where
proclaim their Sentran heritage. While the Church of the people follow ancient traditions and respect the old
Suunos, a powerful political force, maintains its grip on ways.
every aspect of Sentran society.
• An overgrown wilderness expanse that hides many isolated • The vast expanse of steppes and volcanic mountains stretch
settlements, each controlled by territorial lords who endlessly, an eerie sight of fire and smoke that paints the sky
maintain an uneasy alliance, giving this region a reputation in dark hues.
for being a lawless place. • The rugged terrain of rocky steppes, plateaus, and canyons
• The land ranges from alpine mountainous areas to the north is dotted with cursed megalithic structures, formed of
through hills, valleys, forests, and moorlands to the south, obsidian rock, and a reminder of the ancient power that
while the hills and mountains conceal many old mines and once resided here.
cave complexes that venture below. • The land is a harsh and unforgiving place where only the
• Disused roads and overgrown paths lead east and north, strongest survive among the nomadic tribes, savage
abandoned from the days of the Empire, adding to the air of humanoids, and dangerous monsters that roam these lands.
mystery and danger that permeates this rugged landscape.
18
RULES COMPENDIUM | CHAPTER 2 | SETTING
• The Northmen's land are shrouded in mist, where rugged • The vast, remote forested lands to the far east mark the
mountains loom over the highlands and hills, and cold boundaries of the known world, home to the Wildfolk,
winters are prevalent in the cooler climate. descendants of the dying Elven race.
• Fortified outposts guard the hidden mountain passes and • The dense, impenetrable vegetation and foliage creates a
trails while a vast network of underground caves, growing forest canopy, where gigantic earth trees, older
dilapidated tunnels, canals, and deep lakes offer treacherous than time, lie buried, their roots stretching hundreds of
opportunities for exploration. miles.
• Rumours persist of great winged creatures circling the • Enchanted forests, haunted with deep earth magic, attract
snow-covered mountain peaks, adding to the mystique and fell beasts that stalk the lands, while the Wildfolk live in
danger of the Northmen's realm. tribal communities, deep within their forests, in solitude,
watching their borders carefully and wary of outsiders.
FARLANDS UNDERWORLD
Population: Human | Religion: The Old Ways Population: Darkling Races | Religion: Ancient Powers, Minor
Factions: Local Lords Deities | Factions: Tribal Factions
• In this remote region, the landscape is dominated by tall • The Underworld is a shadowy realm of eternal night, where
forests, fast-flowing rivers, and snow-capped mountains, the only illumination comes from the dim glow of
creating an untamed atmosphere. phosphorescent fungi and molten lava flows.
• The communities here rely on the land for survival, • The air is thick with the stench of decay and dampness, and
harvesting resources through farming, hunting, foraging shadows lurk in every corner.
and wood logging. • It is a world of perpetual danger, where one wrong turn
• As one ventures towards the wilderness, the remnants of an could lead to plummeting down bottomless pits, being
ancient past can be seen, with megalithic structures and devoured by ravenous beasts, or ambushed by vicious
pre-Empire ruins standing as a reminder of the land's rich predators lurking in the darkness.
history.
19
CHAPTER 3 : HEROES
HEROES PAGE 21
ATTRIBUTES & SKILLS PAGE 22
CREATING A HERO PAGE 23
HERO BACKGROUND PAGE 24
HERO PERSONA PAGE 26
ADVANCEMENT PAGE 27
RACES PAGE 28
CLASSES PAGE 30
20
RULES COMPENDIUM | CHAPTER 3 | HEROES
HEROES
HEROES CLASS
• A hero is the character you control in the game • Each class has a different career option which can influence
• A Character Sheet (pg. 62) is used to record your hero’s their skills, abilities and equipment.
attributes, skills, abilities and equipment. • Adventurers are explorers and treasure hunters.
• Heroes are considered a cut above normal folk with the • Assassins are masters of espionage and hired killers.
potential to achieve great things. • Barbarians are wild, uncompromising fighters.
• Bards are travellers, wanderers and weavers of tales.
HERO DESCRIPTION • Beast Masters are warriors and animal handlers.
• Bounty Hunters are skilled and ruthless trackers.
• A hero has a number of statistics which measures the hero’s • Clerics are divineLY touched priests and prophets.
capability in different areas. • Crusaders are devout holy fighters.
• Race describes the hero’s ancestry, this determines their • Druids are nature’s protectors and keepers of the old ways.
starting statistics. • Knights are champions, leaders and justice seekers.
• Class describes the hero’s profession and background, this • Mages are practitioners of the magic arts.
influences their statistics, attributes, skills, abilities and • Mercenaries are sellswords and soldiers for hire.
determines their starting equipment. • Monks are disciplined warriors who channel inner power.
• Level (LVL) is a measure of the hero’s experience, rated • Rangers are hunters, scouts and wilderness survivalists.
from 1 (start) to 10 (maximum). The higher the level the • Rogues are thieves, adventurers and treasure hunters.
more capable the hero. • Swashbucklers are charismatic swordsmen and charlatans.
• Health (HLT) is a score representing how much physical • Warlocks are masters of both martial and arcane arts.
injury or stress through spell-casting a hero can endure • Warriors are brave and skilled fighters and folk heroes.
before dying when this falls to zero. • Witches are practitioners of the dark arts.
• Defence (DEF) is a score which reflects the target number • Zealots are devout followers of a deity or power.
required to hit the hero in combat and is dependent upon
your race, armour worn and level.
• Piety (PTY) is a score representing favour with your deity WORLD BUILDING
and is depleted when you call divine favours. Not all heroes • The referee may wish to limit the number of spell-casting
will elect to follow a God and gain piety points. classes (i.e. Clerics, Druids, Mages, Warlocks, Witches &
• Attributes relate to your physical and mental characteristics Zealots) to account for their rarity in the setting.
and are rated from 0 (normal untrained human) to d4, d6, • The referee may challenge players to discover the other
d8, d10 and d12 (hero maximum). races during play before allowing new heroes of this race
• Skills relate to areas of expertise you have been trained in and may limit the number of non-human heroes to 1 of
(i.e. combat, crafting, magic, lore etc) and are rated from 0 each type per player group to account for their rarity.
(normal untrained human) to d4, d6, d8, d10 and d12. • Players may be asked to give the names of settlements,
• Equipment lists weapons, armour and equipment carried contacts, factions or adversaries as part of the hero-creation
or worn by the hero. process.
• Abilities are either special feats linked to a hero’s class or • Make a note of this information on your World Map, Setting
race. Abilities can only be chosen once and categorised as: Notes or Character Sheet.
• Passive (P); these abilities grant a permanent bonus;
access to a spell domain or an action that can be used
every turn.
• Encounter (E); when in combat you may use
encounter abilities once per level per encounter (i.e. a
level 2 hero could use any one encounter ability twice or
two encounter abilities once per encounter). This resets
each combat. Outside of combat, you may use
encounter abilities once per level per day. This resets
after a full rest.
• Only one ability can be performed as an action at a
time and these cannot be stacked.
RACE
• Humans are the dominant species in the Fallen Lands.
• Northmen (Dwarves) are descendants of the dwarven race
who reside in their great mountain forts.
• Wildfolk (Elves) are descendants of the elven race who now
live in isolation in the wilderness.
• Wildlings (Half-Elves) are rare offspring of both human
and wildfolk with no natural home and often travel.
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RULES COMPENDIUM | CHAPTER 3 | HEROES
UPGRADING SKILLS
• When an attribute or skill is improved the skill die is
increased from 0, d4, d6, d8, d10 and d12 (hero maximum).
• At creation, if the class or career selections result in the skill
being known more than once then increase this to the next
skill die level.
ATTRIBUTES
Name Description
Agility* Reflexes and stealth
Command Personality and leadership
Fortitude Resisting physical effects, resting
Senses Perception or awareness
Strength Feats of might, carry +1 per skill die
Will Resisting a mental effect, test of willpower
SKILLS
Name Description
Alchemy Herb, medicine or alchemy
Animal Handling Animal reactions or riding
Athletics* Running, climbing, swimming, jumping
Crafting Crafting, repairing, customising items
Guile Gathering info or negotiating
Languages Read/speak, +1 language per skill die
Lore General knowledge
Magic* Scroll use, spell-casting, magic resistance
Melee Combat Fighting in hand-to-hand combat
Open Locks Picking a lock, specialist tools required
Ranged Combat Fighting with ranged/thrown weapon
Religion Use of divine favours, religious knowledge
Sleight of Hand* Pilfering or feats of manual dexterity
Traps Creating or disabling traps or devices
Wilderness Survival Survival, navigating or tracking
* Attributes and Skills marked with an asterisk (*) are made at
disadvantage when wearing heavy armour.
22
RULES COMPENDIUM | CHAPTER 3 | HEROES
CREATING A HERO
CHARACTER SHEET RACE TABLE
• Print a Character Sheet (pg. 62) and follow the next steps to d6 Race
create your hero. 1 Human
2 Human
HERO CREATION 3 Human
1. Choose a Race: Select your race or roll d6 on the Race Table 4 Northmen (Dwarf)
to determine your starting race and make a note of your 5 Wildfolk (Elf)
starting statistics.
6 Wildling (Half-Elf)
2. Increase Attributes: Roll 2d6 on the Attributes Table and
increase the relevant skill die for each attribute rolled.
3. Choose Class: Select your class or roll d20 on the Class
ATTRIBUTES TABLE
Table and make a note of any changes to your statistics (i.e. d6 Attribute
attributes, skills or abilities). 1 Agility
4. Increase Skills: Choose two different skills to improve. 2 Command
5. Choose Ability: Choose one more class ability from the list 3 Fortitude
of those available for your chosen class in addition to the 4 Senses
one you automatically know at the outset.
6. Buy Equipment: Purchase additional equipment with your 5 Strength
starting funds. 6 Will
7. Choose Age: Choose your starting age based on your race
description. CLASS TABLE
8. Background & Persona (Optional): Use this optional d20 Class
system to generate a background and persona for your hero. 1 Adventurer
2 Assassin
HERO CREATION EXAMPLE 3 Barbarian
Our player Darren decides to randomly create a new hero. 4 Bard
5 Beast Master
1. Race: Darren rolls a d6 (1) on the Race Table and gets
Human. The hero (now named Nerus) starts with 6 Bounty Hunter
statistics of 5 Health and 8 Defence and as a human gets 7 Cleric
to increase any one attribute (Strength) and one skill 8 Crusader
(Wilderness Survival). Darren could make these choices 9 Druid
later in the hero creation process if he wished. 10 Knight
2. Attributes: Darren rolls 2d6 (2 + 6) on the Attributes 11 Mage
Table and increases Nerus’s Command and Will
attributes from 0 to d4. 12 Mercenary
3. Class: Darren rolls d20 (8) on the Class Table which 13 Monk
indicates the hero is a Druid class. Nerus gains 4 health, 14 Ranger
increases his will ability to d6 and his lore and magic 15 Rogue
skills to d4 and gains the Earth Magic class ability. He is 16 Swashbuckler
also equipped with robes, staff and 200 sp.
17 Warlock
4. Skills: Darren decides to improve Nerus’s athletics and
melee combat skills from 0 to d4. 18 Warrior
5. Abilities: Nerus chooses the Arcane Magic ability for 19 Witch
his Druid. 20 Zealot
6. Age: Darren now chooses Nerus’s starting age of 30
years.
23
RULES COMPENDIUM | CHAPTER 3 | HEROES
HUMAN NORTHMEN
The most common and dominant of the humanoid races in the Descendants of the Dwarven race, who dwell in the Northern
Fallen Lands. Territories.
NORTHMEN ABILITIES
• (P) Dark Vision: Ability to see in the dark up to medium
range band (60ft).
• (P) Iron Skin: Damage resistance (DR), all damage rolls are
reduced by 1 point.
• (P) Long-Lived: Lifespan of up to 200 years (x2 human
age).
24
RULES COMPENDIUM | CHAPTER 3 | HEROES
WILDFOLK WILDLING
Descendants of the immortal elves, the eldest of the humanoid The off-spring of Humans and Wildfolk.
races.
25
RULES COMPENDIUM | CHAPTER 3 | HEROES
ADVENTURER ASSASSIN
Adventurers roam the land seeking hidden treasures and forgotten Masters of espionage, using their stealth and cunning. Often feared
relics from a bygone era or secrets of the past, a jack of all trades. and reviled for their ruthless efficiency and moral ambiguity.
26
RULES COMPENDIUM | CHAPTER 3 | HEROES
BARBARIAN BARD
Fierce and powerful fighters, who rely on raw strength and Traveller, wanderer and teller-of-tales, the bard weaves tales of
physical prowess, often hailing from wild regions. magic and adventure, bringing to life the legends of old
27
RULES COMPENDIUM | CHAPTER 3 | HEROES
CLERIC CRUSADER
Divine-touched people in the service of their patron Sunnos. A devout and righteous fighter, who wields the power of their faith
operating in many guises as priests, witch-hunters or prophets. and divine magic to smite evil and defend the innocent.
29
RULES COMPENDIUM | CHAPTER 3 | HEROES
DRUID KNIGHT
An order of protectors who follow the old ways. Attuned to nature Armoured soldiers, masters of martial combat and champions of
with an affinity to the Earth Goddess the people who live by the strength of their reputation.
30
RULES COMPENDIUM | CHAPTER 3 | HEROES
MAGE MERCENARY
Mages are scholars, explorers, investigators, historians, seekers of A battle-hardened fighter and tactician who often sells their skills
ancient knowledge and practitioners of the sorcerous arts. and services to the highest bidder.
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RULES COMPENDIUM | CHAPTER 3 | HEROES
MONK RANGER
A disciplined martial artist living a simple life of meditation and Rangers are master archers and outdoor survival experts often
self-discipline. serving as scouts, hunters and woodsman.
32
RULES COMPENDIUM | CHAPTER 3 | HEROES
ROGUE SWASHBUCKLER
Rogues are treasure-hunters, explorers and people of questionable A charismatic and flamboyant swordsman, rascal and charlatan
repute who rely on stealth, agility and their specialist skills. known for their acrobatic swordplay, wit, and charm.
33
RULES COMPENDIUM | CHAPTER 3 | HEROES
WARLOCK WARRIOR
A warlock harnesses both arcane and martial powers with A brave and skilful fighter who has earned their reputation
supernatural powers and abilities. through deeds of valour and heroism.
34
RULES COMPENDIUM | CHAPTER 3 | HEROES
WITCH ZEALOT
A practitioner of the dark arts who wields supernatural powers A devout follower of a deity or dark power. Their faith is
and possesses expert alchemy skills. unwavering and their determination unyielding.
35
RULES COMPENDIUM | CHAPTER 3 | HEROES
36
RULES COMPENDIUM | CHAPTER 3 | HEROES
37
RULES COMPENDIUM | CHAPTER 3 | HEROES
38
RULES COMPENDIUM | CHAPTER 3 | HEROES
ADVANCEMENT
7. VIRTUES TABLE 8. VICES TABLE LEVELS
d20 “I am considered…” d20 “I am also…” • Level is a measure of your hero’s power. Heroes start at
01 Brave 01 Arrogant Level 1 and may rise to Level 10 maximum.
02 Chivalrous 02 Avaricious • Non-Player Characters and Monsters also have levels to
represent their importance (NPCs) or potential threat
03 Compassionate 03 Cowardly
(Monsters).
04 Courageous 04 Cruel
05 Diligent 05 Deceitful LEVEL ADVANCEMENT
06 Forgiving 06 Dishonourable
• Experience points (XP): Awarded for completing quests
07 Generous 07 Envious and challenges.
08 Honest 08 Gluttonous • Levelling Up: When a hero earns sufficient experience
09 Honourable 09 Greedy points (see Level Advancement Table) they increase their
10 Humble 10 Ignorant level at the end of the current adventure. Non-humans gain
11 Industrious 11 Impatient experience more gradually over their longer lifetime.
• Level Benefits: Increasing a level grants all of the additional
12 Just 12 Impulsive benefits on the Level Benefits Table.
13 Kind 13 Lazy • All classes that can access spells can gain proficiency with
14 Loyal 14 Lustful spells as they raise their level.
15 Merciful 15 Procrastinating
16 Persevering 16 Proud SKILL DIE ADVANCEMENT
17 Pious 17 Selfish • When an attribute or skill is improved the skill die is
18 Selfless 18 Unjust increased from 0 through d4, d6, d8, d10 and d12 (hero
19 Trustworthy 19 Vengeful maximum).
• Heroes may learn a new skill or improve a skill of their
20 Wise 20 Wrathful
choice. This lack of restriction allows players to create
unique hero builds by mixing and matching different skills.
• If the player is choosing a new skill that has not been used
9. MOTIVATIONS TABLE 10. SECRETS TABLE during the adventure, then the player is encouraged to
d20 “I am driven by…” d20 “I have a secret…” describe the practice of this skill during ‘downtime’
01 Adventure 01 Addiction activities.
02 Ambition 02 Affair LEVEL ADVANCEMENT TABLE
03 Creativity 03 Affliction Level Title Human XP Non-Human XP
04 Duty 04 Betrayal 01 Novice 0 0
05 Fame 05 Blackmail 02 Trained 10 20
06 Family 06 Bounty 03 Adept 30 60
07 Freedom 07 Conspiracy 04 Veteran 60 120
08 Glory 08 Curse 05 Skilled 100 200
09 Honour 09 Deception 06 Professional 150 300
10 Justice 10 Experiment 07 Expert 225 450
11 Knowledge 11 Haunted 08 Champion 325 650
12 Legacy 12 Identity 09 Master 450 900
13 Love 13 Inheritance 10 Legend 600 1200
14 Power 14 Magic
15 Redemption 15 Obsession LEVEL BENEFITS TABLE
16 Revenge 16 Outcast Attribute Benefit
17 Salvation 17 Prophecy Health +2
18 Spirituality 18 Revenge Defence +1 (At levels 2,4,6,8,10 only)
19 Survival 19 Theft Skills Improve 1 attribute
20 Wealth 20 Transformation Learn or improve 2 different skills
Ability Learn 1 new class ability
Spells Spell casters gain proficiency with 2 spells
39
CHAPTER 4 : EQUIPMENT
EQUIPMENT PAGE 41
WEAPONS & ARMOUR LIST PAGE 42
COMMON EQUIPMENT LIST PAGE 43
SPECIALIST EQUIPMENT LIST PAGE 44
MISCELLANEOUS ITEMS PAGE 45
40
RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT
EQUIPMENT
OVERVIEW INVENTORY
• Equipment covers the tools of the trade for an adventurer • A hero can carry 12 items (+1 per strength skill die) in
and includes weapons, armour and equipment. their inventory slots.
• The selection and management of these resources is an • When you carry more than this, you are impaired. You may
important element of the game. carry double this allowance as a maximum.
• The silver piece is the default currency in the Fallen Lands • 6 items are considered ready to use (including carried
and all costs are listed in silver pieces. items and any armour worn). Other items are in your pack
• Coins can be exchanged as follows; 1 gold piece and take a turn to ready for use.
(uncommon) = 10 silver pieces (common) = 100 copper • Very small items (handful of coins, trinkets) are not
pieces (common). tracked. 500 coins equate to 1 item slot.
EQUIPMENT
• Equipment may be needed to perform a skill check (i.e.
Thieves’ Tools required to use Open Locks).
• Equipment can be used to give an advantage to a skill
check (i.e. rope provides advantage when using Climb)
41
RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT
WEAPONS LIST
MELEE WEAPONS TABLE SPECIALIST WEAPONS TABLE
Weapon Cost Weapon Cost
Battle Axe, d8, bleed, grip 100 Armour Piercing Arrows, powerful, 5 uses 50
Club, d4, bash 25 Bola, d4, medium range, grapple until freed 25
Cudgel, spiked, d6, bash 50 Bolt Cartridge, 1 action to load, 3 uses 50
Dagger, d4, fast, conceal 25 Boot Dagger, concealed, d4 damage 50
Garrotte, d4, conceal, auto 10 Dwarven Bomb, d20 blast, short range 300
Great Axe, d12, 2h, cleave 300 Dwarven Fire, d10 damage, ignite, d4 turns 200
Great Club, d10, 2h, bash 100 Dwarven Incendiary Heavy Bolts, powerful, ignite, 5 uses 100
Great Sword, d12, 2h, cleave 300 Dwarven Shrapnel Heavy Bolts, d8, area (close), 5 uses 100
Halberd, d8, reach 100 Elven Shortbow, d6, 2h, long range, sure strike 500
Hand Axe, d6, bleed 50 Fire Arrows, ignites, powerful, 5 uses 100
Improvised, d4 (1h), d6 (2h) N/A Hercanium Wire, indestructible garrotte 250
Lance, d10, mounted 100 Ironwood Staff, 2h, d4, powerful 200
Lasso, trap 25 Repeating Crossbow, 2h, 2 attacks, d6, medium range 500
Longsword, d8, bleed, grip 100 Silver Arrows, Bolts or Heavy Bolts, silver, 10 uses 100
Mace, d6, bash 50 Smoke Arrows, short range area, 10 mins, 5 uses 100
Morning Star, d6, bash 50 Spiked Gauntlets, d4 punch damage 100
Net, no damage, 2h, trap 25 Wrist Sheath, concealed blade, d4 damage 25
Pick Axe, d6, bleed 50
Quarterstaff, d4, 2h, bash 25 Weapons & Armour Features
• 2H, requires use of both hands.
Rapier, d6, fast 50
• Ammo, weapon uses ammunition
Scimitar, d8, bleed 100 • Area (range), area of effect damage to anyone in (range).
Shortsword, d6, bleed 50 • Auto, auto damage until opponent breaks free.
Silver Dagger, d4, fast, conceal, silver 200 • Bash, if attack misses by 1, does half damage.
• Bleed, advantage on damage on a natural 19.
Spear, d6, reach, set 50 • Cleave, hit two opponents next to each other.
Short Staff, d4, bash 25 • Conceal, can be hidden.
Trident, d8, reach 100 • Cover, ranged attacks made at disadvantage.
• Damaged, has no immediate effect but if weapon is damaged
Warhammer, d6, bash 50 again it is broken beyond repair.
Whip, d4, trap 25 • DRx, damage resistance, reduces damage by stated number (x).
• Fast, advantage on initiative check when equipped.
RANGED WEAPONS TABLE • Flawed, item damaged on a natural 1 or 2
• Grip, use 2 handed, advantage on damage.
Weapon Cost • Heavy, disadvantage to agility, athletics, magic and sleight of
Arbalest, d8, 2h, slow, far range, x-damage, ammo 500 hand checks.
Crossbow, d6, 2h, long range, x-damage, ammo 200 • Ignite, advantage on damage; causes combustables to ignite.
• Mounted, double damage when mounted.
Darts, d4, medium range, conceal, 10 uses 50 • Powerful, advantage on weapon damage.
Dagger, d4, fast, conceal, medium range 25 • Range; short 30ft; medium 60ft; intermediate 90ft,
Hand Axe, d6, medium range 50 long 120ft; far 240ft.
• Ready, item is worn and ready to use but does not take
Hand Crossbow, d4, medium range 300 up one of the six "ready to use" slots.
Javelin, d6, long range 50 • Reach, can attack from behind another person.
Longbow, d8, 2h, far range, ammo 300 • Set, when first engaged use available action to attack
before opponent.
Shortbow, d6, 2h, long range, ammo 75
• Silver, made of or coated in the metal silver.
Silver Dagger, d4, medium range, conceal, silver 200 • Slow, act last in a combat turn.
Sling, d4, medium range, ammo 10 • Sure Strike, gain advantage on attack rolls.
Spear, d6, long range 50 • Trap, opposed check to break free.
• X-Damage, weapon does exploding damage.
Trident, d8, medium range 100
Arrows, 20 uses 10 Ammunition Type (Ammo)
• Arbalest, uses heavy bolts.
Bolts, Heavy Bolts, 20 uses 15 • Crossbows & Hand Crossbow, uses bolts.
• Repeating Crossbow, uses bolt cartridge.
• Shortbow & Longbow, uses arrows.
• Sling, uses stones which can be found for free.
42
RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT
43
RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT
Specialist Equipment
• Equipment that is considered uncommon and not
easily available in small settlements.
Equipment Features
• Poison, single-use and may be ingested or coated on
blades or pointed weapons.
44
RULES COMPENDIUM | CHAPTER 4 | EQUIPMENT
MISCELLANEOUS ITEMS
PROPERTY & ENTERPRISES TABLE TRANSPORTATION TABLE
Property Type Cost Transportation Cost
Home 1,000 Dog, Riding, 4 hexes 250
Farm Land* 2,000 Donkey, 4 hexes 100
Fishing Yard* 2,000 Horse, Draft, 4 hexes 200
Shop 2,500 Horse, Riding, 8 hexes 300
Trade 2,500 Horse, War, 6 hexes 1,000
Lumber Mill* (Wood Resources) 5,000 Mule, 4 hexes 100
Workshop (Crafting) 5,000 Pony, 6 hexes 300
Stables 5,000 Carriage*, 4 hexes 1,000
School (Studying) 5,000 Cart*, 4 hexes 150
Tavern 5,000 Chariot*, 6 hexes 500
Temple 5,000 Wagon*, 4 hexes 350
Trading Post 5,000 Barge, 4 hexes 750
Refuge 5,000 Raft, 2 hexes 200
Warehouse 5,000 Rowboat, 4 hexes 1,000
Mine*(Extraction & Smelting) 10,000 Sloop, Riverboat, small size, 12 hexes 10,000
Guild Hall 10,000 Ship, Coastal, medium size, 12 hexes 20,000
Estate 20,000 Galleon, Sea, large size, 12 hexes 50,000
Tower 20,000
* Requires animal to haul
Dungeon 50,000
• Movement distance per day (1 hex = 6 miles)
* Requires suitable land or water resources nearby • Costs include equipment (saddles, oars etc)
• Above costs are for small-sized properties; other costs are
medium (x2 cost); large (x4 cost) or huge size (x8 cost)
• Renovation costs are; 75% (ruins); 50% (structural damage)
and 25% (cosmetic damage).
• Running costs are 10% per year for personal use.
45
CHAPTER 5 : CRAFTING
CRAFTING PAGE 47
ALCHEMY PAGE 48
46
RULES COMPENDIUM | CHAPTER 5 | CRAFTING & ALCHEMY
CRAFTING
CRAFTING game. The specific effects will be learned upon discovery
and use.
• Crafting is the ability to customise equipment, weapons or
armour using a base item and a component.
• Simple items can be created automatically using common CRAFTING CREATION
resources. Components are used to create better items. 1. Select the item to be modified and the component(s) to be
• Access to a forge is required. used to enhance the item. Most hand-held items require 1
• The crafting process takes place once although multiple unit of component for crafting. Larger items (i.e. armour,
components (the same or different ones combined) can be shields, 2 handed weapons) require 2 units.
used to create more powerful items with each component 2. Crafting Check: Make a crafting check against a target of 10
requiring a check of increasing difficulty. to apply the first component.
• An item may not undergo a crafting process more than 3. Determine Outcome: Based on the check result:
once (i.e. you cannot craft an item with one component one • Success: On a successful crafting check apply an effect
day and then added a second component the day after). to the potion based on the component property,
• Once an item has been created use the component name to discount ones which don’t make sense. (These are
help describe the item (i.e. Hercanium Shield). detailed in the Referee’s Guide)
• The referee should consult with the player to understand • Failure: On a failure the item is created but flawed and
what they are trying to craft but has the final say over the is damaged on a natural 1 or 2.
specific mechanical advantage to ensure game balance. • Critical: Masterwork success, treat the result as if a
second component has been added.
CRAFTING COMPONENTS • Critical Failure: A major mishap occurs and all items
• A component is a rare resource which possesses one or and resources are destroyed.
more special properties which grant a feature or benefit. 4. Multiple Components: For each additional component add
• Components are generally found or scavenged during +5 to the target. It is unusual that a craftsman will be
adventures and are not commonly available for trade. skilled enough to apply more than three components to a
• The Referee’s Guide provides detail of components and their single item.
properties, these can be discovered by players during the
CRAFTING COMPONENTS
ABYSSAL STONES CELESTIAL STEEL ORE CHITIN PLATE COLD IRON DEEP ROCK
Patterned stones linked to Silver mineral used in holy Creature’s exoskeleton used Forged at cold temperatures, A heavy black rock, used in
the planet’s core weapons in armour and shields bane of fey creatures dwarven hammers
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RULES COMPENDIUM | CHAPTER 5 | CRAFTING & ALCHEMY
ALCHEMY
ALCHEMY
ALCHEMY EXAMPLE
• Alchemy is the ability to create potions (or alchemical
compounds) using a component. • Hodric the Herbalist (Alchemy d6 skill) has acquired 3
• Potions are single use consumable items. units of the rare White Flower which he has learned
• An alchemy kit is required to create a potion. Doing so possesses some kind of healing properties. He decides to
in a laboratory gives advantage on the check. try and make a potion of healing.
• Multiple units of the same component can be used to create • He starts with 1 unit and makes an alchemy check against
more powerful potions although alchemy is more difficult. a target of 10. He rolls a 7 + 3 = 10, a success.
• Different components can be combined to create more • The referee decides that the potion will cure d6 health
unusual items. points and names it a “Potion of Healing.”
• The referee should consult with the player to understand
what they are trying to craft but has the final say over the Potion of Healing (cures d6 health)
specific mechanical advantage to ensure game balance.
• Name the potion once created. • Hodric does not stop there and decides to mix in the
second White Flower component to increase the potency
of the potion.
ALCHEMY COMPONENTS • He makes a second alchemy check against an increased
• A component is a rare resource which possesses one or target of 15. He rolls a 13 + 3 = 16, a success.
more special properties which grant a feature or benefit. • The referee (taking inspiration from amplifying spells)
• Components are generally found or scavenged during decides that the potion will now cure d12 health and
adventures and are not commonly available for trade. names it a “Greater Potion of Healing.”
• The Referee’s Guide provides detail of components which
can be discovered by players during the game. The specific Greater Potion of Healing (cures d12 health)
effects will be learned upon discovery and use.
• 1 component unit is required for potions. • Hodric does not stop there and decides to mix in the third
White Flower component to increase the potency of the
ALCHEMY CREATION potion once again.
• He makes a third alchemy check against an increased
1. Select the component(s) to be used to create a potion. target of 20. He rolls a 20 + 3 = 23, a critical success due
2. Alchemy Check: Make an alchemy check against a target of to the natural 20.
10 to apply the first component. • The referee decides that the potion will now cure d20
3. Determine Outcome: Based on the check result: health and can also cure any disease or poison and names
• Success: On a successful alchemy check apply an effect it the “Incredible Potion of Healing & Recovery.”
to the potion based on the component property,
discount ones which don’t make sense. (These are Incredible Potion of Healing & Recovery (cures d20
detailed in the Referee’s Guide) health; poison or disease).
• Failure: On a failure, the potion is created but is flawed
and requires a fortitude 10 save or the drinker is
poisoned (impaired until cured).
• Critical: Masterwork success, treat the result as if a
second component has been added.
• Critical Failure: A major mishap occurs and all items
and resources are destroyed.
4. Multiple Components: For each additional component add
+5 to the target. It is unusual that a craftsman will be
skilled enough to apply more than three components to a
single item.
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RULES COMPENDIUM | CHAPTER 5 | CRAFTING & ALCHEMY
ALCHEMY COMPONENTS
ANGEL SPORES AQUATIC MOSS ASHEN VEIN BLACK SERPENT OIL BLOODROOT
Effervescent dandelion with Sponge-like moss which Charcoal tree vein, deadly to A slimy dark slippery Root of fungal plant, unlocks
gaseous properties absorbs air touch substance inner fury
CLOUDFLAKE PETALS COBALT TREE DEW DARK MOSS DEVIL WEED EARTH SEEDS
Light grey flower permanently Blue dew from a sickly tree, Dark mess-like moss which Tall, reddish grass with a Buried, nutty seeds which
surrounded in a cloudy mist used for poison creates a sense of dread wonderful aroma vibrate when burried
FIRE SEEDS FROZEN CREEPER GLOOM CAP GOLDEN SUNSTEM GREYROT FUNGUS
Buried red seeds used to Icy corpulent vine, harmful to Splotchy mushroom, said to Mesmerising golden flower Withering fungal plant, rotten
embolden the spirit touch enhance the senses and diseased
HAZEL BERRIES HOLY WATER ICE LILY MAGE ROOT MOONSHADOW ROOT
Nourishing berries, Blesses and cleanses the White water lilies, ice-cold to Thick purple plant, bane of Grey tree root which
rejuvenates the body spirits touch magic intertwines with other plants
NIGHTSHADE LEAF RAGMAR DUST RED MOSS REDPINE SAP SEA VINE
Deadly dark leaf sought after Dusty deposit of ragmar ore, Tough reddish lichen, Sticky sap sourced from the Slick underwater vine with
by witches and assassins volatile and fiery resistant to fire great red pines solvent properties
SUN BLOSSOM TOXIC GREENSAP VALERIAN STALK WHITE FLOWER WITCH WEED
Golden blossom flower, a Sap from a rare tree, acidic in Stalk of a colour flower which Rare white flower with Gossamer-like weeds which
token of seers and prophets nature fluctuates in size restorative properties shimmer and sways in the
breeze
49
CHAPTER 6 : MAGIC
MAGIC PAGE 51
SPELL LISTS PAGE 52
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
MAGIC
OVERVIEW SCROLLS
• Magic is a dangerous nebulous force that exists everywhere • Scrolls are single use spells which can be read by anyone.
and is aspected to different domains. The few people who • A read magic spell is required to identify unknown scrolls
possess ‘the talent’ are treated with fear and suspicion. unless someone wishes to cast the spell blindly.
• Only those trained in magic arts can cast spells although • Reading a scroll does not stress the caster, but the scroll is
anyone can use scrolls or artefacts. consumed after use.
• Medicines and potions are created through alchemy, a form • Make a magic skill check as per the spell casting rules.
of science (see Crafting, Alchemy). Scrolls effects are amplified to charged on a critical success.
• The referee should encourage creative and inventive use of
the spells and not feel completely constrained by the CREATING SCROLLS
mechanics of the spell description. • Scrolls can only be inscribed with spells the creator is
proficient with. Inscribing takes 1 week and requires 1x
LEARNING SPELLS elementium dust and 1x parchment.
• This is the ability to harness magic to create an effect. • A magic check versus target 10 is required to succeed and
• Spells are aspected to the domains of; arcane; air; chaos; requires 1 health stress.
darkness; divine, earth; fire; form; ice; light; matter; • A failure results in a cursed scroll. The scroll works but also
nature; psionic; rune, shadow; time, totem and water. requires a mandatory roll on the wild magic table.
• When a new magic domain is acquired you have access to • A critical success amplifies the spell and a critical failure
all spells from that domain. results in all components being destroyed.
• You may choose two spells in which you are proficient
from the domain, other spells are cast at disadvantage. GRIMOIRES
• Two extra spell proficiencies are also gained each level. • Grimoires are spell books from a distant age, they are a
source of power and have a limited number of uses (2d20).
CASTING SPELLS • A read magic spell is required to identify unknown spells
1. Choose Spell: Select the spell to be cast. You must have one unless someone wishes to cast the spell blindly.
hand free to perform the intricate spell gestures. • Casting spells from a grimoire does not stress the caster
2. Stress: Spell casters stress themselves resulting in a unless charged or empowered. Use a magic skill check as
temporary loss of 1 health, only recovered through rest. per the spell casting rules.
3. Magic Check: A magic skill check is required to cast a spell • When a grimoire is exhausted, no further spells can be cast.
as per the spell description.
4. Spell Effect: On a success, apply the effects as per the spell MIRACLES
description. The same spell effect cannot be stacked but • Miracles are greater magic powers. When you are
multiple spell effects can be applied. proficient in every spell in a chosen spell domain you
5. Critical Success/Failure: A critical success charges the automatically gain access to the miracle.
spell. A critical failure results in a Wild Magic roll (pg. 9). • Using a miracle requires a significant summoning of power
• Heavy Armour: Causes the spell to be cast at disadvantage. and costs a permanent reduction of 2 health.
• Casting a miracle is not an insignificant event for the caster
AMPLIFYING SPELLS both physically or magically. After successfully casting a
• Spells can be amplified by stressing the caster 2 (charged) or miracle, recovery time of 6 months is required before
3 (empowered) health points. On a success, increase the attempting to cast a miracle again.
spell effects as per the Amplify Spell Table.
SPELL DESCRIPTION
TOTEM MAGIC Spell Name Spell Effects Spell Check Spell Description
• Totem magic is a form of primitive animal magic power
that harnesses the life force of an animal. Read Magic (Medium Range | Targets: 1 | Check: Magic 10)
• Creating a totem requires a part harvested from the animal Identifies a spell written in a grimoire or spell scroll.
in question. Make a Magic 10 check to succeed and this
attempt costs 1 health stress. AMPLIFY SPELL TABLE
• Totems store magical energy until activated. Anyone can Spell Charge Charged Empowered
activate a totem by snapping and breaking the totem. Stress 2 Health 3 Health
Effect Die d12 d20
RUNE MAGIC Number of Targets 2 4
• Rune magic involves inscribing ancient symbols of power Spell Area of Effect Medium (60ft) Long (120ft)
upon an object or person to cast the spell, this can be done
Spell Range Max Long (120ft) Far (240ft)
with a temporary (chalk, warpaint) marker.
• A Magic 10 check is required to succeed and the attempt Time Duration 1 hour 4 hours
stresses the caster 1 health. Spell Turn Duration 4 8
• The rune disappears if it has not been activated within 24 Target Level Max (Up to) 6 Any
hours or when it has been activated. Target Size Max Large Colossal
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
AIR MAGIC SPELLS TABLE : Elemental domain of air, wind and weather.
Fly (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Allows the caster or a target to fly.
Fog (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
A supernatural fog obscures peoples vision, all actions at disadvantage.
Gust (Range: Medium | Targets: 1 | Size: Medium | Check: Magic vs. Fortitude (person) or Target 10 (object) )
A blast of wind pushes a person or inanimate object back one range band.
Invisibility (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target becomes invisible. Spell ends when target engages someone.
Lightning (Range: Far | Damage: d6 | Targets: 1 | Check: Magic vs. Agility)
Summons a bolt of lightning on an opponent causing damage.
Shield (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Creates a wind vortex around target, disadvantage on all ranged attacks against.
Silence (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Creates a quiet, still space where sound is dampened.
Speed (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Boosts the speed of the target who moves twice their distance with any action.
Thunderclap (Range: Long | Area: Short | Check: Magic vs. Fortitude)
Creates a sudden, explosive clap of thunder that can stuns all monsters, creatures or people for a turn.
Windshield (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Creates a barrier of strong wind that causes all ranged attacks to be at disadvantage.
Tornado (Miracle) (Cost: Permanent loss of 2 health)
Creates a violent rotating column of air capable of damaging a settlement, destroying buildings and structures.
CHAOS MAGIC SPELLS TABLE : Dangerous wild magic linked to rifts between realities, mutations and warping.
Blackfire (Range: Short range area | Targets: 1 | Damage: d4 | Check: Magic vs. Agility)
A swirling black fire engulfs all victims in short range area which causes damage.
Corrode (Range: Medium | Targets: 1 | Time: Encounter | Check: Target set by referee)
Corrodes a metal object making it unusable for the duration of the spell. Valuable and/or powerful objects are harder to corrode.
Corruption (Range: Medium | Area: Short | Time: Turns 3 | Check: Magic vs. Fortitude)
Creates a cloud of pestilence causing all creatures within to be diseased and impaired.
Discord (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic vs. Will)
Target is confused and attacks a random ally or opponent in range. Target can try to resist as a free action each turn.
Inversion (Range: Medium | Targets: 1 | Check: Magic vs. Magic)
Reverses an active spell effect cast by another. Check is made against the person who cast the spell.
Mask (Range: Medium | Targets: 1 | Time: Encounter | Size: Medium | Check: Magic vs. Will) )
Target changes form by way of an illusion into something they have seen. Others can try to resist and see through the illusion as a free action each turn.
Portal (Range: Medium | Targets: 1 | Size: Medium | Spell Range: Far | Resisted Level: 3 | Check: Magic 10 | Resisted Check: Magic vs. Will)
Target can be teleported to a visible location within range.
Summon (Range: Medium | Targets: 1 | Level: 3 | Time: Encounter | Check: Magic 10)
Summons 1 randomly determined level 1-3 creature of chaos which fights alongside the party.
Venom (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Damage: d6 | Time: Encounter | Check: Magic vs. Fortitude)
Target infused with bubbling chaotic blood, if damaged, target explodes injuring all creatures in close range.
Vortex (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Damage: d6 | Check: Magic vs. Strength)
Caster drags victim 1 range band towards a selected point. Spell effect causes damage.
Convoke (Miracle) (Cost: Permanent loss of 2 health)
Summons Level 10 creature of chaos to fulfil a stated purpose upon which it is released onto the mortal plane until destroyed.
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
DARK MAGIC SPELLS TABLE : The Shadowlands and the realm of the dead.
Bloodsucker (Range: Close | Targets: 1 | Damage: d6 | Check: Magic vs. Agility)
Touch an opponent to cause damage, restore your health by the same amount.
Commune (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Caster may ask a question of a skeleton or corpse which is answered truthfully.
Darkness (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Creates a magical darkness over a short range area for 1 hour, normal light sources are ineffective within darkness.
Fear (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Will)
Target suffers fear causing them to act at disadvantage against the caster. Target can try to resist as a free action each turn.
Hold (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Strength)
Magic freezes target who can take no actions until resisted. Target can attempt to resist as a free action each turn.
Leech (Range: Close | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Agility)
Temporarily drain a random ability of the target.
Necromancy (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Animates a corpse (use skeleton stats for medium size) which acts under casters command.
Night Vision (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Grants target ability to see in the dark up to medium range.
Wail (Range: Medium | Area: Short | Size: Medium | Level: 3 | Check: Magic vs. Fortitude)
Creates a thunderous sonic discharge causing disadvantage to magic, mind and senses checks.
Wither (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Agility)
Make a magic attack against an opponent causing impairment through disease. Target can try to resist as a free action each turn.
Nightfall (Miracle) (Cost: Permanent loss of 2 health)
Shrouds an area the size of a settlement into a permanent state of darkness which cannot be dispelled.
EARTH MAGIC SPELLS TABLE : Elemental power of the land and earth.
Gravity (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Strength)
Create a force of gravity on a target so they cannot move. Target can try to resist as a free action each turn.
Mound (Range: Medium | Area: Short | Check: Magic 10)
A 1ft thick earth wall is created. Wall can be any variation of within spell area size. Wall stats are (HLT 20 | DEF 8 | SKL N/A).
Petrify (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Fortitude)
Target slowly turns to stone, suffer disadvantage on actions. Target can resist each turn. Failure to resist after 5 turns results in permanent petrification.
Pollen (Range: Medium | Area: Short | Time: Encounter | Check: Magic vs. Fortitude)
Creates a cloud of pollen, those in range suffer disadvantage on magic, mind, senses checks by sneezing.
Sense (Range: Long | Check: Magic 10)
Detects vibrations of any creatures within range.
Speak with Plants (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Provides the caster with insight to aid them in their quest by asking 1 question which must be truthfully answered with a one word response.
Spike (Range: Far | Targets: 1 | Damage: d6 | Check: Magic vs. Agility)
A sharp spike of rock impales an opponent causing injury.
Tangle (Range: Medium | Area: Short | Size: Medium | Level: 3 | Check: Magic vs. Strength or Agility)
Vines (HLT 5 | DEF 8 | SKL 0) grasp opponents and holds them in place. Target can try to break free action each turn or destroy the vines.
Terraform (Range: Medium | Area: Short | Check: Magic 10)
A tunnel or hole is created where there was earth. Tunnel can be any variation within spell area size.
Tremor (Range: Medium | Area: Short | Damage: d4 | Size: Medium | Level: 3 | Check: Magic vs. Agility)
Creates a powerful tremor throwing targets into the air causing them both damage and to land prone. Must use their movement next turn to stand up.
Earthquake (Miracle) (Cost: Permanent loss of 2 health)
Creates an intense seismic disturbance which affects an entire settlement, destroys buildings and creates cracks and fissures.
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
FIRE MAGIC SPELLS TABLE : The fiery planes of hell and elemental power of fire, rage and destruction.
Bind (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Will)
Force your will upon a demon, it will follow your simple commands that do not put it in peril.
Bolt (Range: Far | Targets: 1 | Damage: d6 | Check: Magic vs. Agility)
Creates a ball of flame to injure a target.
Blast (Range: Medium | Area: Short | Damage: d6 | Check: Magic vs. Agility)
Summons a destructive blast of fire that shakes and injures anyone in its area.
Elemental (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Summons a fire spirit that acts at the casters will (Fire Spirit | HLT 5 | DEF 10 | SKL N/A | Damage d4).
Flame (Range: Medium | Targets: 1 | Turns: 2 | Damage: d6 | Check: Magic 10)
Creates a magical fire on a melee or ranged weapon which adds fire damage to the weapon.
Heat (Range: Medium | Targets: 1 | Damage: d4 | Size: Small | Time: Encounter | Check: Magic 10)
Heats an inanimate object making it hard to touch and causes damage if held turn after spell cast, combustible items start to burn.
Hellfire (Range: Close | Damage: d6 | Turns: 2 | Check: Magic 10)
Creates a circle of fire around the caster. Anyone in close range suffers damage.
Protection (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Grants protection from fire. All fire based attacks against the target are at disadvantage.
Trap (Range: Medium | Targets: 1 | Damage: d6 | Check: Magic 10)
Creates a trap made of fire on an object. Trap is triggered when touched.
Swarm of Fire (Range: Medium | Area: Short | Damage: d6 | Time: Encounter | Check: Magic vs. Agility)
A swarm of fireflies (HLT 10 | DEF 8 | SKL N/A) causes damage to anyone in the spell area.
Enthral Demon (Miracle) (Cost: Permanent loss of 2 health)
Summons Level 10 demon (Behemoth) to fulfil a stated purpose upon which it is released onto the mortal plane until destroyed.
FORM MAGIC SPELLS TABLE : The power of body, mind & spirit
Elasticity (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Targets body becomes stretchy and you can extend your reach with short range.
Ethereal Form (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target becomes ethereal passing through solid objects and cannot be interacted with. Ends when interacting with something or casts a spell.
Grow (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic 10 or vs. Fortitude)
Enlarges a person, animal, plant or object one size up. Target can try to resist as a free action each turn.
Harden (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic 10)
Targets skin hardens giving them +4 defence for the duration of the spell.
Haste (Range: Medium | Targets: 1 | Turns: 3 | Check: Magic 10)
Target can take an extra action per combat turn.
Natural Weapon (Range: Medium | Targets: 1 | Damage: d6 | Time: Encounter | Check: Magic 10)
Target gains a natural attack ability from an existing body part.
Regenerate (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target possesses superhuman healing and regenerates 1 health per combat turn.
Shape Change (Range: Medium | Targets: 1 | Time: Encounter | Size: Medium | Level: 3 | Check: Magic 10 or vs. Fortitude)
Target shape-changes into a creature of the same or one size smaller. Target can try to resist as a free action each turn.
Shrink (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic 10 or vs. Fortitude)
Shrinks a person, animal, plant or object one size down. Target can try to resist as a free action each turn.
Strength (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target gains advantage on strength and damage checks.
Alter Form (Miracle) (Cost: Permanent loss of 2 health)
You may permanently alter your form to another creature of a similar size.
ICE MAGIC SPELLS TABLE : The elemental power of cold and frost from the frigid ice realms.
Armour (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Covers the target in a layer of ice enhancing their defence by +4.
Blizzard (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Creates a swirling storm of ice and snow that obscures vision, all creatures within the area act with disadvantage.
Freeze (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Fortitude)
Wave of icy energy freezes target who can take no actions until resisted. Target can try to resist as a free action each turn.
Frostbite (Target Range Close | Time: 2 Turns | Check: Magic vs. Defence)
Infuses the casters next two melee attacks with cold energy causing damage to be doubled.
Glacier (Range: Medium | Area: Short | Check: Magic 10)
A 1ft thick ice wall is created. Wall can be any variation of within spell area size. (Ice Wall 15 HLT | DEF 12 | SKL N/A).
Ice (Range: Medium | Area: Short | Time: Encounter | Check: Magic vs. Agility)
Creates a slippery path of ice. Those in target range slip and miss a turn.
Insulate (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Target is protected against cold and frost attacks or conditions for the encounter.
Shards (Range: Medium | Area: Short | Damage: d6 | Check: Magic vs. Agility)
Creates a storm of sharp ice shards and injures anyone in its area.
Spear (Range: Far | Targets: 1 | Damage: d6 | Check: Magic vs. Agility)
Conjures a sharp spear of ice that impales enemies.
Suspended Animation (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Puts a willing target into suspended animation temporarily halting any illness/diseases/poisons.
Permafrost (Miracle) (Cost: Permanent loss of 2 health)
You will permanently cover a settlement sized object in permafrost, forever freezing the contents.
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
LIGHT MAGIC SPELLS TABLE : The power of sun, light and life and the realm of the celestials.
Bless (Range: Medium | Targets: 1 | Turns: 2 | Check: Magic 10)
Blesses a weapon with a holy power to give it advantage in combat. Double damage against unholy (chaos, demons or undead) monsters.
Beam (Range: Far | Targets: 1 | Damage: d6 | Check: Magic vs. Agility)
Casts a bolt of holy light. Unholy (chaos, demons or undead) monsters suffer double damage.
Command (Range: Medium | Targets: 1 | Time: Encounter | Level: 3 | Size: Medium | Check: Magic vs. Will)
Commands a target to do their bidding (danger excluded). Target can try to resist as a free action each turn.
Courage (Range: Medium | Targets: 1 | Turns: 2 | Check: Magic 10)
Inspires a companion giving them advantage to actions.
Cure (Range: Medium | Targets: 1 | Level: 3 | Size: Medium | Check: Magic 10)
Cures the target of a poison or disease.
Heal (Range: Medium | Targets: 1 | Heal: d6 | Check: Magic 10)
Restores the targets health.
Light (Range: Medium | Targets: 1 | Area: Short | Time: 1 hour | Check: Magic 10)
Cast on an inanimate object which acts as a light source.
Radiance (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic vs. Will)
Creates aura around the caster causing unholy (undead, chaos, demon) to act at disadvantage. Target can try to resist as a free action each turn.
Shield (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Creates a shield of light causing all ranged attacks to be at disadvantage.
Turn Undead (Range: Medium | Targets: 2 | Time: Encounter | Size: Medium | Level: 3 | Check: Magic vs. Will)
Undead flee from caster.
Resurrection (Miracle) (Cost: Permanent loss of 2 health)
Bring a dead creature back to life.
NATURE MAGIC SPELLS TABLE : Elemental power of plants, the land and nature.
Animal Form (Range: Medium | Targets: 1 | Time: Encounter | Level: 3 | Size: Medium | Check: Magic 10 or vs. Fortitude)
Target changes into an animal of the same or one size smaller.
Forest Lights (Range: Medium | Area: Short | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Will)
Summons small faerie lights which transfixes the target losing their action. Target can try to resist as a free action each turn.
Good Berries (Quantity: d6 berries | Check: Magic 10)
Creates d6 berries which heal 1 health each, must be consumed within the hour.
Pass without Trace (Range: Medium | Targets: 1 | Check: Magic 10)
Allows the target to move quietly and unseen through natural environment. Double move, cannot be targeted.
Plant Growth (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Causes plants to grow rapidly and healthily.
Plague (Range: Medium | Area: Short | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Fortitude)
Plague of insects swarm an area, actions taken at disadvantage. Swarm (HLT 10 | DEF 10).
Sight (Range: Far | Targets: 1 | Time: Encounter | Check: Magic 10)
Caster can temporarily see through the eyes of a nearby animal (within distant range).
Speak with Animals (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Caster speaks with animals and can ask 3 yes or no questions which are answered truthfully.
Summon Animal (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic 10)
Caster can sense and summon an animal to their location that can be found in that environment. Animal follows simple commands including attack.
Tangle (Range: Medium | Targets: 1 | Level: 3 | Size: Medium | Time: Encounter | Check: Magic vs. Strength or Agility)
Vines (HLT 5 | DEF 8 | SKL N/A) grasp opponents and holds them in place. Target can try to break free action each turn or destroy the vines.
Monument (Miracle) (Cost: Permanent loss of 2 health)
Creates or grows a plant or rock based object the size of a settlement to the casters desired form or shape.
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
RUNE MAGIC SPELLS TABLE : Long lost symbols of power, the language of the primals.
Animation (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Animates a non-living object, such as a statue or suit of armour, to fight for the caster.
Concealment (Range: Medium | Targets: 1 | Size: Medium | Check: Magic 10)
Hides the target or an object from view, making them difficult to detect. Dispels when target interacts.
Detection (Range: Medium | Time: 1 hour | Check: Magic 10)
Reveals the presence of a particular type of creature or object (players decides).
Fortune (Range: Medium | Targets: 1 | Time: 1 hour | Check: Magic 10)
Target gains a free re-roll.
Illusion (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic vs. Will)
Creates an illusion from something they have seen. Target can try to resist and see through the illusion as a free action each turn.
Levitate (Range: Medium | Targets: 1 | Time: Encounter | Size: Medium | Check: Magic 10)
Allows the target to float in the air up or down.
Protection (Range: Medium | Targets: 1 | Size: Medium | Time: Encounter | Check: Magic 10)
Grants the target +4 defence for the encounter.
Repulsion (Range: Medium | Targets: 1 | Size: Medium | Area: Short | Time: 3 Turns | Check: Magic vs. Will)
Creates an invisible barrier which temporarily repels creatures or objects of a certain type.
Summoning (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Encounter | Check: Magic 10)
Caster can sense and summon an animal to their location that can be found in that environment. Animal follows simple commands including attack.
Teleportation (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Spell Far Range | Magic 10 or vs. Will check)
Target can be teleported once to a visible location within range.
Enchant (Miracle) (Cost: Permanent loss of 2 health)
Creates a magic item (weapon, armour or object) by using the casters personal magic essence.
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RULES COMPENDIUM | CHAPTER 6 | MAGIC
TOTEM MAGIC SPELLS TABLE : Primitive animal magic power, requires a piece of the named animal to create the totem.
Totem of Aptitude (Fox, Cat, Monkey) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user advantage on agility and athletics checks.
Totem of Prowess (Wolf, Lion, Tiger) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user advantage on all attack rolls.
Totem of Endurance (Camel, Horse, Ox)) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user advantage on fortitude and will checks.
Totem of Flight (Hawk, Eagle) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user the ability to fly.
Totem of Restoration (Snake, Dog) (Targets: 1 | Heal: d6 | Check: Magic 10)
Allows the totem user to recover d6 health.
Totem of Might (Bear, Boar, Elephant) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user advantage on strength and damage checks.
Totem of Insight (Raven, Owl, Tortoise ) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user advantage on lore and magic checks.
Totem of Perception (Hawk, Bat, Wolf ) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user advantage on sense and wilderness survival.
Totem of Dread (Shark, Snake, Spider) (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Time: Turns 2 | Check: Magic vs. Will)
Creates a totem that strikes fear into the hearts of enemies forcing them to retreat for a 2 turns.
Totem of Swiftness (Deer, Hound, Rabbit) (Targets: 1 | Turns: 2 | Check: Magic 10)
Gives the totem user double their movement speed.
Totem of Power (Miracle) (Great Creature) (Cost: Permanent loss of 2 health)
Grants the ability of a monster permanently.
WATER MAGIC SPELLS TABLE : Elemental powers of the seas, oceans and the realm of the Under-Seas.
Breathe (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target may breathe underwater.
Cloud Fog (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Creates a fog cloud which obscures visions, actions at disadvantage within fog cloud.
Control Water (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Control a body of water and bend it to your will (i.e. stop, flow, clear a path)
Create Water (Range: Medium | Targets: 1 | Check: Magic 10)
Creates a flask sized body of water.
Coalesce (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target merges with a water element. Gain damage resistance of 2 and move double speed through water.
Healing Waters (Range: Medium | Targets: 1 | Heal: d6 | Time: Encounter | Check: Magic 10)
Turns a small water source into healing waters which can be used to heal d6. Only lasts for the encounter.
Purify (Range: Medium | Area: Short | Check: Magic 10)
Purifies a nearby water source while this is used.
Walk (Range: Medium | Targets: 1 | Time: Encounter | Check: Magic 10)
Target may walk on water.
Waterfall (Range: Medium | Area: Short | Time: Encounter | Check: Magic 10)
Creates a powerful 1ft thick wall of water to slow/stop opponents (HLT 20 | DEF 8 | SKL N/A).
Wave (Range: Medium | Targets: 1 | Size: Medium | Level: 3 | Damage: d6 | Check: Magic vs. Strength)
Creates a wave pushing back a human sized object a range band.
Tidal Wave (Miracle) (Cost: Permanent loss of 2 health)
Creates a tidal wave from a nearby body of water which causes destruction across a settlement sized area.
57
CHAPTER 7 : THE GODS
THE GODS PAGE 58
THE GODS
OVERVIEW sacrifice which can be traded for divine favours from your
• Religion has a significant cultural and political impact on deity.
the world. • Sample suggestions are given although the referee will judge
• However, no one has witnessed the existence of the Gods whether a player’s actions earn piety points and how many
and they move and act in mysterious ways. are earned.
• Common religions of the Fallen Lands are described below • Unused piety points cannot exceed a hero's level.
although feel free to invent other religions which may
represent the many forgotten Gods, Deities and Elder USING DIVINE FAVOURS
Powers from a bygone age. • Each favour may be used once per day and requires a
successful religion skill check against a target of 10 to
RELIGION succeed. Each favour costs 1 piety point.
• All heroes may choose to follow a religion of their choice • A success results in your prayers being answered and the
although this is pre-determined for Clerics, Druids & favour works. Your prayers are not answered on a failure.
Zealots. • A critical success results in a dramatic success (increased
• Each religion has three keywords which define the theme of the benefit/effect). You anger your God on a critical failure
each religion. and lose all piety points.
• Performing actions which are true to the ways of your God • Feel free to alter or change ‘the ways’ of each religion to fit
will earn piety points depending upon the level of risk or the theme of your game.
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RULES COMPENDIUM | CHAPTER 7 | THE GODS
The Ways (Earth, Nature, Magic) The Ways (Creator, Warrior, Historian)
• (Low 1 point) Protect the life of one with elven heritage. • (Low 1 point) Protect the life of another dwarf/Northmen.
• (Low 1 point) Complete a deep range into the wilderness. • (Low 1 point) Find a rare component for crafting.
• (Medium 2 points) Clear a wilderness area of threats. • (Medium 2 points) Defeat an ancient Beastman foe.
• (Medium 2 points) Defeat a Night Elf. • (Medium 2 points) Defend the honour of your clan.
• (High 3 points) Unite two disparate Wildfolk tribes. • (High 3 points) Find a lost dwarven site.
• (High 3 points) Find an ancient Earth Tree. • (High 3 points) Establish a new settlement or route.
59
CHAPTER 8 : HERO OPTIONS
CREATING A HERO CLASS PAGE 61
MULTI-CLASSING PAGE 61
HERO ABILITIES PAGE 62
60
RULES COMPENDIUM | CHAPTER 8 | HERO OPTIONS
61
RULES COMPENDIUM | CHAPTER 8 | HERO OPTIONS
63
CHAPTER 9 : RUNNING ADVENTURES
GAME SESSION PAGE 65
CHECKS PAGE 66
WILDERNESS TRAVEL PAGE 67
EXPLORATION PAGE 68
ENCOUNTERS PAGE 69
SETTLEMENTS PAGE 70
DOWNTIME PAGE 71
COMBAT PAGE 72
SURVIVAL PAGE 74
REWARDS PAGE 75
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
GAME SESSION
THE GAME SESSION PLAYER RETIREMENT (OR DEATH)
• Getting together to play the game is known as a game • Adventuring is dangerous and death may occur through
session which typically runs for 2-4 hours. depletion of resources, bad planning or luck.
• An adventure may take 1 or more sessions to complete • The wounds system makes it more likely that a player may
• A campaign represents a major story arc and may take retire a hero through an accumulation of injuries.
several adventures to complete. • Player Death: Allow the player a final opportunity to go out
on their own terms such as a last chance to act in the
BEFORE THE SESSION spotlight or whisper a few dying words.
• Retirement: Players can retire their hero who can assume
• The referee and players should agree on the length of the NPC status in the game if they wish, such as when they
session (typically 2-4 hours) in advance. incur too many wounds.
• Players should have prepared a hero for play (or continue to • Replacement Hero: Aim to get a replacement hero back
use an existing one). into the game as quickly as possible to keep all players
• If a hero died, retired or left during the last session, involved in the game. Options include; promoting a
introduce a new hero at the start of a new session. follower or non-player character or through a random
• The referee should have a pre-made adventure ready to play. encounter with another adventurer.
STARTING THE SESSION ENDING THE SESSION
• Recap: Either the players or referee briefly recap the events • This ends at your agreed (real-life) stopping point.
of the previous session. • If all the players are killed, the players should create new
• Scene: The referee then introduces the opening scene. heroes and restart the game.
• Questions: Players may ask questions to ensure they have a • Ask the players about their intentions for the next session.
clear idea of the quest objective; rewards; hints about This allows the referee to plan the next session by focussing
dangers and a place to start. on areas the players intend to explore next.
• Decision: Give the players a decision and some direction
about their next course of action (i.e. “What do you do?”)
allowing the players to start driving the scenes based on ENDING THE ADVENTURE
their actions. • An adventure ends when the players exit the adventure site
• The referee can ‘fast-forward’ to the next exciting part of the regardless of whether a quest has been completed and
adventure if they wish and skip less exciting aspects (i.e. return to a place of safety.
such as travel) for their group. • A return visit is treated as a new adventure.
• Award experience at the end of each adventure.
RUNNING THE SESSION • Rewards such as payments, treasure and favours are
typically awarded at the end of the adventure.
• Scenes: The referee manages a loop of presenting a scene • Players may only increase their level at the end of an
with the players deciding their actions. adventure when they have returned to a place of safety.
• Referee Notes: The referee should make a bullet point note
of any key events that occur which should be remembered
for future sessions. CREATING RUMOURS
• Time: The referee should keep track of time using a tally • Creating Rumours: The players should be asked to create
mark/five bar gate system to track elapsed turns. Turns may some rumours about the next adventure (related to a
vary from a few seconds (combat); 10 minutes (exploration) location, person, object or event) based on the events of the
to half a day (travel/settlement). adventure to date.
• Random Encounters: The referee should track the random • Rumour Table: The referee adds these to the rumour table
encounter target number and make a secret check for this at and decides if these are true or false using these as
the end of each turn. inspiration for the next adventure.
• Experience Points (XP): The referee (or players) should
keep track of XP rewards as they occur, noting down PLAYERS JOURNAL
achievements completed (i.e. quests completed, locations
explored, monsters defeated, treasures and artefacts found). • Players should collectively keep brief notes of each session.
• Mapping: Players can be given a blank adventure site map This should be no more than several bullet points
and can write details on it as they explore. highlighting key events of the session.
• Player Status: Players are responsible for tracking their own • The journal is used to provide a high-level record of
health, status and depletion of resources. adventures (and is fun to read back and recall in the
future).
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
CHECKS
ADVANTAGE OR DISADVANTAGE
• Awarded through ability use or at the referee’s discretion
based on situational factors.
• Roll the check twice taking the highest result (Advantage -
ADV) or lowest result (Disadvantage - DIS).
REACTION CHECKS
CHECKS SUMMARY • Used to determine the outcome of random or uncertain
1. Check: Roll d20 to equal or exceed a target number events outside the player’s control.
based on the Target Number Table (Page 7) • Referee rolls a d20, consults the Reaction Table and
2. Skill Die: If a relevant skill is used, add their skill die to interprets the result according to the situation.
the roll (i.e. d4, d6 etc). Monsters use a general skill die
based on their level FATE CHECKS
3. Secret Roll: The referee may secretly check for the • Used when the referee is asked a question and wants to
player when the outcome of the check is not obvious. leave the outcome to chance.
• Referee rolls a d20, consults the Fate Table and interprets
the result according to the situation.
CHECKS
• Checks are made when the outcome of an action is risky or KNOWLEDGE CHECKS
uncertain or when attempting to avoid or resist • Skill checks can be used to give clues or allow players to
something. ask questions, but not solve the issue.
• Dice rolls are not always required if there is a clear reason
or plan why the action will succeed. SOCIAL CHECKS
• Checks can be used to provide hints and clues for
exploration or social encounters but should not be used as • Skill checks can be used to help decide social interactions.
the sole means to solve these. • Command checks are typically used when the player is
• Failure may result in some consequence (i.e. time, resource adopting an authoritative position.
impact, injury or setback). Failure should not be considered • Guile checks are typically used when the player is adopting
an end-state but a prompt to find another way. a tactical, diplomatic or cunning approach.
• Here, the referee can elect to grant advantage or
disadvantage to the check if the player makes a convincing
USING CHECKS approach and/or role-plays the situation well.
• The check is a simple core mechanic (roll a d20 to beat • As an alternative, social encounters can be completed using
another target number), high is good, low is bad. role-playing and no dice rolling if you wish.
• This core mechanic is flexible and can be used in a number
of ways to help determine the outcome of an action (target OTHER CHECKS
roll, opposed roll, multiple checks or group checks).
• The referee is empowered to apply the most logical and • Opposed checks are used for competing actions. Both sides
sensible type of check to a situation to keep the action make a skill check, highest result wins.
moving forward. • Complicated actions require several checks to pass.
• Assign target numbers based on the perceived challenge of • Group checks are used to determine if the group succeeds
the task. at an action. Everyone makes a check and if the majority
• Encourage players to think creatively and award advantage succeeds, the group succeeds.
when they present clever plans and ideas.
• The entire game can be run using the Target Number Table,
Reaction Table and Fate Table (all Page 7).
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
WILDERNESS TRAVEL
WILDERNESS TRAVEL
WILDERNESS TRAVEL SEQUENCE
• Movement: Heroes can typically move 12 miles (2 hexes)
1. Scene: The referee presents the current scene to the per turn (half day).
players detailing their current location, environment • Point Crawl: Players can use a point crawl method to
and weather. follow known routes and mark the number of hexes
2. Decision: Players make a decision on their action for travelled.
that turn; each turn takes half a day. • Hex Exploration: Players can go off-route and move from
3. Travel Outcome: The consequences of actions (i.e. hex to hex. This may be slower (see terrain) and may
distance travelled) are determined. require navigation checks.
4. Encounter: A random encounter check is made at the • Terrain: Distance travelled will be affected by terrain.
end of each turn (morning & afternoon) and a further Increase this by x1.5 for good conditions (roads) or
check is made overnight. decrease by half for challenging conditions.
5. Time & Resources: Players can complete two major • Navigation: May be required when not following known
actions per day and typically rest overnight. routes (use wilderness checks to determine if players go off
route). Failure may result in heroes going off-route (failure)
or getting lost (critical failure).
• Forced March: This doubles the speed for the day but risks
THE WILDERNESS MAP exhaustion (use fortitude checks which get more difficult)
• The Wilderness Map is comprised of 6-mile hexes showing • Transport: Vehicles or mounts can be used to travel more
points of interest in the area and is used to track the quickly or overcome some terrain (i.e. water).
movement of heroes between different locations.
• Settlements are usually isolated and travelling through the PLAYER CHOICES
wilderness is considered perilous.
• Travelling unmarked routes presents risks of getting lost but • Set a target number for checks based on the weather and
may also reveal secrets of the land. terrain (i.e. foraging may be easy in a bountiful forest but
difficult when travelling the plains).
• Give the player opportunities to earn advantages to rolls
WEATHER through clever play (i.e. travelling safe routes or travelling
• Weather: Roll d20 on the Weather Table each day to more cautiously should reduce the chance of getting lost or
determine weather conditions. encounters).
• This outcome may the affect player’s actions (i.e. navigation, • Disadvantages could occur when players take risks (i.e.
movement or creating a hazard) as determined by the travelling through dangerous areas).
referee.
TIME & RESOURCES
WILDERNESS ACTIONS • Time: Wilderness actions take half a day and players can
• Players may undertake one action per turn from the perform two actions per day (morning and afternoon) and
following options: rest overnight.
• Travel: Heroes may travel 12 miles (2 hexes) per turn • Resources: At the end of each day, food resources may be
• Exploration: Search a 6-mile area (1 hex) per turn (senses depleted. Water sources are assumed to be plentiful (i.e.
checks can be used to provide clues). streams, brooks, rivers) but this could vary in less
• Foraging: Gather foods from the land (use wilderness check hospitable environments.
to forage d4 days worth of nuts, berries and plants).
• Hunting: Hunt animals for food (use ranged combat check RANDOM ENCOUNTERS
to hunt d6 days worth of fresh meat). • Random Encounters: Random encounter checks are made
• Camping: Players must rest every night or they risk three times a day i.e. morning, afternoon, night (see
exhaustion and become impaired. Exhaustion can be Encounters).
recovered through rest.
WEATHER TABLE
d20 Spring Summer Autumn Winter
01 Rain Storm Thunderstorm Storm Winter Storm
02-03 Rain Extremely Hot Heavy Winds/Rain Heavy Winds
04-07 Overcast Very Warm Changeable (Next roll DIS) Freezing Cold
08-13 Clear Calm, Pleasant, Sunny Drizzle Changeable (Next roll DIS)
14-17 Clear, Cool Calm, Pleasant, Sunny Clear, Cool Cloudy, cold
18-19 Clear, Warm (Next roll ADV) Clear Skies (Next roll ADV) Dry, Cool Overcast
20 Beautiful (Next roll ADV) Beautiful (Next roll ADV) Clear Skies (Next roll ADV) Clear Skies (Next roll ADV)
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
EXPLORATION
EXPLORATION SEQUENCE
1. Scene: The referee presents the current scene to the
players (i.e. a new area) giving players an opportunity to
ask questions.
2. Decision: Players make a decision on their next course
of action that turn.
3. Outcome: The consequences of these actions are
determined and gameplay moves to the next scene.
4. Time & Resources: Each turn takes 10 minutes, elapsed
time is marked and resources (i.e. torches) may be
depleted.
5. Encounter: A random encounter check is made.
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
ENCOUNTERS
SOCIAL INTERACTIONS
ENCOUNTER SEQUENCE
• Dialogue takes place alongside any actions.
1. Reaction: Determine the opponent's reactions; this may • This can be role-played or described by the referee and
be planned or randomly determined. players. Player interactions should have a meaningful
2. Position: Determine the opponent's position; this may impact on the outcome.
be planned or randomly determined. • Skill checks can be used to help decide social interactions.
3. Surprise: Determine if either side is surprised based on • Command checks are typically used when the player is
the current situation or using an opposed senses or adopting an authoritative position.
agility (if one side is sneaking) check. • Guile checks are typically used when the player is adopting
4. Initiative: The sequence in which participants act by a tactical, diplomatic or cunning approach.
rolling a d20 + agility/monsters skill check acting from • Here, the referee can elect to grant advantage or
highest to lowest. disadvantage to the check if the player makes a convincing
5. Actions: May perform one action per turn, such as approach and/or role-plays the situation well.
moving, magic, combat or interacting with something. • As an alternative, social encounters can be completed using
role-playing and no dice rolling if you wish.
• For pro-longed interactions (such as negotiations) consider
the starting attitude and motivation of the opponent and
ENCOUNTERS break this interaction into a few meaningful exchanges (3
max) before you determine the final outcome which leads
• Encounters involve interactions with other NPCs, to a decision or action.
monsters or factions.
• The referee will determine the opponent’s reaction and
describe their reactions to the players. ENCOUNTER ACTIONS
• Each participant can perform one action during their turn,
TIME & RESOURCES common examples of actions are:
• Move/Fast Move: Move a range band or two (fast) to close
• An encounter is assumed to take 1 turn (10 mins) in total the distance between themselves and another person.
and resources may be depleted (i.e. torches). • Interact: Use an object or item as long as it can be
completed within a few seconds of time.
REACTION • Combat: See Combat section.
• Cast Spell: See Magic section.
• Reaction determines the opponent’s attitude based on the
planned nature of the encounter or the opponent’s current
motive for random encounters. INITIATIVE
• For random encounters, roll on the (or use Reaction Table) • Determines the order of actions and may be necessary
and interpret the result. when actions are taken against each other.
• Good outcomes may result in aid or negotiation (dialogue); • Each person rolls d20 + agility (or NPC/Monster skill) and
indifferent results may be avoidance and bad outcomes may acts from highest to lowest each turn.
result in hostility (combat). • Make group rolls for monsters of the same type.
• Opponent's reaction may change during the encounter
based on the player's actions or dialogue.
PURSUIT
POSITION • Tactics and skill checks can be used to increase or decrease
the number of range bands between participants depending
• This determines where the opponents are situated when on the player’s actions.
they are first encountered. • When a party gets ‘far’ distance away, they escape.
• For planned encounters, the opponent's position will be • Monsters, heroes or NPCs who are particularly fast or slow
pre-determined based on their purpose within the will automatically catch up or escape.
adventure.
• For random encounters, roll on the Reaction Table and
interpret the result. A poor outcome may result in an REPUTATION
ambush and a good outcome may allow a surprise action. • Reputation represents your heroes’ fame, good standing and
merit with factions, settlements or NPCs.
SURPRISE CHECK • This is tracked at the group level.
• Positive relationships are marked (+) and may offer
• Referee determines if either side is surprised based on the advantage whilst negative relationships are marked (-) and
current situation. result in disadvantage.
• An opposed senses check (both sides unaware) or an • Reputation changes over time it improves, declines or is
agility (party sneaking) vs. senses (unaware) is used. forgotten over time.
• If one side surprises the other they get a free turn to act
before initiative is determined.
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
SETTLEMENTS
SETTLEMENT ACTIONS
SETTLEMENT SEQUENCE
• Players may undertake one action per half day from the
1. Scene: The referee presents the current scene to the following options:
players detailing their current location and options. • Rest: Gain advantage on overnight health recovery
2. Decision: Players make a decision on their next course overnight.
of action; each turn takes half a day. • Recruit: A hero can recruit followers (see Followers)
3. Outcome: The consequences of these actions are • Buy, Sell or Repair Equipment: Equipment availability is
determined and gameplay moves onto the next part of influenced by the settlement type.
the scene. • Rumours: Investigate new rumours (see Rumours)
4. Encounter: A random encounter check is made at the • Visit NPC, Faction or Service: This is likely to be a specific
end of each turn (morning & afternoon) and a further encounter (i.e. visit Church, Alchemist).
check is made overnight. • If a player does not take an action or simply wants to
5. Time & Resources: Players can complete two major explore the settlement, then a random encounter will take
actions per day and rest overnight. place.
• There is no need to track detailed movement within a
settlement.
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
DOWNTIME
DOWNTIME
DOWNTIME ACTIVITY SEQUENCE
• Downtime covers events between adventures. Heroes can
1. Choose Activity. Players choose an activity to choose what activities to complete, this may grant benefits.
undertake from the Downtime Activity Table. • Each downtime activity takes a week for game time and
2. Activity Check. Make a skill check against the initial players are assumed to have spent 50sp on living expenses
target score and interpret the results according to the unless they are staying at their own property.
Downtime Activity Outcome Table. • When performing downtime activities, players must start at
3. Continue Activity? On a success (or critical success), the initial objective and can build to the next activity the
the player has the option to continue the activity for a next week if they pass the previous check.
further week at the next target level (i.e. 10) or they may • The Referee may award advantage or disadvantage based on
stop and choose another activity. the player’s approach, environment or situation.
• Players are free to role-play downtime activities if they wish.
DOWNTIME ACTIVITY OUTCOME TABLE
Outcome Description Continue Activity Example. Lyssa the Rogue visits the City of Lanatus with 500sp
Critical Success Achieve the next benefit. Yes acquired from her last adventure. She decides to spend the week
Success Achieve the current benefit. Yes gambling 100sp (target 5, low stakes) and makes a sleight of hand
check (result 13), a success. She turns this into 150sp. Lyssa may
Failure Nothing achieved. No, start again
now elect to spend another week gambling at the medium stakes
Critical Failure Complication occurs. No, start again level (target 10, earns double her stake) or do something else.
DOWNTIME ACTIVITY TABLE
Activity Objective/Benefit Complications
Buy/Sell/Upgrade Property 05 - Buy/sell or upgrade small property/land at village. • Increased cost
Command or Guile 10 - Buy/sell or upgrade medium property/land at town. • Negative reputation
15 - Buy/sell or upgrade large property/land at city. • Rival/Thieves Guild
15 - Buy/sell or upgrade huge property/land at city.
Buy/Sell Unusual Item 05 - Buy or sell common items (i.e. common treasures) at village. • Increased cost
Guile 10 - Buy or sell uncommon items (i.e. specialist items) at town. • Reveals activities
15 - Buy or sell rare items (i.e. components) at city. • Rival/Thieves Guild
20 - Buy or sell very rare items (i.e. artefacts) at city.
Crafting Craft items or create potions See crafting & alchemy rules
Alchemy or Crafting
Find Resources (What) 05 - Find and obtain common resources. • Increased cost
Various 10 - Find and obtain an uncommon component. • Rival
15 - Find and obtain a rare component. • Guardian
20 - Find and obtain a legendary component. • Threat
Gambling (Stake) 05 - Low stakes gamble at village 100sp max (earn stake + 50%). • Debt, Loss of item
Sleight of Hand 10 - Medium stakes gamble at town/castle 500sp max(earns stake x2). • Rival
15 - High stake gamble at city 2,000sp max (earns stake x3). • Addiction
20 - Outrageous game at city unlimited amount (earns stake x5).
Research Information (Subject) 05 - Learn something which is known to people. • Cost
Lore or Guile 10 - Learn something which is not well known. • Negative reaction
15 - Learn something that is hidden. • Rival
20 - Learn a secret. • Regress learning
Rest & Relaxation 05 - Recover all health points. • Slower health recovery
Fortitude 10 - Recover from an impaired condition. • Worsening condition
15 - Recovery from an incapacitated condition.
20 - Supreme health, gain d6 temporary bonus health for next adventure.
Service or Charity 05 - Perform simple chores for an individual. • Cost
Varies depending upon service 10 - Perform a service for a small group. • Negative reaction
15 - Perform a service for a faction or small settlement. • Negative reputation
20 - Perform a service for a settlement. • Rival
Shady Activity (Nature/Objective) 05 - Low stakes enterprise • Capture, punishment, fines
Agility, Open Locks, Sleight of Hand 10 - Medium stakes enterprise • Threat, injury
15 - High stake enterprise • Negative reputation
20 - Deadly enterprise • Rival/justice seeker
Train (Subject) 05 - Easy practice to learn/maintain a skill • Training regression
Skill Dependent 10 - Good practice for a particular skill, earn advantage on first use • Injury
15 - Hard practice for a particular skill, earn free skill re-roll • Negative reputation
20 - Extreme practice for a particular skill, increase skill die for adventure • Rival/competition
Travel/explore local region 05 - Wander the surrounding area. • Negative reaction
Wilderness Survival 10 - Explore a specific area and find a landmark. • Negative reputation
15 - Explore a specific area and find a small adventure site. • Rival
20 - Range into the wilderness and discovers a large adventure site. • Discover danger
Work/Jobs 05 - Perform easy jobs, incurs no expenses and earns d20 cp (per level) • Fail to earn coin
Varies depending on job 10 - Perform moderate jobs, incurs no expenses and earns d20 sp (per level) • Negative reaction
15 - Perform tough jobs, incurs no expenses and earns 2d20 sp (per level) • Injury
20 - Perform difficult jobs, incurs no expenses and earns 3d20 sp (per level) • Discover danger or threat
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
COMBAT
ATTACKING
COMBAT SEQUENCE
• Attacker may move a range band and attack.
1. Initiative: Roll d20 + agility/monster skill to determine • Attacker rolls d20 + melee or ranged talent vs. target’s
the order of actions from highest to lowest. defence score.
2. Action: Perform one action per combat turn which lasts • If the attacker equals or exceeds this check, they hit their
a few seconds. opponent and will proceed with a damage check.
3. Attack: Move a range band and attack. Roll d20 +
melee/ranged combat skill to equal or exceed a target’s
defence or use a special ability. CRITICAL SUCCESS/FAILURE
4. Damage: On a hit roll weapon damage and deduct this • A critical success attack does double damage.
from the target’s health. • A critical failure attack damages the attackers. If a critical
5. Impaired: Act at disadvantage when reduced to a third failure occurs again on a damaged weapon it is broken
of your health. beyond repair.
6. Death: Target defeated when health reaches zero.
Hero’s/named NPCs may roll on the Wounds Table.
DAMAGE, INJURY & DEATH
COMBAT PRINCIPLES • All physical injury is scaled from d4 through d6, d8, d10,
d12 to d20 maximum.
• Combat is deadly and dangerous and may not always be • Roll weapon damage and deduct this from the target’s
the wisest course of action. health.
• Make the combat scene exciting by narrating the actions • Shield Break: Shields may be sacrificed to ignore damage
and outcomes. from one attack. This must be called before damage is
• Make the combat environment interactive and usable by rolled.
the players and opponents. • If health is reduced to a third, target is impaired and acts at
• Reward creative thinking and good tactical play by disadvantage.
awarding advantage (i.e. flanking, cover, terrain use). • If health is reduced to zero, the target is dead.
• Aim to keep most combat encounters fast and furious. • Heroes and named NPCs may roll on the Wounds Table
• When the outcome of a combat scenario is clearly in the instead of death.
heroes’ favour, then fast forward to the end scene.
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
COMBAT GRID
COMBAT EXAMPLE
• The combat grid is a simple tool which the referee can use
to manage a combat situation. • Falrak the Brave, Human Warrior (LVL 1 | HLT 13 |
• It is not intended to provide an accurate measurement DEF 12 | Melee d4 | Leather Armour, Shield, Spear d6,
system but does allow the referee to assess the movement Shortsword d6 - both readied) is exploring a crypt.
and distance of participants easily. • He encounters two Zombies (LVL 1 | HLT 3 | DEF 6 | SKL
• The combat grid acts like a chess board with each square of n/a | Bite d4, Disease Bite, Slow, Undead, Fearless) who
the grid representing one range band. moan and move towards him in a threatening manner.
• Place parties on the grid according to where they appear Zombie 1 is at medium range and Zombie 2 is at long
during an encounter. range.
• During combat, you can move each participant to a • Everyone rolls d20 + agility to see who acts first. The
different square based on their movement. Zombies are slow and roll at disadvantage.
• When players are within the same square they can engage in • The results and sequence of actions are Falrak (13) and a
melee combat. group roll is made for the Zombies (5).
Round 1
• Falrak elects to hold his position and throw his spear at
F COMBAT GRID EXAMPLE Zombie 1.
(F) Falrak the Warrior is facing • He rolls a d20 (no ranged skill bonus) and gets a 17, a
two Zombies. critical hit.
(Z1) Zombie 1 is 2 squares • He rolls d6 damage (4) and doubles it for a result of 8.
away at medium range. The spear takes the Zombie straight through the brain and
Z1 (Z2) Zombie 2 is 3 squares it crumples onto the ground dead.
away at long range. • Zombie 2 is not an intelligent creature and acts on
instinct, the referee decides it will fast move (2 range
Z2 bands) towards Falrak. Zombie 2 is now only 1 range
band away from Falrak.
RANGE BAND TABLE • That is the end of the first round.
d20 Range Band & Distance Round 2
01 Melee, close range (5ft), reach range (10ft) • Falrak moves a range band into the same square as
02-03 Short (30ft) Zombie 2 and attacks. As his shortsword is a readied item
04-06 Medium (60ft) he can use this as part of his action.
07-10 Intermediate (90ft) • Falrak rolls a d20 + melee skill of d4 and gets a 5, a miss.
• The referee decides that Zombie 2 will use its Diseased
11-14 Long (120ft) Bite attack. This is an encounter ability which can only be
15-17 Far (240ft) used a number of times equal to the Zombies level which
18-19 Distant (Greater than 240ft) is 1.
20 Escaped notice, perhaps some signs of opponent • Zombie 2 rolls a d20 (no skill bonus) and gets a 15, a hit.
• As the Zombies festering jaws look to sink into Falrak, he
brings up his shield into the Zombies mouth and sacrifices
it (shield break) to avoid any damage.
• Falraks defence score is reduced to 10 as he has lost his
shield.
Round 3
• Falrak decides to press and attack aggressively (attacks at
advantage but the Zombie will attack Falrak at
advantage) hoping to end the encounter quickly.
• Falrak rolls a d20 + melee skill of d4 and gets a 17, a
critical hit.
• He rolls d6 damage (5) and doubles it for a result of 10.
He skewers the second Zombie with a swipe of his sword,
killing the creature instantly.
• Falrak has survived the encounter but unfortunately lost
his shield in the melee and must be a little more cautious
as he explores the crypt further.
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
SURVIVAL
the additional effect (impairment to incapacitation to
death).
• The table below summarises typical afflictions, effects and
skill checks required to avoid them. Sample target numbers
are provided or use the monsters attack roll.
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RULES COMPENDIUM | CHAPTER 9 | RUNNING ADVENTURES
REWARDS
75
CHAPTER 10 : CREATING ADVENTURES
ADVENTURE ELEMENTS PAGE 77
WILDERNESS MAP PAGE 78
SETTLEMENTS PAGE 80
RUMOURS PAGE 82
QUESTS PAGE 83
ADVENTURE SITE PAGE 84
ADVENTURE SITE TABLES PAGE 86
ADVENTURE THEME TABLES PAGE 88
RANDOM ENCOUNTERS PAGE 90
MONSTERS PAGE 91
HUMAN NPC’S PAGE 92
NON-HUMAN NPC PAGE 94
NPC ADVANCEMENT PAGE 95
CHALLENGES PAGE 96
TREASURE PAGE 97
ARTEFACTS PAGE 98
RESOURCES & COMPONENTS PAGE 100
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
ADVENTURE ELEMENTS
77
RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
WILDERNESS MAP
78
RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
CREATING SETTLEMENTS
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
RUMOURS
RUMOURS EXPANDING RUMOURS
• Rumours can provide players with information about • Consider developing the rumour table further by adding
adventure hooks, clues, setting details, events, NPCs or three layers of information starting with; the rumour;
factions activities. leading to discoverable information and then to secret
• A rumour table is used to document this information and information
contains the description of the rumour and a note of its • This gives the players an opportunity to discover more
credibility (true, false or unknown). Information should be information through questions, investigation, interactions
short and concise. and role-playing and adds a level of depth to your game.
• The rumour table is controlled and managed by the referee
and is a living breathing document which develops over
time with new rumours being added and old rumours being RUMOUR EXAMPLE
forgotten. • Darren the Referee, decides to create a rumour. He rolls
• Rumour tables can be created for regions, specific 4d20 on the Rumour Generator Table and gets the
settlements, factions or even NPCs. following results; 7 (Subject - Faction), 4 (Event - Defeat/
Overcome) 10 (Object - Legendary Monster) and 5
CREATING RUMOURS (Complication - Environment Challenge).
• Using these results, he decides that an Order of Knights
1. Rumours: Create batches of 6 rumours (3 false, 2 true and 1 were spotted passing through a settlement recently. It is
unknown) believed they grievously wounded a legendary Dragon
2. Generate Rumour: Roll 4d20 on the Rumour Generator which fled to Whitepeak Mountains to die. Groups of
Tables and use these results to create an idea for a rumour. travellers now seek to make an expedition up the
3. Truth: Mark if it’s true (T), false (F) or unknown (?). mountain to search for its rumoured treasure.
• Try and link rumours to different adventure elements (i.e. • The referee can use this rumour as background
quests, locations, NPC’s, factions) so these are interlinked information (the roads are busy with travellers heading
towards Whitepeak Mountains), encounters (Treasure
USING RUMOURS Hunters, Knights) or even a quest (Find the treasure).
• Create new rumours before the start of an adventure to
provide possible clues, hooks or side-quests. REFEREE TIP
• After each adventure, update, amend or delete rumours • At the end of an adventure, ask each player to come up
based on events which transpired, player suggestions and with a rumour based on the events of the last adventure.
consequences of the adventure. Write these down as potential plot hooks for the future.
• Add something to the rumour table whenever you have that
spark of imagination.
• During an adventure give players opportunities to glean
information from the rumour table by engaging with NPCs
or factions.
• Rumour tables may exist at a world, regional or local level
depending upon the scope of these tales.
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
QUESTS
QUESTS
• Quests represent the goals of the adventure and should be
the primary driver of player actions and are categorised as
follows:
• Side quests; goals completed within an adventure or a
single session, worth 5xp.
• Adventure quests; goals completed within 1-3 sessions,
worth 20xp.
• Campaign quests; goals completed within 1-3 adventures,
worth an additional 50xp.
• Multiple quests can exist at the same time and may have
completion conditions (i.e. time limits).
• Quests can be revealed before or during the adventure and
may occasionally change in nature (i.e. the plot twist). Use CREATING QUESTS
this device sparingly, however. 1. Create Quest: Roll 4d20 on the Quest Generator Tables to
• The outcome of quests should have some consequence in generate an idea for a quest.
the world setting after the adventure. 2. Quest Description: Write one sentence to describe the
quest’s objectives in clear terms, detailing any success
QUEST ELEMENTS criteria (i.e. Retrieve the Holy Staff of Suunos from the Tomb
• Quests should compromise of the following elements: of the Damned).
• Goal: A clear objective so the players understand the 3. Add Side Quests: Create a couple of side-quests linked to
success criteria, rewards and consequences of failure. the main quest description and write these in bullet point
• Motivation: A reason why the heroes should undertake the format (i.e. Find the Tomb of the Damned, Defeat the
quest (i.e. why do they care and are the rewards sufficient?). Guardian of the Holy Staff).
• Information: Give players an opportunity to learn
additional information which helps them and further CHARACTER QUESTS (OPTIONAL)
invests them in the quest. • Character quests are designed for individual heroes where
• Challenges: The quest should involve a number of the reward will be a special ability beyond the confines of
challenges the players have to overcome including, the the level progresses system (i.e. a one-off benefit such as
adventure site, challenges (i.e. traps, hazards, puzzles) and additional health, skill mastery or a class ability).
adversaries. These will be expanded upon further in this • These quests should be considered a way of uniquely
chapter. customising your hero but not over-powering them. They
are limited to one per character and can be earned when a
hero reaches level 5.
• Completing a character quest should be considered similar
to a campaign quest taking a number of adventures and is
worth 50xp for the group.
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
ADVENTURE SITE
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
9. MARSH SITE 10. MINES SITE 11. MONSTER REMAINS SITE 12. MOUNTAINS SITE
d20 Detail d20 Detail d20 Detail d20 Detail
01 Aquatic Beast 01 Abandoned Beams 01 Acidic Blood 01 Acidic Chamber
02 Damp Brush 02 Ancient Boulders 02 Battle Bones 02 Ash Cliff
03 Deadly Forest 03 Broken Cart 03 Bubbling Canyon 03 Boiling Crater
04 Dense Fungus 04 Collapsed Cavern 04 Buried Carcass 04 Burning Crust
05 Disguised Gas 05 Deep Denizens 05 Calcified Creature 05 Carved Demon
06 Dry Ground 06 Dripping Echoes 06 Cursed Depression 06 Fire Deposits
07 Flooded Gully 07 Flooded Equipment 07 Damaged Egg 07 Gaseous Flow
08 Heavy Hole 08 Growing Excavation 08 Dead Environment 08 Giant Footsteps
09 Hidden Hummock 09 Haunting Fossils 09 Decayed Fumes 09 Hot Hill
10 Insect Mist 10 Heavy Fungus 10 Feeding Graveyard 10 Lava Lake
11 Lurking Mud 11 Lurking Gas 11 Fossilised Ground 11 Magma Layers
12 Mossy Pool 12 Noxious Lift 12 Gigantic Parts 12 Obsidian Obelisk
13 Obscuring Quicksand 13 Petrified Metals 13 Hallowed Remains 13 Precarious Ooze
14 Poison Rainfall 14 Precious Oxygen 14 Hidden Scavengers 14 Rising Resource
15 Putrid Reeds 15 Rickety Sinkhole 15 Insect Signs 15 Rune Spirits
16 Sunken Snakes 16 Secret Tomb 16 Noxious Skeleton 16 Shaking Statues
17 Swamp Swarm 17 Suspicious Tracks 17 Occupied Stream 17 Slag Storm
18 Tall Tree 18 Thick Tunnel 18 Possessed Structure 18 Sulphuric Trembles
19 Thick Vegetation 19 Thin Vein 19 Tribal Swarm 19 Undisturbed Tunnel
20 Toxic Witch 20 Working Water 20 Untouched Trophy 20 Unusual Vents
13. PASS/TRAILS SITE 14. RUINS SITE 15. SEWERS/RIVER SITE 16. SHADOWLANDS SITE
d20 Detail d20 Detail d20 Detail d20 Detail
01 Barren Beast 01 Abandoned Beast 01 Blocked Amphibian 01 Abandoned Beast
02 Clear Bridge 02 Ancient Building 02 Clogging Area 02 Ash Cavern
03 Dead Camp 03 Broken Building 03 Collapsed Canal 03 Blackened Cloud
04 Distant Cliff 04 Collapsed Carcass 04 Concealed Corpse 04 Bleak Desert
05 Dry Crossing 05 Concealed Corpse 05 Decomposed Debris 05 Bone Horizon
06 Dusty Entrance 06 Corrupted Den 06 Inhabited Drainage 06 Bottomless Howls
07 Eerie Glade 07 Dead Device 07 Large Flood 07 Chained Labyrinth
08 Flooded Grasslands 08 Dilapidated Disaster 08 Moving Gas 08 Dark Lake
09 Flowery Herd 09 Dried Fountain 09 Multiple Gate 09 Dead Monument
10 Hazy Meadow 10 Fortified Lake 10 Mutant Ladder 10 Decaying Mountain
11 Hidden Mist 11 Natural Mansion 11 Narrow Manhole 11 Derelict Portal
12 Huge Nest 12 Obscure Monument 12 Noxious Nest 12 Distant Region
13 Hunting Party 13 Occupied Object 13 Secret Pathways 13 Dusky River
14 Large Pass 14 Old Passage 14 Sewer Pile 14 Endless Ruin
15 Low Path 15 Overgrown Spire 15 Toxic Pipes 15 Inhuman Ship
16 Rocky Plains 16 Secret Statues 16 Underwater Pit 16 Obsidian Skeleton
17 Steep Plant life 17 Tall Stonework 17 Vast Room 17 Ominous Spirits
18 Tall Ravens 18 Toppled Temple 18 Vermin Smell 18 Rune Structure
19 Unusual Tracks 19 Trapped Vault 19 Visible Swarm 19 Undead Temple
20 Wild Trail 20 Unknown Wilderness 20 Waste Tunnel 20 Wandering Zone
17. TEMPLE SITE 18. TOWER SITE 19. TUNNELS SITE 20. WILDERNESS SITE
d20 Detail d20 Detail d20 Detail d20 Detail
01 Ancient Altar 01 Alchemists Cell 01 Collapsed Alcove 01 Abandoned Air
02 Atonement Catacombs 02 Animated Circle 02 Dark Bones 02 Bone Beast
03 Blessed Chamber 03 Cosmic Construct 03 Dead Catacombs 03 Dangerous Camp
04 Blocked Creatures 04 Crazy Denizen 04 Flooded Chokepoint 04 Deep Crossing
05 Burial Fountain 05 Experimental Device 05 Giant Corridor 05 Dense Forest
06 Cursed Gardens 06 Glass Dome 06 Hidden Device 06 Difficult Game
07 Desecrated Gate 07 Guard Door 07 Infested End 07 Distant Glade
08 Disturbed Land 08 High Familiar 08 Long Exit 08 Enchanted Lodge
09 Grand Library 09 Illusory Laboratory 09 Mossy Fungi 09 Gruesome Remains
10 Hidden Omen 10 Magic Library 10 Multiple Gas 10 Hidden River
11 Holy Place 11 Opulent Lounge 11 Narrow Nest 11 Muddy Ruin
12 Ill Priests 12 Rune Object 12 Narrow Passageway 12 Natural Shrine
13 Luxurious Relics 13 Sealed Ornament 13 Pungent Paths 13 Overgrown Swamp
14 Praying Room 14 Summoning Passage 14 Rotting Pipe 14 Primeval Terrain
15 Saintly Sarcophagi 15 Transport Portal 15 Secret Plants 15 Primitive Thicket
16 Sanctified Shrine 16 Trapped Room 16 Submerged Sewers 16 Protected Trees
17 Secret Statue 17 Un-openable Stairs 17 Toxic Swarm 17 Sparse Tribe
18 Tall Tomb 18 Warded Statue 18 Trapped Tunnel 18 Still Undergrowth
19 Treasured Tunnel 19 Winding Vault 19 Unstable Waste 19 Trapped Valley
20 Vast Vault 20 Wizards View 20 Vermin Worms 20 Wild Woodland
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
5. DEN/LAIR/HIVE THEME 6. ENCHANTED THEME 7. EXTREME HEAT THEME 8. EXTREME COLD THEME
d20 Detail d20 Detail d20 Detail d20 Detail
01 Bone Burrow 01 Awoken Area 01 Ash Air 01 Abandoned Beast
02 Cloudy Cave 02 Bad Circle 02 Bitter Chains 02 Biting Body
03 Confusing Cavern 03 Disappearing Clue 03 Burning Denizens 03 Bleak Chill
04 Deaths Chamber 04 Earthly Creatures 04 Calcified Dunes 04 Blocked Cliff
05 Decayed Colony 05 Elven Glade 05 Choking Floor 05 Buried Creatures
06 Deep Entrance 06 Enchanted Grove 06 Crusty Flow 06 Crystal Crevasse
07 Dim Exit 07 Enthralling Intruders 07 Dark Form 07 Deep Fissure
08 Dismal Heap 08 Fortuitous Marker 08 Desert Gas 08 Elevated Floor
09 Evidence Infestation 09 Frozen Monument 09 Desolate Geyser 09 Excavated Formation
10 Filthy Matter 10 Hidden Obelisk 10 Dry Insects 10 Fragile Lake
11 Food Maze 11 Magic Omen 11 Endless Mist 11 Frozen Melts
12 Fungal Piles 12 Petrified Place 12 Giant Oasis 12 Giant Mound
13 Hidden Pit 13 Resting Portal 13 Gloomy Plain 13 Glacial Outpost
14 Hot Remains 14 Rune Power 14 Hidden Pool 14 Ice Paths
15 Large Source 15 Sleepy Presence 15 Hot Rock 15 Rocky Pit
16 Monster Stench 16 Stone Sprites 16 Lava Roots 16 Shattered Spikes
17 Murky Trails 17 Whispering Terrain 17 Sand Tower 17 Shivering Supplies
18 Refuse Tunnels 18 Wicked Token 18 Steam Travellers 18 Snow Terrain
19 Squalid Vents 19 Wild Tribute 19 Stone Vents 19 Unstable Trees
20 Trash Water 20 Witches Wind 20 Unstable Walkway 20 Winter Vegetation
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
9. FORTIFIED THEME 10. HAUNTED THEME 11. HAZARDOUS THEME 12. HOLY THEME
d20 Detail d20 Detail d20 Detail d20 Detail
01 Abandoned Alarm 01 Animated Apparition 01 Abandoned Buildings 01 Ancient Altar
02 Buried Armament 02 Corrupted Artefact 02 Ash Debris 02 Angelic Anomaly
03 Colossal Armoury 03 Creepy Ascendant 03 Black Disaster 03 Blessed Architecture
04 Decaying Bridge 04 Decayed Building 04 Blighted Gasses 04 Celestial Area
05 Deep Building 05 Deceitful Darkness 05 Burning Glade 05 Consecrated Artwork
06 Defensible Camp 06 Entombed Innocent 06 Chaotic Land 06 Divine Cache
07 Expanded Keep 07 Evil Lore 07 Cursed Landmark 07 Gods Chamber
08 Glorious Leader 08 Fearful Maze 08 Dead Mould 08 Grand Chapel
09 Great Moat 09 Ghostly Message 09 Diseased People 09 Hallowed Crypt
10 Hidden Passageway 10 Haunting Mist 10 Extreme Plant Life 10 Hidden Gardens
11 Impregnable Patrol 11 Illusory Object 11 Insect Remains 11 Holy Gathering
12 Mechanical Quarters 12 Invisible Possession 12 Magic Ruins 12 Magnificent Objects
13 Monumental Ruin 13 Mystic Power 13 Natural Settlement 13 Mystical Offering
14 Occupied Spikes 14 Ominous Ritual 14 Overflowing Sewage 14 Protected Powers
15 Protected Statue 15 Petrified Runes 15 Plagued Sunlight 15 Religious Relics
16 Repaired Tower 16 Shocking Secret 16 Poisoned Swarm 16 Revered Sanctuary
17 Secure Trap 17 Supernatural Trees 17 Polluting Taint 17 Sacred Shrine
18 Strong Vault 18 Un-natural Visions 18 Radioactive Vegetation 18 Spiritual Statues
19 Sturdy Wall 19 Weird Voices 19 Toxic Waste 19 Treasured Temple
20 Towering Well 20 Whispering Ward 20 Withered Weather 20 Untainted Ward
13. INFESTED THEME 14. MAZE THEME 15. MYSTERIOUS THEME 16. PUZZLES THEME
d20 Detail d20 Detail d20 Detail d20 Detail
01 Abandoned Area 01 Bone Ceiling 01 Arcane Animal 01 Animated Chamber
02 Blighted Boundary 02 Branching Crawlspace 02 Cracked Chamber 02 Cloudy Device
03 Blocked Burrow 03 Dangerous Descent 03 Dark Corpse 03 Duplicate Door
04 Dangerous Cave 04 Deep Exits 04 Deep Cosmos 04 Flammable Flagstone
05 Dark Colony 05 Eternal Labyrinth 05 Eldritch Crater 05 Fools Floor
06 Deep Fissure 06 Filthy Mound 06 Enchanting Fountain 06 Gloomy Gas
07 Devastated Fungi 07 Hazardous Nest 07 Enigmatic Idol 07 Greased Gold
08 Filthy Hideout 08 Insect Path 08 Eternal Keep 08 Hidden Holes
09 Harmful Hive 09 Long Pool 09 Inhuman Map 09 Infested Illusion
10 Harmful Hole 10 Low Ravine 10 Insect Monolith 10 Mechanical Magnet
11 Hidden Infestation 11 Mine Rise 11 Magical Pool 11 Mighty Mirror
12 Hollow Lair 12 Moveable Shaft 12 Monolithic Portal 12 Mosaic Passage
13 Monsters Mound 13 Multiple Spikes 13 Mystical Pyramid 13 Patched Pit
14 Muddy Nest 14 Narrow Terrain 14 Obsidian Sphere 14 Poison Pool
15 Murky Organism 15 Rotten Trap 15 Secret Spring 15 Sealed Portal
16 Rotten Pestilence 16 Secret Trash 16 Shadow Storm 16 Secret Quicksand
17 Toxic Pit 17 Underground Traversal 17 Shimmering Structure 17 Small Ropes
18 Toxic Swarm 18 Water Tunnel 18 Strange Swarm 18 Spiked Statues
19 Vast Terrain 19 Winding Wall 19 Unstable Thief 19 Sturdy Trap
20 Vermin Tree 20 Wintry Warren 20 Veiled Vegetation 20 Uneven Vault
17. RAVAGED THEME 18. REALITY/TIME THEME 19. UNDERWATER THEME 20. WILD THEME
d20 Detail d20 Detail d20 Detail d20 Detail
01 Abandoned Area 01 Celestial Anchor 01 Abyssal Cargo 01 Constricting Animals
02 Archaic Art 02 Cosmic Anomaly 02 Breathable Cave 02 Deep Creeper
03 Battered Building 03 Creation Chamber 03 Cold Cavern 03 Dense Fauna
04 Burning Creature 04 Dangerous Dimension 04 Dark Creature 04 Earth Foliage
05 Collapsed Damage 05 Elemental Gate 05 Deep Debris 05 Feral Forest
06 Decaying Foliage 06 Fractured Hall 06 Fierce Fish 06 Heavy Formation
07 Elaborate Heat 07 Guardians Journey 07 Floating Island 07 Impassable Grove
08 Eroded Pillars 08 Immortal Map 08 Flooded Leviathan 08 Lost Hill
09 Fractured Rain 09 Infinite Oddity 09 Giant Monument 09 Mighty Hole
10 Hazardous Rocks 10 Many Orrery 10 Hidden Organism 10 Monsters Lair
11 Hidden Scavengers 11 Megalithic Paths 11 Illuminated Pocket 11 Mysterious Landscape
12 Lightning Spirit 12 Primal Pillar 12 Passing Ruin 12 Natural Oak
13 Missing Stonework 13 Protected Portal 13 Spoiled Ship 13 Overgrown River
14 Preserved Storm 14 Rune Power 14 Strong Storm 14 Overrun Shelter
15 Relentless Structure 15 Shadow Reality 15 Sunken Trench 15 Primeval Snarlwood
16 Repaired Terrain 16 Sorcery Shield 16 Tense Vegetation 16 Rock Spikes
17 Thundering Tiles 17 Star Structure 17 Undersea Vent 17 Shady Tree
18 Unstable Tomb 18 Temporal Throne 18 Underwater Vessel 18 Vast Valley
19 Vast Tower 19 Time Tower 19 Watery Whirlpool 19 Water Vegetation
20 Weathered Wall 20 Unguarded Vortex 20 Winding Zone 20 Wild Weather
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
RANDOM ENCOUNTERS
RANDOM ENCOUNTERS
• Random encounters are chance meetings or events which
take place during an adventure, settlement visit or when
travelling through the wilderness.
• These can be used to provide the players with additional
hints, clues or information about the adventure.
• They can also be used as a distraction such as a side-quest.
• These can also be used to demonstrate the consequence
and outcomes of events and adventures.
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RULES COMPENDIUM | CHAPTER 10 | CREATING ADVENTURES
MONSTERS
MONSTER DESCRIPTION
• Monster is a generic term for all manner of animals,
BARGHEST
CHAOS, QUADRUPED, MEDIUM
beasts, creatures and monstrosities in the game.
• The separate Bestiary chapter details individual monster’s LVL 2 | HLT 10 | DEF 12 | SKL d4 | APP d8 | TSR -
statistics. COMBAT: Bite (d6)
• Monsters use an abbreviated version of the hero attributes PASSIVE ABILITIES: N/A
described as follows: ENCOUNTER ABILITIES: Sprint, Leap Attack
HARVEST: Heart (Leap Attack)
Name: This is the monster’s name.
Harvest:
Three Keywords: • Lists parts which may be harvested for alchemy or crafting.
• A brief three keyword description covering the monster’s
theme, description and size. Description:
• Theme describes the nature of the creature. Some abilities • Describes appearance, habits, motives and abilities.
or spells affect a specific theme of the creature.
• Description is a word summarising the monster’s look. Hooks:
• Size details the monster’s size category from; Tiny (i.e. • Potential plot hooks the referee can use for encounters.
Fairy), Small (i.e. Dog), Medium (i.e. Human), Large (i.e.
Ogre), Huge (i.e. Dragon) and Colossal (i.e. Behemoth).
USING MONSTERS
Attributes • The referee decides which monsters are likely to appear at
• Level is a measure of the monster’s threat from level 1 (low an adventure site based on the theme of the site,
threat) to level 10 (powerful threat). environment, terrain and quest.
• Health (HLT) is a score representing how much physical • Monsters are encountered when the players are exploring
injury they can endure before dying when this falls to zero. an adventure site or when a random encounter occurs.
• Defence (DEF) is the target number required to hit the • The referee will use the monster’s description and their
monster in combat. Damage Resistance (DR) is a score that purpose within the adventure to determine their
is deducted from any damage incurred. motivation and subsequent reaction to players when
• Skill (SKL) is the monster’s skill die (i.e. 0, d4, d6, d8, d10, encountered.
d12 or d20) which is added to die rolls when making • Encounters are not always adversarial and monsters may
checks. See Monster’s skill checks for further details. wish to avoid, negotiate as well as protect, defend or fight
• Number Appearing (APP) shows how many monsters will • Monsters are subject to morale rules in combat and may
typically appear during an encounter. fight, retreat, negotiate or surrender.
• Treasure (TSR) indicates the type of treasure which may be • Group Rolls: To speed up gameplay, use a single roll on
carried or in their lair. Presented in order of rising value behalf of a group of monsters of the same type for checks.
from S (Salvage), L (Loot), T (Treasure) and A (Artefact).
Where a multiplier is shown then you roll multiple times. MONSTER’S SKILL CHECKS
Treasure is detailed in the Referee’s Guide.
• The monster’s skill die can be applied to:
Combat • Combat checks.
• Describes the monster’s method of attack in combat and • Where the monster’s size is a factor.
includes; number of attacks, nature of attack, damage and • Where the monster’s nature gives them an advantage.
range. For example, the following method of attack 2x • Otherwise, the referee may not permit the monster to try
Teeth/Claw (d6, close) means the creature may attack twice certain actions or could make a check without any modifier.
in a round with their teeth or claws (a descriptor). The
attack must be in close range and on a hit causes d6 COLOSSAL MONSTERS
damage. • Colossal monsters dwarf the players in size (i.e. giants,
dragons or other huge beasts)
Abilities • They may be treated slightly differently with separate
• This is a series of keywords that details any special feats or attributes and attack options for different body parts
powers a monster possesses. This is described in the • This may present a combat puzzle for players who use
Monsters Abilities section. Abilities are categorised as: different tactics to access or attack specific points to nullify
• Passive Abilities; these abilities grant a permanent bonus or an effect.
an action that can be used every turn.
• Encounter Abilities; these abilities require some effort and
can be used once per level per encounter (i.e. a level 3 MONSTER VARIANTS
creature could use any one encounter ability three times or • These are variations of the monsters who possess slightly
three encounter abilities once during a single encounter). different attributes or abilities.
• Only one ability can be performed as an action at a time • The Bestiary chapter details the procedures for creating
and these cannot be stacked. monster variants.
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NPC ADVANCEMENT
NPC ADVANCEMENT
NON-HUMAN NPC CREATION EXAMPLE
• NPCs gain experience points if they accompany heroes on
The referee decides to create a Kobold NPC. quests and advance their levels. When they achieve a new
level increase their statistics to the next level as shown in
1. The starting attributes for a Kobold are; (LVL 1 | HLT 3 | the NPC Statistics Table.
DEF 8 | SKL N/A) plus they have Dark Vision ability
and a weakness to sunlight.
2. The referee rolls d20 (8) on the Non-Human NPC HERO CONVERSION
Statistics Table and gets the following statistics. (Known, • NPCs may be converted to hero status at the referee’s
LVL 3 | HLT +4 | DEF +1 | SKL +1). discretion. This will typically occur where:
3. The referee roll d20 (20) on the Non-Human NPC • A player wishes to adopt an NPC as their new hero.
Occupation Table and gets royalty. • An NPC has performed something villainous against
4. The NPC has 3 skills (at d4 skill die) and the referee the players and achieved main villain status.
decides these will be leadership, tracking, fighting • An NPC has performed a heroic deed during an
5. The referee rolls 3d20 (6, 14, 5) on the NPC Features adventure and earned hero status.
Table with results of skinny appearance, cruel nature • Create a new hero in the mould of the NPC and raise them
and a controlling personality. to the same level as the NPC. All previous NPC statistics
6. The referee gives him leather armour (+2 defence) and a and perks will be lost but new statistics, skills and abilities
shortsword (d6). will be gained.
7. Using these results, we create the following NPC. • The hero should keep his existing equipment and should
ignore any new equipment gained as part of the hero
creation process.
BRAKKAK, KING OF THE KOBOLDS
Skinny, Cruel, Controlling nature NPC ADVANCEMENT EXAMPLE
LVL 3 | HLT 7 | DEF 11 | SKL d4 How Grendel the Carpenter became a hero.
COMBAT: Bite (d4, disadvantage attack) or Shortsword (d6)
ABILITIES: Dark Vision (med), Weakness (sunlight) 1. Grendel the Carpenter (see above) accompanies the
heroes on an adventure as a torchbearer. The group
SKILLS: Leadership, Tracking, Fighting
seeks to investigate a haunted tomb, the reported lair of
EQUIPMENT: Leather Armour, Shortsword (d6) a fearsome beast. He is armed with his Hand-Axe and a
tinderbox and 6 torches given to him by the group.
Brakkak is King of the Kobolds who rules through fear; he has 2. Through the circumstances of the adventure, the heroes
a cunning and cruel personality. are all fatally wounded but brave Grendel against all
odds manages to slay the beast and returns as the lone
survivor.
3. The referee decides this is worthy of conversion to hero
status and recreates Grendel as a new Level 2 Warrior
hero.
4. Grendel changes his stats to those of a Warrior hero.
However, to keep the continuity of theme for the NPC,
the referee chooses the crafting skill as one broadly
compatible with carpentry.
5. Grendel does not gain any new equipment so he must
continue his career with his Hand Axe, tinderbox and
remaining torches.
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CHALLENGES
CHALLENGES
• Challenges create situations the players have to react to
and are categorised as follows:
• Traps; an object or area which may be triggered causing a
negative effect. Must be solved, negated or avoided.
• Hazards; environmental challenges which are obvious and
must be overcome or endured.
• Puzzles; an obstacle such as a riddle, logic problem or
pattern that must be solved. They are often used to prevent
access or protect something.
CHALLENGES PRINCIPLES
• The referee will present challenges for the players to
overcome. These may need to be translated into a chance of
success and impact on the players so the risks and
consequences can be assessed.
• Challenges should be sign-posted; the more dangerous the
threat, the more obvious it is.
• Make challenges fit the theme of the adventure and consider
how other inhabitants interact or avoid the challenge. CREATING CHALLENGES
• Players should use tactics, teamwork and ingenuity to 1. Challenge Type: Roll a d6 on the Challenge Type table to
overcome, avoid or mitigate the challenge. determine the challenge type.
• If a player gives a sensible solution to overcome a challenge 2. Challenge Level: Roll a d6 on the Challenge Level table to
then give advantage to a skill check can be given or even determine the challenge threat or reward.
allow the player to bypass the challenge, reward ingenuity. 3. Generate Challenge: Roll 4d20 on the Challenge Generator
• Target numbers may be used to describe the level of Tables using the results as inspiration for a challenge.
difficulty to negate and damage can be scaled depending 4. Challenge Description: Write three bullet points using
upon the risk. generated information as prompts covering the description
• Consequences of failure could result in a setback, damage, (appearance), discoverable info (mechanics, effect,
loss of time, loss of resources, missed opportunity or consequences) and secret information (solution).
something else.
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TREASURE
TREASURE
• Treasure refers to various objects of value and are
categorised as follows:
• Salvage (S); low value items worth d20 sp.
• Loot (L); average value items worth d20 x10 sp.
• Treasure (T); high value items worth d20 x100 sp.
• Treasure takes 1 equipment slot unless stated.
CREATING TREASURE
1. Treasure Type: Roll d6 on the Treasure Type Table to
determine the treasure type and then roll the value.
2. Treasure Generator: Roll 4d20 on the Treasure Generator
Table to generate ideas for the specific item.
• Make the treasure description fit the theme of the NPC,
monster or adventure site (and make it more interesting than
“you find X coins”).
• Treasure may have a history, reputation or backstory.
• The Gems & Jewellery table adds detail for these items
GEMS & JEWELLERY TABLE
d20 Gem (Colour) Jewellery
PLACING TREASURE 01 Alexandrite (Various) Armband, Armlet
• Treasure can be found at an adventure location or may be 02 Amethyst (Purple) Bangle, Bracelet
carried by NPCs or monsters. 03 Aquamarine (Pastel Blue) Beads
• The higher the value of treasure the more likely it will be 04 Citrine (Yellow/Brown) Belt, Buckle
hidden or guarded. There should be a reason why it hasn’t 05 Diamond (Clear) Brooch, Clasp, Pin
been found by others. 06 Emerald (Green) Button
• Valuable treasure may be coveted by others. 07 Garnet (Rainbow) Charm, Ornament
• Some treasures may be hard to sell in settlements. 08 Jade (Green) Circlet, Headwear
09 Lapis Lazuli (Deep Blue) Choker, Collar
• Finding valuable treasure (i.e. not salvage or loot) earns 1xp
10 Moonstone (Varies) Cross, Symbol
per item. 11 Morganite (Peach/Pink) Earring
12 Onyx (Black) Fragment, Hacksilver
13 Opal (Various) Mask
14 Pearl (Cream) Medallion, Amulet
TREASURE TYPE TABLE 15 Peridot (Lime Green) Nose-Ring, Stud
d6 Value Value XP Award 16 Ruby (Red) Necklace, Locket
01-02 Salvage (low) d20sp N/A 17 Sapphire (Blue) Pin, Medal
18 Tanzanite (Silky Blue) Ring (Finger, Toe)
03-04 Loot (average) d20 x10sp N/A 19 Topaz (Various) Stud, Piercing
05-06 Treasure (high) d20 x100sp 1XP 20 Zircon (Various) Torc, Bangle
TREASURE GENERATOR TABLE
d20 Object Descriptor Feature Flaw
01 Armour, Shield, Uniform Worthless Fated, uneasy touch Cursed
02 Art, Tapestry, Painting Incomplete, part missing Contains organic parts Counterfeit
03 Book, Scroll, Map Ugly or crude Contains alien element Outlawed
04 Carving, Sculpture, Figurine Cheap or inexpensive Unbreakable Reviled
05 Clothing, Worn Item Common, average Made from rich materials Contaminated
06 Coins Worn or used Cultural symbol Imperfection
07 Creature remains Vintage or old Symbol of power Infamy
08 Device, Contraption Desirable Inscribed with old language Damaged
09 Equipment, Instrument Good quality Rune-marked Parts Missing
10 Food, Drink Mint condition Non-human design or origin Broken
11 Furnishing, Room content Beautiful, Well Crafted Antique, very old and rare Unusual, bulky
12 Game, Puzzle, Toy Expensive looking Masterwork, finely crafted Large, heavy
13 Gemstones, Precious Stone Some marking or feature Enchanted, faint aura Fragile
14 Jewellery, Unusual design Historical significance Miniature, Small
15 Medicine, Spices, Herbs Alluring, charming Well known owner Obvious
16 Raw material, Resource Good condition Well known creator Spirit
17 Religious, Talisman, Idol Dirty, filthy looking Blessed, Holy Secret
18 Scraps, Fragment Extravagant looking Contains precious metal Ceremonial
19 Utensil, Cups, Bowls, Vase Interesting design Contains gems, jewels Stolen, Hunted
20 Weapon Wondrous, breathtaking Exquisite construction Unexpected
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ARTEFACTS
ARTEFACTS
• Artefacts (A) are items of power originating from the time
of the ancients and are categorised as follows:
• Rare, low power, or very few effects.
• Epic, medium power or few effects.
• Legendary, high power and multiple effects.
• Artefacts take 1 equipment slot unless stated.
CREATING ARTEFACTS
1. Artefact Type: Roll d6 on the Artefact Type Table to
determine the artefact’s rarity and features.
2. Artefact Generator: Roll 4d20 on the Artefact Generator
Table to generate ideas for the artefact.
3. Artefact Power: For each effect, roll d6 on the Artefact
Power Table to determine the power of the effect up to the
number of effect points you have to spend. ARTEFACT TYPE TABLE ARTEFACT POWER TABLE
4. Artefact Effects: Roll d20 on the relevant (Weapons,
Armour, Worn Items, Object, Buildings or Grimoire) d6 Rarity Effects d6 Rarity Effects Cost
Artefacts Effects Table to generate an idea for each effect. 01-03 Rare d4 01-03 Low 1
5. Artefact Description: For each of the above methods, write 04-05 Epic d6 04-05 Medium 2
three bullet points using generated information as prompts 06 Legendary d8 06 High 3
covering the description (appearance), discoverable info
(nature of power, lore) and secret info (activation, specific
powers, lore) to generate a basic description of the artefact ARTEFACT CREATION EXAMPLE
with additional details which can be revealed if investigated. • The referee rolls d6 on the Artefact Type Table (4, rare
item and gets 3 effects).
USING ARTEFACTS • He now rolls 4d20 on the Artefact Generator Table and
gets 4 (Grimoire, Scroll), 4 (Stolen from an ancient vault),
• Artefacts powers should be discoverable through various 10 (Light aligned) and 10 (Life).
means (i.e. magic skill, clues, deduction and testing) and • The referee rolls d6 on the Artefact Power Table and gets a
can be treated as a puzzle to unlock 6 (High effect).
• Using an artefact may involve a magic check. On a critical • Then he rolls d20 on the Grimoire Table and gets 11
failure, the artefact will fade in power and lose one of its (Light Magic).
powers. On a critical success, the use of the power is • The referee decides to create a legendary item and creates
magnified a single-use Scroll of Resurrection, stolen from the Holy
• Artefacts will be hard to sell or trade and will be coveted by Temple of Suunos. It will resurrect a person who will be
others. blessed with the mark of a saint.
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CRAFTING COMPONENTS
ABYSSAL STONES CELESTIAL STEEL ORE CHITIN PLATE COLD IRON DEEP ROCK
Patterned stones linked to Silver mineral used in holy Creature’s exoskeleton used Forged at cold temperatures, A heavy black rock, used in
the planet’s core weapons in armour and shields bane of fey creatures dwarven hammers
(Magnetic, Tremor) (Bane - Unholy, Powerful) (Durable) (Bane - Magic) (Powerful)
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ALCHEMY COMPONENTS
ANGEL SPORES AQUATIC MOSS ASHEN VEIN BLACK SERPENT OIL BLOODROOT
Effervescent dandelion with Sponge-like moss which Charcoal tree vein, deadly to A slimy dark slippery Root of fungal plant, unlocks
gaseous properties absorbs air touch substance inner fury
(Gaseous) (Water Breath) (Drain) (Grease) (Rage, Strength)
CLOUDFLAKE PETALS COBALT TREE DEW DARK MOSS DEVIL WEED EARTH SEEDS
Light grey flower permanently Blue dew from a sickly tree, Dark mess-like moss which Tall, reddish grass with a Buried, nutty seeds which
surrounded in a cloudy mist used for poison creates a sense of dread wonderful aroma vibrate when buried
(Gaseous, Cloud) (Poison) (Dark, Fear) (Scent) (Magnetic)
FIRE SEEDS FROZEN CREEPER GLOOM CAP GOLDEN SUNSTEM GREYROT FUNGUS
Buried red seeds used to Icy corpulent vine, harmful to Splotchy mushroom, said to Mesmerising golden flower Withering fungal plant, rotten
embolden the spirit touch enhance the senses (Disorientate) and diseased
(Courage, Empower) (Paralysis) (Scent, Senses) (Disease)
HAZEL BERRIES HOLY WATER ICE LILY MAGE ROOT MOONSHADOW ROOT
Nourishing berries, Blesses and cleanses the White water lilies, ice-cold to Thick purple plant, bane of Grey tree root which
rejuvenates the body spirits touch magic intertwines with other plants
(Empower) (Bane Unholy, Blessed, Purify) (Freeze) (Anti-Magic) (Commune, Plants)
NIGHTSHADE LEAF RAGMAR DUST RED MOSS REDPINE SAP SEA VINE
Deadly dark leaf sought after Dusty deposit of ragmar ore, Tough reddish lichen, Sticky sap sourced from the Slick underwater vine with
by witches and assassins volatile and fiery resistant to fire great red pines solvent properties
(Death) (Fire, Explosive) (Resistance - Fire) (Adhesive) (Grease, Solvent)
SUN BLOSSOM TOXIC GREENSAP VALERIAN STALK WHITE FLOWER WITCH WEED
Golden blossom flower, a Sap from a rare tree, acidic in Stalk of a colour flower which Rare white flower with Gossamer-like weeds which
token of seers and prophets nature fluctuates in size restorative properties sways in the breeze
(Prophecy, Sleep) (Acid) (Grow, Shrink) (Heal, Restoration) (Wind)
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CREATING COMPONENTS
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103
CHAPTER 11 : CAMPAIGNS
CAMPAIGN PLAY PAGE 105
SANBOX PLAY PAGE 106
FRONTS PAGE 107
FACTIONS PAGE 108
WARBANDS PAGE 109
PROPERTY & ENTERPRISES PAGE 110
DOMAINS PAGE 111
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RULES COMPENDIUM | CHAPTER 11 | CAMPAIGNS
CAMPAIGN PLAY
CAMPAIGN OVERVIEW REFEREE’S CALENDAR
• A campaign is a series of linked adventures which follows • The Referee’s Calendar is used to track the passage of time
an overall story arc. and record upcoming events.
• Campaigns extend beyond episodic adventures and allows • This is necessary to provide a degree of plausibility in your
the referee and players to develop deeper, longer or more world where the progress of time has a consequence (i.e.
complicated storylines if they wish. changing seasons, events, holidays).
• This chapter introduces some additional gameplay elements • Share common information with players and provide
to support longer-term play or play at a broader scale than opportunities for them to interact with the setting (i.e.
small adventuring party missions. events, festivals, holidays etc).
• The Fallen Lands setting uses a 12 month/4 season (Spring,
NEW CAMPAIGN ELEMENTS Summer, Autumn, Winter) calendar.
• Factions are groups or organisations with a common
interest or purpose which are progressed through fronts. CAMPAIGN PRINCIPLES
• Property & Enterprises are constructions or ventures the • Build Towards the Goal: The campaign are a series of
players can invest in which drive further adventures. adventures which the players should feel is building towards
• Domains are areas of land the players can control and a goal. Story arcs may not be straightforward and plot twists
manage which drive further adventures at a different scale. can be used but do not over-use these.
• Warbands are small military forces which act as a group. • Layer Elements: Factions, NPCs, monsters and fronts each
with their own motivations will create interactions and
CAMPAIGN CREATION tension in the setting. Link these to encounters,
backgrounds events, rumours and adventures.
• Campaign Overview: Create a one-page document which • Consequences: Consider how people, factions, settlements
captures the key high-level information for your campaign. and background events will be affected by adventure
This will include: outcomes (or inactivity).
• Campaign Theme: The key idea/theme. • Discoveries: Allow the players to continually discover new
• Campaign Arc: Key milestones or events. things or information they can use or interact with
• Campaign Elements: Who or what is involved and throughout the campaign.
details their motivations. • Keep Preparation to a Minimum: Ask the players what
• Create your Starting Adventure: Build out the minimum they wish to do and prepare on a per session basis.
necessary detail for your first adventure (i.e. region map, Introduce further detail as it becomes relevant to play and
initial hook, adventure location, starting settlement and key focus preparation on things the players will see and interact
NPCs/factions). with.
• Be Flexible: Adjust how the campaign progresses based on
CAMPAIGN INFORMATION the player’s actions. A campaign is the heroes’ story and one
• Create a document or folder of information to record the which they shape through adventures.
following details:
• Campaign Overview ENDING A CAMPAIGN
• Referee’s Calendar • A campaign ends when the major story arc has been
• Region Map completed or the heroes have been defeated.
• Fronts • You may start a new campaign but the previous events and
• Settlements outcomes should have a consequence in the setting.
• Adventure Sites • Make adjustments to your campaign information such as
• Factions (inc. Warbands) region map, settlements, factions, NPCs, rumour or
• NPC’s/Monsters adventure sites based on the outcome of the last campaign.
• Rumour Table
• Heroes information
• This will help organise your campaign information as it
develops.
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SANDBOX PLAY
SANDBOX PRINCIPLES SANDBOX PRINCIPLES
• This is a style of play where heroes venture forth to explore • Start: Give your players some rumours and use the first
the wilderness to discover ‘what’s out there’. adventure site as an initial hook.
• You should start with a wilderness map; settlement; • Player Driven: Allow the players to decide which places
rumours and one starting adventure site. they wish to explore, they drive the story.
• Keep Preparation to a Minimum: Ask your players to
CREATING HEXES decide their next course of action at the end of each session
and prepare on a session to session basis.
• You will need to litter the wilderness map with lots of • Develop the Setting: Continue to build the setting adding
adventure sites and elements for the players to discover and more detail over time.
interact with. • Vary the Challenges: Offer some risk vs. reward decisions;
• For each hex, roll 2d20 on each of the following tables; Hex barriers to overcome and build the scale of adventures over
Terrain Generator; Hex Landmark Generator; Hex Threat time.
Generator and Hex Discoveries Generator to create ideas for • Milestones: Build small adventure arcs and milestones; link
the contents of each hex. elements where it makes sense.
• Use these results to create places to investigate and • Consequences: Ensure the outcome of adventures has an
challenges to overcome for the players as they explore the impact in the setting.
wilderness.
HEX TERRAIN GENERATOR TABLE HEX LANDMARK GENERATOR TABLE
d20 Terrain Descriptor d20 Feature Descriptor
01 Bay, Cliff, Bluff Ancient, Remote 01 Barrier, Pass Ancient, Old
02 Bog, Swamp, Fen Blighted, Toxic 02 Bog, Swamp, Marsh Beautiful, Majestic
03 Caves, Cavities, Sinkholes Broken, Fallen 03 Boulders, Rocks Broken, Shattered
04 Cold, Snow, Glacier Clear, Light 04 Cave, Tunnels, Grotto Ethereal, Magical
05 Crag, Peak, Tor, Mesa Cold, Frozen 05 Cliff, Crevasse Famous, Infamous
06 Fields, Meadow, Heath Deep, High 06 Dunes, Mounds Frozen, Burning
07 Flatlands Desolate, Barren 07 Geyser, Spring Giant, Colossal
08 Forest, Woods Eerie, Silent 08 Lowland, Great, Grand
09 Hill, Downs, Foothills Endless, Vast 09 Mountain, Hill Grim, Bleak
10 Hot, Desert, Blight, Gloom, Shadow, Dark 10 Observation Point Hidden, Lost
11 Lakebeds, Dunes Golden, Shining 11 Outcrops, Cliffs Jagged, Rocky
12 Lowland, Depression Grim, Perilous 12 Chasm, Depression, Crater Mysterious, Forbidden
13 Mounds, Hills Holy, Cursed 13 Plateau, Highlands Plain, Dull
14 Mountain, Range, Plateau Hot, Burning 14 River, Lake Primeval, Overgrown
15 Plains, Expanse, Prairie Lost, Forgotten 15 Rocks, Boulders, Outcrop Sacred, Hallowed
16 River, Lake, Sea Misty, Hidden 16 Strange/Rare Vegetation Shadow, Dark
17 Savanna, Sands Overgrown, Creeping 17 Trees, Forests Silver, Light, Bright
18 Steppes, Rocky Savage, Wild 18 Valley, Canyon Sweeping, Vast, Endless
19 Valley, Canyon Shifting, Changing 19 Waterfall, Falls Twisting, Shifting
20 Wetlands, Moor, Fen Strange, Undiscovered 20 Wetlands, Ponds Weathered, Worn
HEX THREAT GENERATOR TABLE HEX DISCOVERY GENERATOR TABLE
d20 Threat Descriptor d20 Discovery Descriptor
01 Adventure Site Adverse 01 Bridge, Crossing Abandoned, Forgotten
02 Ambush Deadly 02 Building, Farm Ancient, Old
03 Blight, Curse Destructive 03 Campsite Broken, Decrepit
04 Contested Area Evil, Chaotic 04 Canal, River Civilised, Cultured
05 Natural Vegetation Fell, Dire 05 Castle, Keep Criminal, Lawless
06 Den, Lair, Hive, Nest Grave 06 Dungeon, Underground Cursed, Chaotic
07 Difficult Terrain Hazardous 07 Farmlands Dangerous, Deadly
08 Enchanted, Cursed Hostile 08 Lair, Den Enchanted, Magical
09 Environmental Hazard Ominous 09 Man-made Landmark Habitable, Settled
10 Fog, Cloud, Mist Perilous 10 Megalithic Structure Hidden, Isolated
11 Natural Animals Poisonous 11 Mine Lost, Forgotten
12 Monster Precarious 12 Portal Military, War
13 Natural Disaster Sickening, Infectious 13 Resource Occupied, Busy
14 Navigation Challenge Sinister 14 Road Peaceful, Quiet
15 Resource Constraint Threatening 15 Ruins Poor, Destitute
16 Sinkhole, Chasm, Pit Treacherous 16 Settlement Prosperous, Rich
17 Trail, Tracks, Remains Unfriendly 17 Statue, Shrine Religious, Holy
18 Travellers Unhealthy 18 Temple, Sanctuary Ruined, Derelict
19 Wandering Monster Unpleasant 19 Tomb, Crypt, Graveyard Silent, Eerie
20 Weather Event Unsafe 20 Track, Trail Small, Large
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FRONTS
FRONTS
• A front is an organisational tool used to help manage the
activities of factions or adversaries within a campaign.
• A front is written (up to a) 5x5 grid with the faction’s broad
objective written at the top of the grid and the desired
outcome written at the bottom of the grid.
• Each row of the grid will describe in short detail (a couple of
words) potential actions, activities or interim goals which
progress in nature towards the objective.
CREATING FRONTS
• Decide who you are writing the front for (i.e. faction or
adversary) and write their broad objective (i.e. The
Beastman Tribes want to rule the Dalelands). Use the Front USING FRONTS
Objective Generator table for inspiration. • Look at the potential actions on the first row and start to
• Write down what this outcome will look like in the setting filter these into elements of your adventure through,
(i.e. Conquered keep, control villages and own food and encounters, rumours or adventure sites.
supply stores). • At the end of each adventure, if the players have interacted
• For each row, write 2-3 actions that build toward the final with an action mark it as follows from the perspective of
outcome; each row represents a significant step towards the the faction, success (tick), failure (cross) or mixed
outcome. This is all you need to start. outcome (question mark).
• If it is logical to proceed to the next row (using outcomes as
FRONT EXAMPLE: BEASTMAN TRIBES a guide) then go to the next row of activities and use these
as your next set of events to implement in your next
Objective: Rule the region of the Dalelands adventure.
1 Scout Dalelands • Players should see these events building in importance or
Locate Villages
frequency so it is evident something is brewing.
2 Raid Villages Gather Supplies • If the players thwart the faction’s events, then add additional
3 Build Outpost Recruit Numbers responses or contingency actions in the additional columns
4 Control Villages Plan Keep Assault to see how the factions react.
• If all five options have been attempted, then the faction’s
5 Assault Keep Fortify Area goals may be thwarted resulting in the creation of a new
Outcome: Conquered the Borderlands Keep and control the front and change in approach.
surrounding villages. Take their food and supplies. • Fronts are very flexible tools and can provide inspiration for
your adventure. Feel free to scale these according to the
objective; use multiple fronts to create tension between
different factions.
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FACTIONS
FACTIONS
• Factions are groups that have a common purpose.
• They help establish a living world by providing
opportunities for player interaction such as; a source of
fronts, quests, rumours, NPCs contact or even an
adversary.
CREATING FACTIONS
• Faction Generator: Roll 4d20 or choose entries on the
Faction Generator Table to create ideas for a faction.
• Write three bullet points to summarise the faction’s
description, goals, resources, contacts and location.
• Faction details should be noted in concise bullet point
format, additional details can be added over time.
FACTION DESCRIPTION
• Name: The faction’s name.
• Description: Details the factions; organisation type;
leadership; philosophy and reputation.
• Goals: Objectives the faction is trying to achieve and
progress towards completion (rated from 1 to 5 steps).
• Resources: Details power, influence, assets and resources at JOINING FACTIONS
their disposal.
• Contacts: The leadership structure is presented as a • Players may join a faction if they share a common purpose
pyramid structure with three ranks. or belief.
• This can provide quest opportunities and benefits but may
also involve some demands from the faction.
USING FACTIONS • Additional details can be added to the faction description
• Faction goals are used to provide opportunities or tension including, requirements, benefits and advancement.
between players or other factions. • Advancement gives the players an opportunity to climb the
• Use the fronts tool to create a motive and purpose for each contact pyramid and achieve a higher rank, additional
faction. This can operate in the background if you do not rewards and benefits and is a good way of developing
wish it to be the main focus of the adventure. personal quests.
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WARBANDS
WARBANDS
• Warbands are military forces between 20-200 people.
• Players can form a warband by recruiting sufficient
followers using NPC hiring costs.
• Warbands are used to provide a different scale to adventures
such as, defending territories, managing expeditions or
hunting huge monsters.
• The rules are kept deliberately light and are not intended to
act as a detailed battle simulation.
WARBAND DESCRIPTION
• Name: The warband’s name.
• Description: Details the type; theme; no. of people.
• Weekly Expenses: Costs 20sp per person per level.
• Level: Warband’s experience (starts as 1).
• Health: Warband’s size (equal to number of people).
• Defence: Warband’s defence (starts as 8 for humans).
• Damage: Damage in combat (starts as a d6 weapon).
• Experience Points XP: XP gained (starts at 0).
• Skill Die: Skill die applied to checks.
CREATING WARBANDS
1. Warband Size: Roll d6 on the Warband Size Table.
2. Warband Experience: Roll d6 on the Warband Attributes
WARBAND SIZE TABLE
Table. All player warbands start at Level 1. d6 Experience
Size Number
Level HLT* DEF** Skill Die XP Req
01-02
01-03 Common
Small 20x
1 d4 people
5 8 0 0
3. Warband Type: Roll 2d20 or choose from the Warband 03
04-05 Known
Medium 20x
2 d6 people
7 9 d4 5
Generator Table. 04
06 Reputed
Large 20x
3 d8 people
9 10 d6 10
WARBAND BATTLES
• Warbands act as a single entity using the normal combat WARBAND GENERATOR TABLE
and morale rules. d6 Experience Level HLT* DEF** Skill Die XP Req
• Warbands can be split into smaller units (minimum of 20) 01-02 Common 1 5 8 0 0
for tactical purposes. 03 Known 2 7 9 d4 5
04 Reputed 3 9 10 d6 10
• Each combat turn takes 10 minutes of time in total. 05 Well Known 4 11 11 d8 20
• Advantage on attacks should be awarded for tactical 06 Heroic 5 13 12 d10 30
advantages such as; greater numbers (50% or more),
environmental advantages, mounted or led by a hero. *Individual health score **Un-armoured
• When warbands are damaged this reduces the number of WARBAND GENERATOR TABLE
available combatants through injury.
d20 Type Theme
• At the end of the battle, 50% of this number are considered 01 Horseman, Cavalry Primitive, Barbarian
injured survivors who may recover. 02 Light, Heavy Militia Poor, Destitute
03 Archers, X-Bow Veteran
WARBAND ADVANCEMENT 04 Mercenaries Rich, Financed
05 Tribe, Clan Independent
• Warbands gain experience and can increase their level and 06 Rangers, Foresters Nearby Settlement
attributes. 07 Expedition, Train Non-Human
• For each battle; award 1XP to the victorious warband and 08 Scouts, Guides Monsters, Beastmen
1XP when 50% or more of a warband survives a battle. 09 Monsters Undead, Demonic
Deduct 1XP when more than 50% of the Warband is 10 Bandits, Outlaws Mixed Race
defeated. XP cannot go below zero. 11 Religious, Cult Bloodied, Defeated
• Advance the Warband as per the Warband Attributes Table 12 Witch Hunters Victorious, Spoils of war
and increase attributes accordingly. 13 Bounty Hunters Noble, Famous Leader
• Warbands can also be improved through the purchase of 14 Villagers, Settlers Presumed Dead, Lost
15 Knights, Crusader Chaos, Mutants
new equipment for every member. 16 Soldiers, Patrol Exploring, Searching
17 Traders, Guards Conquest, Raiding
18 Non-Human Defence, Protection
19 Guerrilla, Irregulars Hunting, Tracking
20 Hybrid (Roll Twice) Broken Lands, Savage
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RULES COMPENDIUM | CHAPTER 11 | CAMPAIGNS
110
RULES COMPENDIUM | CHAPTER 11 | CAMPAIGNS
DOMAINS
DOMAINS
• A domain is a settlement or place managed by the heroes.
• Domains are intended to offer a different style and scale of
adventures and role-playing opportunities with players
being accountable for managing the domain.
• The rules are kept deliberately light and are not intended to
act as a domain management simulation.
• If players own both properties/enterprises and domains,
then the scale of a domain takes precedence.
DOMAIN DESCRIPTION
• Name/Description: Name and add 3 bullet points to
describe the domain.
• Type/Population: Domain type and population.
• Size: Starts small and grows to; medium; large or huge.
• Maintenance (M): Annual cost to maintain x10k sp.
• Income (I): Die representing annual income x10k sp.
• Value: Investment cost to grow in size. DOMAIN TYPE TABLE
• Wealth: Cash, recorded in silver pieces, starts at zero. d6 Type Population M I Value
01 Hamlet 50 1 d2 20k
CREATING DOMAINS 02 Village 100 1 d2 150k
03 Keep 100 3 d4 200k
• Domains should be introduced as rewards or 04 Castle 250 4 d6 500k
opportunities from adventures such as; colonising a 05 Town 500 3 d6 500k
wilderness territory, obtaining a land grant from someone 06 City 2,000 4 d8 1m
or being asked to manage a settlement.
• Use the Domain Type Table as a guide, this can be flavoured DOMAIN EVENTS TABLE
through discussion with the players. d20 Opportunity/Threat Risk
01 Competition/Partnership Very High loss
DOMAIN EVENTS 02 Poverty, Wealth High risk loss
03 Scandal/Celebration High risk of loss
• Events: Every quarter, (minimum) roll 2d20 on the Domain 04 Good/Bad harvest Medium risk of loss
Events Table to generate a scenario for the players, this may 05 Criminal/Opportunity Medium risk of loss
conflict with other quests to create a choice of priorities. 06 Religion/Cult Medium risk of loss
• Link the scale of the event to the nature and size of the 07 Blessing/Curse Low risk of loss
domain. 08 Hunger/Bounty Low risk of loss
• If the players decide to intervene then play out the scenario 09 Cult/Pilgrimage Low risk of loss
as an adventure, the outcome of the adventure should have 10 Discovery/Exploration Roll again (DIS)
a consequence for the domain. 11 Resource discovery/loss Roll again (ADV)
12 Materials Help/Hindrance Small opportunity
13 Feud/Calm Small opportunity
DOMAIN WEALTH 14 Monster Threat/Fortune Small opportunity
15 Sickness/Good Health Medium opportunity
• Profit: At the end of the year roll the appropriate die for 16 Dispute, Deal Medium opportunity
income (i.e. d4) and deduct the maintenance cost. 17 Information, Spy/Insight Medium opportunity
• Losses: A negative figure results in a loss which must be 18 Banditry/Expansion Large opportunity
paid by the players. This can be used to generate a side- 19 Taxes/Bonuses Large opportunity
quest to avoid or mitigate the loss. 20 War/Peace Very Large opportunity
• Advantage or Disadvantage can be applied based on the
outcome of events during the year. DOMAIN GROWTH
• Players may spend wealth to improve features and services • Domains can be grown by paying double the current cost
within the domain through discussion with the referee. Use each time it grows. This grows the domain from, small,
the property and enterprise costs as a guide. medium, large to huge and doubles the population size
• Maintenance: Increase this by +2 each time.
• Income: Increase this by the next die size (i.e. d2 > d4 > d6
> d8 > d10 > d12 > d20).
• Additional detail and information can be added through
further gameplay and interaction.
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RULES COMPENDIUM | CHAPTER 12 | BESTIARY
MONSTER DESCRIPTION
MONSTER DESCRIPTION
• Monster is a generic term for all manner of animals,
BARGHEST
CHAOS, QUADRUPED, MEDIUM
beasts, creatures and monstrosities in the game.
• Monsters use an abbreviated version of the hero attributes LVL 2 | HLT 10 | DEF 12 | SKL d4 | APP d8 | TSR -
described as follows: COMBAT: Bite (d6)
PASSIVE ABILITIES: N/A
Name: This is the monster’s name. ENCOUNTER ABILITIES: Sprint, Leap Attack
HARVEST: Heart (Leap Attack)
Three Keywords:
• A brief three keyword description covering the monsters Monstrous canine creatures that lurk in the shadows, their dull red
theme, description and size. eyes glowing with menace. These hounds of chaos operate in small
• Theme describes the nature of the creature. Some abilities packs, stealthily stalking and hunting their prey under the cover of
or spells affect a specific theme of the creature. darkness. Legends
• Description is a word summarising the monster’s look. forewarn those
• Size details the monsters size category from; Tiny (i.e. unfortunate enough to
Fairy), Small (i.e. Dog), Medium (i.e. Human), Large (i.e. catch sight of a Barghest
Ogre), Huge (i.e. Dragon) and Colossal (i.e. Behemoth). are doomed to meet a
grim fate as these
Attributes ferocious creatures attack
• Level is a measure of the monster’s threat from level 1 (low with savage fangs and
threat) to level 10 (powerful threat). claws, leaving a trail of
• Health (HLT) is a score representing how much physical terror in their wake.
injury they can endure before dying when this falls to zero.
• Defence (DEF) is the target number required to hit the d6 Hook
monster in combat. Damage Resistance (DR) is a score that 01 Have arrived from a rift in the Shadowlands.
is deducted from any damage incurred. 02 On the hunt for someone specific.
03 They have been drawn to a place of death.
• Skill (SKL) is the monster’s skill die (i.e. 0, d4, d6, d8, d10, 04 Summoned by an arcane ritual.
d12 or d20) which is added to die rolls when making 05 Have recently feasted upon something.
checks. See Monster’s skill checks for further details. 06 A pack is travelling to some specific destination.
• Number Appearing (APP) shows how many monsters will
typically appear during an encounter. MONSTER’S SKILL CHECKS
• Treasure (TSR) indicates the type of treasure which may be
carried or in their lair. Presented in order of rising value • The monster’s skill die can be applied to:
from, S (Salvage), L (Loot), T (Treasure) and A (Artefact). • Combat checks.
Where a multiplier is shown then you roll multiple times. • Where the monster’s size is a factor.
Treasure is detailed in the Referee’s Guide. • Where the monster’s nature gives them an
advantage.
Combat • Otherwise, the referee may not permit the monster to
• Describes the monster’s method of attack in combat and try certain actions or could make a check without any
includes; number of attacks, nature of attack, damage and modifier.
range. For example, the following method of attack 2x
Teeth/Claw (d6, close) means the creature may attack twice For example: The Barghest (SKL d6) is a physical creature
in a round with their teeth or claws (a descriptor). The acting on its instincts:
attack must be in close range and on a hit causes d6 • The monsters skill die is used for combat checks.
damage. • The referee could also apply the monster’s skill die for any
running or leaping checks.
Abilities • The referee may elect not to apply the skill die for a
• This is a series of keywords that details any special feats or swimming check deeming this a skill where the monster
powers a monster possesses. This is described in the does not have an advantage.
Monsters Abilities section. Abilities are categorised as: • The referee would not permit the monster to make any
• Passive Abilities; these abilities grant a permanent bonus or magic checks considering this beyond the monster’s
an action that can be used every turn. capability.
• Encounter Abilities; these abilities require some effort and
can be used once per level per encounter (i.e. a level 3 Description:
creature could use any one encounter ability three times or • A text description of the monster’s appearance, habits,
three encounter abilities once during a single encounter). motives, behaviours or abilities.
• Only one ability can be performed as an action at a time
and these cannot be stacked. Hooks:
• A small table of potential plot hooks the referee can use
when encountering a monster.
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RULES COMPENDIUM | CHAPTER 12 | BESTIARY
HARVESTING PARTS
HARVESTING MONSTER PARTS MONSTER PARTS TABLE
• Each monster will have up to 3 parts which may be Size Number of Parts Harvested
harvested and used as resources for crafting (items) or Tiny 0 - Too small
extracting its essence for alchemy purposes (potions). Small 1
• These parts will be linked to specific abilities the Medium 1
Monster possesses. Large 2
• The number of parts harvested will depend upon the Huge 4
monsters size (see Monsters Harvest Size Table). Colossal 6
• For Alchemy: The essence of the harvested part is
extracted and turned into a potion. Treat the monster’s
ability as the potion’s effect (see Monsters Abilities) as a
single-use item.
• For Crafting: The harvested part should be linked to
an object or weapon (i.e. Dragon scales turned to
armour, poison applied to a weapon) then apply an
effect based on the harvested part. The referee should
determine the permanence of these (i.e. armour may
grant permanent defence bonus, weapon effects may
be temporary) and multiple parts may be required at
the referee’s discretion.
• Allow the players to get creative with their suggestions
although the referee has the final say over the specific
mechanical bonuses or features.
MONSTER SIZE
• Huge or Colossal monsters dwarf the players in size (i.e.
giants, dragons or other huge beasts).
• They may be treated slightly differently with separate
health scores for different body parts.
• This may present a combat puzzle for players who use
different tactics to access or attack specific points to nullify
an effect.
• The referee may award advantage or disadvantage when
attempting to perform actions against creatures of larger or
smaller size (i.e. advantage when overpowering monsters
smaller than you).
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RULES COMPENDIUM | CHAPTER 12 | BESTIARY
ABILITIES
MONSTER’S ABILITIES
d00 Ability Name Ability Description
01 Absorb On a killing blow absorbs the victim and grows adding their previous health total to their health permanently.
02 Alarm (range, effect) When a person enters into vicinity of stated (ranged) then a stated (effect) occurs.
03 Alertness Advantage on senses checks.
04 Ambush Make a free attack at the start of combat.
05 Amorphous Has no distinct shape and can amend and alter its form and squeeze through gaps.
06 Amphibious Can breathe in air or underwater.
07 Amplified Spells (domains) May cast spells from nominated (domains) and amplify these. Each spell use costs 1-3 health through stress.
08 Animate (range) Can animate an inanimate object of the same size as the creature within the stated (range). The object follows its master’s
commands.
09 Appendage (what, number, health) Monster has a (number) of appendages (what), each with its own (health) score. Removing these appendages may impact some
of the Monsters attacks or abilities.
10 Aura (what, range, damage or effect) Monster is surrounded by some effect (what) within the stated (range). All creatures within this range must suffer the stated
(damage/effect). The referee may allow an opposed check to suffer a partial effect at their discretion.
11 Blinded (what, range, damage, save, Monster makes some attack (what) within stated (range) that causes (damage). Target must make a check (save) or suffer the
effect) blinded (effect) acting at disadvantage. May make an automatic save each turn to eliminate this effect.
12 Blindsight (range) Detects the surrounding stated area (range) without the need for sight using other senses
13 Boon (range, effect) May grant a minor boon to a creature giving the recipient an advantage on an action for the current encounter.
14 Charge May move two range bands and attack at advantage as a single action.
15 Climb May climb any surface easily, no checks required.
16 Companion (type) The monster is accompanied by a stated (type) companion.
17 Control (type) Has the power to command creatures of a certain (type) of a lower level than them.
18 Convergence (range) Any magic checks made within the stated (range) are made at disadvantage. Spell casters will experience a head-ache.
19 Critical (effect) On a critical hit the stated effect applies.
20 Dark Vision (range) The ability to see in the dark within the stated (range).
21 Disease (how, range, area, damage, Makes a type (how) of diseased attack in a certain (range) affecting targets within the stated (area). On a hit, the target is
effect) injured (damage) and must make a monster skill vs fortitude save or be diseased and be impaired (disadvantage) until cured.
22 Equipment Carries or possesses stated equipment or object
23 Explodes (how, damage, range) Explodes on the stated trigger (how) causing (damage) in the stated (range).
24 Exploding Damage On a hit, if the maximum damage is rolled then roll damage again and add this to the original result once.
25 Sprint Can move four range bands as part of a move only action.
26 Fear (how, range) Causes fear on an action (how) to anyone the same size or smaller within the stated (range). Make an opposed monster vs. will
check or be struck with fear and act at disadvantage. Target may automatically save each turn.
27 Fearless Immune to morale checks
28 Feed (range, damage) On a successful attack, stated (damage) is drained from target and added to monster’s health.
29 Flight (swift) Has the ability to fly a range band as part of their action and two as a move only action. (Swift) flight doubles this.
30 Freeze (how, range, area, effect) Makes a type (how) of freezing attack in a certain (range) affecting targets within the stated (area). On a hit, target must make a
monster skill vs fortitude save or suffer the stated freezing effect until cured (starting from impaired to incapacitated to
suspended animation).
31 Gas (how, range, area, effect) Makes a type (how) of gas attack in a certain (range) affecting targets within the stated (area). On a hit, target must make a
monster skill vs fortitude save or suffer the stated gas effect until cured (starting from impaired to incapacitated to death).
32 Grapple (trigger, range, damage) Grapples an opponent in some manner (trigger, range) on a successful attack, then causes automatic (damage) each turn on
their action unless victim can break free with an opposed monster vs. strength or agility check as an action.
33 Guarded (number, monster) Guarded by (number) of another (monster) type.
34 Hero Abilities (class) Can use all abilities of a stated hero (class).
35 Hide If not in combat or next to an opponent may move and hide and not be targeted until their next turn.
36 Hold (how, range, number, damage, Makes a type (how) of hold attack in a certain (range) affecting (number) of targets. On a hit, target may take (damage) and
save, effect) must make a check (save) or suffer an (effect) such as held in place. Target must use an action to try and break free each turn.
37 Hold Breath (time) Monster can hold breath for the stated period of (time).
38 Holy Actions against demonic, chaos or undead creatures are at rolled at advantage.
39 Illusion (range) Creates an illusion for the duration of the encounter which appears within the stated (range). Everyone witnessing the illusion
believes it to be true.
40 Immortal Monster does not age and cannot die of natural causes.
41 Immunity (to what) Immune to stated weapon or element (what) and cannot be damaged by it.
42 Incorporeal May move through solid objects.
43 Iron Skin Tough skin grants than damage resistance of 1.
44 Leap Attack (damage) Can leap over an object of their own size and attack at advantage as an action causing stated (damage) on a hit.
45 Life Drain (range, damage) Makes an attack within the stated (range) and causes stated (damage) and loss of the same amount of experience points which
must be made up before a level raise.
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MONSTER’S ABILITIES
d00 Ability Name Ability Description
46 Light (area) Creature emanates a light which can illuminate the stated (area).
47 Long Lived (years) Live for the stated period of (time).
48 Lucky May re-roll any die themselves (this does not count for rolls made against them).
49 Lure (how, range) Lures targets on an action (how) to anyone the same size or smaller within the stated (range). Make an opposed monster vs. will
check or be compelled to move towards the monster. May automatically save each turn.
50 Magic Source (power) The monster or object is or possesses a source of magic power. This grants the stated (power) points of magic or can be used
for crafting.
51 Meditative Trance Increase health recovered by overnight sleep by one skill die and roll at advantage.
52 Memories (time) Can provide some insight into events of the past, defined by the stated (time) in years.
53 Mind Control (how, range, effect) Controls target on an action (how) to anyone the same size or smaller within the stated (range). Make an opposed monster vs.
will check or be compelled to follow commands which does not cause it self harm. May automatically save each turn.
54 Mutation (trigger) A mutation occurs on a stated (trigger). Use the Monster variant rules (pg. 10) to generate a new variant ability.
55 Obscure (how, range, area) Creates some effect (how) within the stated (range) and (area) which obscures target’s senses causing those within range to
disadvantage.
56 Ooze Attaches itself to a victim and must be killed before it is released. Damage is caused equally to ooze and victim.
57 Paralysis (trigger, range, quantity, Makes a type (trigger) of paralysis attack in a certain (range) affecting targets (quantity). On a hit, causes (damage) and target
damage, save, effect) must make a skill check (save) or suffer the stated (effect i.e. impaired or incapacitated) until cured.
58 Petrification (trigger, range, quantity, Makes a type (trigger) of petrification attack in a certain (range) affecting targets (quantity). On a hit, causes (damage) and
damage, save, effect) target must make a skill check (save) or suffer the stated (effect i.e. impaired, incapacitated or turned to stone).
59 Poison (trigger, range, quantity, Makes a type (trigger) of poison attack in a certain (range) affecting targets (quantity). On a hit, causes (damage) and target
damage, save, effect) must make a skill check (save) or suffer the stated (effect i.e. impaired, incapacitated or death).
60 Portal (location, range) Creates a portal to another realm or space that others can use.
61 Power Attack Attack and damage roll are made at advantage.
62 Prophecy (time) Can provide some insight into a person’s future within a stated (time) frame.
63 Raise Dead (range) May raise a dead creature of the same size or less as the caster within the stated (range).
64 Ranged Attack (how, damage, May make a type (how) ranged attack causing (damage) to a target in an (area) and (range).
range, area)
65 Reactive (trigger, what, range, Upon (trigger) a caustic agent (what) is released causing (damage) to each creature within stated (range) if the creature fails
damage, save) (save).
66 Reflexes Advantage on initiative checks.
67 Reform (days, prevention) If killed monsters reforms over a number of (days) stronger than before. The stated (prevention) stops this from happening.
68 Regenerate (health) Regains the stated number of health points.
69 Resistance (to what) All opposed checks against the stated weapon or element are made at advantage. Damage rolls are made at disadvantage.
70 Ritual (description) A magic ritual is performed. See description for details.
71 Sense Nature (range) Make a monster vs will check within stated (range) to determine the nature and intentions of the target.
72 Senses (range) Can automatically sense the location of any opponents within stated (range).
73 Shape Change (size, what) Can shape change into a different (size) and (what) type of creature.
74 Slow Disadvantage on initiative checks.
75 Spells (domains) May cast spells from nominated (domains). Each spell use costs 1 health through stress.
76 Sprint Can move four range bands as part of a move only action.
77 Summon (how, number, type, turns) An action (how) summons a (number) and (type) of creature who arrive in a number of (turns).
78 Swallow (range, damage) Swallows creatures one size smaller or less within the stated (range). Internal acids cause stated (damage) to the victim each
turn unless they can break free with (opposed check or combat damage to break free).
79 Swarm Group of small creatures act as one entity. A normal weapon only does 1 damage to the swarm unless it exploits a stated
weakness. Spells and area-of-effect attacks cause damage as normal.
80 Swim (rapid) Has the ability to swim a range band as part of their action and two as a move only action. (Rapid) swim doubles this.
81 Swipe (how, range, targets) Can swipe with an attack (how) in a certain (range) a number of creatures (targets) of same size or smaller and knock them
over. Target’s loses next action getting back to their feet.
82 Telepathy (range) May communicate with other creatures within the stated (range) using the power of its mind.
83 Teleport (range) As part of their action may teleport towards any visible location within stated (range).
84 Tendrils (quantity, health, range, Possess(quantity) tendrils each with separate (health) score. Can attack at (range) and causes stated (damage).
damage)
85 Track (range) Can track something it has the scent of and which has been in the stated (range) area.
86 Tunnelling (soft or hard) Creature can burrow and tunnel underground through (soft or hard) surface toughness as part of their movement.
87 Undead Does not require sustenance or oxygen and is immune to mind control, poison and disease.
88 Water Breath Can breathe underwater.
89 Weakness (to what) All opposed checks against the stated weapon or element are made at disadvantage. Damage rolls are made at advantage.
90 Web (range, save, effect) Shoot a web on all creatures within a certain (range). Each creature within the web must make a monster skill vs. strength (save)
or be held (effect) in place. Each turn, victims can attempt to break free as an action.
91 Wind Attack (range, area, damage) Affects all creatures same size or smaller in the stated (range) and (area) stated pushing them back a range band and causing
stated (damage).
92+ Re-Roll
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CREATING MONSTERS
MONSTER CREATION MONSTER THEME TABLE
• The monster creation process can be used to create new d20 Theme Description
monsters for the game. 01 Aberrant Mutant or Hybrid
• The referee is encouraged to create new monsters to give 02 Animal Common animal
the players new and unexpected challenges. 03 Anthropoid Humanoid Beast
• The following steps are intended to provide a basic process 04 Aquatic Water-based
for creating a monster. Referees are encouraged to tweak or 05 Beast Monstrous
06 Chaos Touched by Chaos
amend any of the monster’s attributes or abilities to design a 07 Dinosaur Land based reptiles
monster to match an idea or theme. 08 Elemental Elemental power
09 Giant Larger sized creature
MONSTER CREATION PROCESS 10 Human Human
11 Infernal Related to the realm of fire
1. Generate Theme: Roll d20 on the Monster Theme Table to 12 Magical Magical in nature
determine the monster’s shape. 13 Object An object or construction
2. Generate Description: Roll d20 on the Monster Description 14 Ooze Slime or ooze
Table to determine the monster’s type and any related 15 Plant Plant based
abilities. 16 Serpent Snake-like
3. Generate Size: Roll d20 on the Monster Size Table to 17 Small Small sized creature
determine the monster’s size and generate its attributes. 18 Swarm Many creatures acting as a group
4. Generate Number of Abilities: Roll d20 on the Monster 19 Undead The unliving
Threat Table to determine the number of monster abilities. 20 Winged Flight based creatures
5. Generate Abilities: Roll d00 on the Monster Abilities Table
(Page 6) to determine the nature of each individual ability. MONSTER DESCRIPTION TABLE
6. Monster Description: Write three bullet points to describe d20 Form Description
the monster’s appearance, behaviours and motivation 01 Amorphous A shapeless entity
linking these to their size, form and abilities. 02 Amphibian Water based creature
03 Arachnid Spider-like appearance
04 Avian Bird-like appearance
05 Bipedal Two-legged creature
06 Botanic Plant-like appearance
MONSTER CREATION EXAMPLE 07 Construct Object or construction
Joseph, the Referee decides to create a new monster. 08 Crustacean Possess exo-skeleton or shell
09 Demonic Demonic appearance
1. Generate Theme: He rolls a d20 and gets a 12 (Ooze) 10 Draconic Dragon-like appearance
2. Generate Description: He rolls a d20 and gets a 7 11 Elementoid Natural element appearance
(Draconic). 12 Gelatinous Ooze, slime or jelly appearance
3. Generate Size: He rolls a d20 and gets a 16 (Large). The 13 Humanoid Humanoid appearance
starting attributes are Level 5, Health 30, Defence 12. 14 Insectoid Insect-like appearance
4. Generate Threat: He rolls a d20 and gets a 8 (2 abilities). 15 Piscine Fish-like appearance
5. Ability 1: He rolls a d100 and gets a (05, Amorphous) 16 Quadruped Four-legged creature
6. Ability 2: He rolls a d100 and gets a (01, Absorb). 17 Reptilian Resembles a lizard
18 Rodent-like Resembles a rodent
Having thought about how to combine these results, Joseph 19 Serpentine Resembles a snake
creates the following monster description. 20 Tentacled Many armed creature
MONSTER SIZE TABLE
DRAGOOZE d20 Size Level Health Defence Skill Damage
OOZE, DRACONIC, LARGE
01-03 Small 1 5 8 N/A d4
LVL 5 | HLT 30 | DEF 12 | SKL d10 | APP 1 | TSR - 04-06 Medium 2 10 9 d4 d4
COMBAT: Melee Attack (d10) | PASSIVE ABILITIES: 07-10 Medium 3 15 10 d6 d6
Amorphous | ENCOUNTER ABILITIES: Absorb 11-13 Large 4 20 11 d8 d8
14-16 Large 5 30 12 d10 d10
• A ghastly entity which appears as a quivering mass of
17-19 Huge 6 50 13 d12 d12
dark, coagulated blood, pulsating with an eerie glow 20 Colossal 7 100 14 d20 d20
• It oozes with a viscous slime that seems to devour
MONSTER THREAT TABLE
anything it touches, leaving behind a trail of destruction.
d20 Threat Abilities
• Motivated by a desperate desire to regain its former 01-04 Very Low 1
power and life, the Dragooze seeks to absorb the life force 05-08 Low 2
of unsuspecting victims, growing stronger with each feast 09-12 Medium 3
13-16 High 4
and perpetuating its reign of terror. 17-18 Very High 5
19-20 Unusual Create Monster Variant
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RULES COMPENDIUM | CHAPTER 12 | BESTIARY
MONSTER VARIANTS
MONSTER VARIANTS MONSTER VARIANT TABLE
• To avoid groups of repetitive monsters (i.e. a group of d20 Threat Rating Variant Abilities
skeletons), the referee is encouraged to tweak the standard 01-04 Tough 2
attributes or add a monster ability for some of the 05-08 Dangerous 4
monsters within a group or some individual monsters. 09-12 Deadly 6
13-16 Elite 8
These are known as monster variants. 17-20 Legendary 10
• Having a few monsters with slightly different attributes
encourages the players to think more tactically and respond
to different types of threats. MONSTER VARIANT ABILITY TABLE
• Number of Variants: Tweak between a quarter to a third d20 Variant Abilities Description
(25-33%) of monsters in groups. 01 Weaker Reduce combat score by one skill die
02 Vulnerable Reduce defence score by one
CREATING MONSTER VARIANTS 03 Armoured Increase damage resistance by one
04 Melee Attack Add an additional melee attack
1. Generate Variant Threat: Roll d20 on the Monster Variant 05 Ability Roll 1 new ability (see pg. 6)
Table to determine the number of variant abilities. 06 Enhanced Roll 2 new abilities (see pg. 6)
2. Generate Variant Abilities: Roll d20 on the Monster 07 Powerful Roll 3 new abilities (see pg. 6)
Variant Ability Table to determine the specific nature of 08 Formidable Roll 4 new abilities (see pg. 6)
each variant ability. Roll on the Monster Ability Table (pg. 6) 09 Ranged Attack Add an additional ranged attack
where prompted. 10 Hybrid Roll additional monster type
3. Monster Description: Adjust the three bullet points 11 Smaller Decrease size and attributes*
12 Larger Increase size and attributes*
describing the monster’s appearance, behaviours and 13 Valuable Carries some treasure
motivation to note an obvious sign of their variant abilities 14 Equipment Uses some weapon or equipment
that the players can spot (i.e. you see a group of skeletons 15 Group Increase number by one skill die
armed with rusted short swords, two of them are carrying 16 Fast Increase number of attacks by one
large great-axes). 17 Deadly Increase skill die by one
18 Stronger Increased damage by one skill die
19 Tougher Increase defence score by one
MONSTER VARIANT EXAMPLE 20 Resilient Increase health score by d6
Brian, the Referee decides to create a monster variant for a *Amend attributes between the old and new size using the
group of Skeletons. Monster Size Table (pg. 8) as a guide.
1. Generate Variant Threat: He rolls a d20 and gets a 02
(Proficient, 4 Variant Abilities)
2. Ability 1: He rolls a d20 and gets a 19 (Tougher, increase
defence by 1)
3. Ability 2: He rolls a d20 and gets a 4 (Additional melee
attack)
4. Ability 3: He rolls a d20 and gets a 18 (Increased damage
die by one).
5. Ability 4: He rolls a d20 and gets a 20 (Increase health by
d6, rolls a 3)
6. Monster Description: Brian decides that the variant
Skeleton warriors move more gracefully and wield longswords.
The basic Skeleton statistics are as follows:
SKELETON
UNDEAD, ANIMATED, MEDIUM
LVL 2 | HLT 10 | DEF 10/DR2 | SKL d4 | APP d6 | TSR L
COMBAT: Weapon (d6) | PASSIVE ABILITIES: Dark Vision,
Fearless, Undead, Equipment | ENCOUNTER ABILITIES: N/A
SKELETON
(DANGEROUS) UNDEAD, ANIMATED, MEDIUM
LVL 2 | HLT 13 | DEF 11/DR2 | SKL d4 | APP d6 | TSR L
COMBAT: 2x Weapon (d8) | PASSIVE ABILITIES: Dark Vision,
Fearless, Undead | ENCOUNTER ABILITIES: N/A
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BESTIARY A-Z
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
Within the dim recesses of forgotten dungeons, the Acidic Slime The Air Elemental takes the form of a swirling cyclone, its cloudy
slithers, leaving a trail of sizzling destruction in its wake. Its form comprised of wisps of wind and charged particles. It moves
insidious nature dynamically and aggressively pummelling through the air and
allows it to adhere manipulating gusts
to walls and and storms to its
ceilings, waiting advantage. Drawn to
patiently to descend areas of great power or
upon unsuspecting turmoil, the Air
victims, its Elemental seeks to
corrosive touch maintain the balance
leaving them of the elements and
scarred and unleashes its fury upon
burning. those who threaten it.
d6 Hook d6 Hook
01 A dark liquid shimmers on the floor. 01 It has been unleashed by a powerful artefact.
02 Something is dripping on you from above. 02 Sensed a disturbance in the land and arrived to cause havoc.
03 A horribly burned and disfigured corpse lies on the ground. 03 Drawn to the location by an ancient ritual.
04 Lying stationary for someone to step on it. 04 Summoned by a malevolent sorcerer.
05 Slimes are migrating towards each other to form a colony. 05 It has been angered by mortals and seeks revenge.
06 A disfigured slime-covered form shambles towards you. 06 Trapped and requires assistance to escape its confinement.
In the depths of the treacherous swamp or the forgotten catacombs, The celestial Angel descends from the realm of light, its radiant
the Amorphous Sludge lurks, its mottled green mass pulsating with form shimmering. With an ethereal presence, it emanates an aura
a vile hunger. Its of purity and serenity. Guided by a divine purpose, the celestial
slimy tendrils writhe Angel acts as a beacon of hope and protection against the forces of
and lash out, seeking darkness. Its motivations
to ensnare any living lie in the preservation of
creature that harmony and the defence
ventures too close, although they are
assimilating its flesh somewhat aloof of
to grow ever larger mortals and the
in its twisted form. consequences of their
actions.
d6 Hook d6 Hook
01 Waiting, lurking deep within a bog or swamp. 01 Seeking to thwart the plans of an evil sorcerer.
02 A number of vines (tendrils) lead towards thick vegetation. 02 On a mission to purge a corrupted place or object.
03 You hear a bubbling and burping sound nearby. 03 Sent to aid a group of valiant heroes on their holy quest.
04 A creature is being dragged by a tendril into a slimy mass. 04 Sent to impart a vision or prophecy.
05 An assortment of equipment lies in a pool of mud. 05 Serving as a guardian for a sacred object, person or ritual.
06 Slowly creeping and slithering towards the adventurers. 06 Senses dark forces converging.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
Deep within deep dark underground chambers lurks the huge Ant Apes stand on two muscular legs, covered in coarse fur and
Queen, her massive form exuding an aura of authority and primal adorned with large, imposing fangs. Their intelligent eyes survey
power. Surrounded by her loyal subjects of Giant Ants, she the surroundings, revealing
commands their undying loyalty, and her chittering mandibles both curiosity and a hint of
echo through the primal instinct. With agile
underground tunnels, movements and incredible
a haunting reminder strength, the ape swings
of her insatiable through the trees, its
hunger and the motivation driven by the
imminent threat she pursuit of food, protection of
poses to any who dare its territory, and the
to intrude upon her companionship of its fellow
domain. apes.
d6 Hook d6 Hook
01 In a state of readiness to lay some eggs. 01 Making hand gestures, trying to communicate.
02 Ponderously migrating to a new location. 02 Scavenging for food and scraps.
03 Instructing her soldier ants, two colonies are at war. 03 Searching for a new home, their last was destroyed.
04 Summoning her soldier ants, intruders are nearby. 04 Fleeing some other terror in the area.
05 Feeding upon scraps fed by her workforce. 05 Travelling and exploring, will avoid encounters.
06 You find the deserted remains of the ‘upper’ colony levels. 06 Grunting and hooting, they are protecting something.
ASCENDANT ASHEN
MAGICAL, HUMANOID, MEDIUM CHAOS, HUMANOID, MEDIUM
LVL 6 | HLT 50 | DEF 15/DR3 | SKL d12 | APP 1 | TSR Ax2 LVL 1 | HLT 8 | DEF 10 | SKL d4 | APP d8 | TSR Lx2
COMBAT: 2x Weapon (d8) COMBAT: Obsidian Sword (d6, exploding damage)
PASSIVE ABILITIES: Spells (arcane + 2 domains), Immortal PASSIVE ABILITIES: Dark Vision (med), Equipment
ENCOUNTER ABILITIES: Hero Abilities (choose class) ENCOUNTER ABILITIES: Ambush, Teleport (far)
HARVEST: Blood (Immortal) HARVEST: Blood (Teleport)
Bathed in an ethereal glow, the The dark and featureless Ashen emerge from the shadows, their
Ascendant stands tall, sole purpose to fulfil commands of death. With the ability to phase
radiating an aura of divine in or out of reality they strike with their obsidian blades forged
authority and an insatiable from volcanic rock, with lethal affect. These mysterious creatures
thirst for adoration. Their mere possess an eerie sight,
presence commands reverence, equally adept in day or
and their otherworldly powers night, and when defeated,
make them formidable they vanish in a wisp of
adversaries, channeling their smoke, leaving no trace of
chosen domain of magic to their existence.
shape the very fabric of reality.
d6 Hook d6 Hook
01 Seeking a powerful artefact. 01 On the hunt to kill something specific.
02 Looking to recruit followers to their cause. 02 Commanded to secure or guard an area.
03 Hunting someone who is a threat to their plans. 03 Drawn by the power of chaos magic.
04 Meeting another ascendant in secret, plotting. 04 They are already battling some other creatures.
05 Seeking knowledge of the ancients. 05 Summoned from the Shadowlands by some ritual.
06 In disguise as a common traveller for some nefarious reason. 06 Returning to a rift after a successful mission.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
ASWANG BANSHEE
UNDEAD, HUMANOID, MEDIUM UNDEAD, HUMANOID, MEDIUM
LVL 4 | HLT 15 | DEF 10 | SKL d6 | APP d6 | TSR T, L LVL 3 | HLT 15 | DEF 13 | SKL d6 | APP d4 | TSR L
COMBAT: Claw or Bite (d6) COMBAT: Touch (d8)
PASSIVE ABILITIES: Undead PASSIVE ABILITIES: Undead
ENCOUNTER ABILITIES: Leap Attack (d6), Life Drain (close, ENCOUNTER ABILITIES: Flight, Ranged Attack (sonic wail,
d6), Shape Change (medium, any creature) medium, d6, fortitude save or impaired), Senses (long).
HARVEST: Blood (Shape Change), Claw (Life Drain) HARVEST: Dust (Sonic Wail)
The Aswang is a creature of malevolent darkness which haunts the With ethereal grace, the Banshee glides through the shadows, its
shadows with its twisted and grotesque form. It is a shape changer emaciated form a haunting reminder of its tortured existence. Its
capable of seamlessly fractured mind seeks solace in places of the dead, where it
transforming from a unleashes a bone-
fearsome winged beast to a chilling sonic wail. The
beautiful seductress, luring Banshee relishes in the
unsuspecting souls to their fear and suffering it
doom. With a thirst for instills upon its prey,
blood and a desire to while its necrotic touch
spread fear and chaos, its rejuvenates its own
motivations lie in sowing essence, sustaining its
terror and consuming the ghastly presence in the
life essence of its victims. realm of the living.
d6 Hook d6 Hook
01 Seeks vengeance against someone who stopped its dark ritual. 01 Found haunting a place of dead (cairns, tombs, graveyards).
02 Hides and intends to prey upon unsuspecting locals. 02 Chasing memories of its former life.
03 Guards an evil shrine or artefact. 03 Waiting to ambush, it needs to feed.
04 Appears in another form and blends in with the background. 04 Evading a group of monster hunters.
05 Has assumed the form of a party member and has joined you. 05 Feeding on its last victim, its energy revived.
06 Running from the scene of a despicable act. 06 Hides in the shadows seeking to beguile a victim.
BARGHEST BASILISK
CHAOS, QUADRUPED, MEDIUM CHAOS, QUADRUPED, LARGE
LVL 2 | HLT 10 | DEF 12 | SKL d4 | APP d8 | TSR - LVL 6 | HLT 30 | DEF 14/DR2 | SKL d12 | APP 1 | TSR -
COMBAT: Bite (d6) COMBAT: 2x Claws/Fangs (d10)
PASSIVE ABILITIES: N/A PASSIVE ABILITIES: N/A | ENCOUNTER ABILITIES:
ENCOUNTER ABILITIES: Sprint, Leap Attack (d6) Petrification (gaze, long, 1 target, 0, fortitude save or
HARVEST: Heart (Leap Attack) impaired), Poison (bite, close, 1 target, d10, fortitude save or
impaired) | HARVEST: Fang (Poison), Eyes (Petrify)
Monstrous canine creatures that lurk in the shadows, their dull red The Basilisk legend tells of a creature born of an unholy
eyes glowing with menace. These hounds of chaos operate in small convergence of chaos magic and dragon eggs. This hostile mutated
packs, stealthily stalking and hunting their prey under the cover of creature, a fearsome amalgamation of bird and reptile roams the
darkness. Legends untamed wilderness, emanating a foul stench of chaotic magic. It
forewarn those attacks with its rapid
unfortunate enough to claws and also
catch sight of a Barghest possesses a petrifying
are doomed to meet a gaze that can paralyse
grim fate as these its victims and a
ferocious creatures attack venomous bite, which
with savage fangs and can inflict poison upon
claws, leaving a trail of its prey.
terror in their wake.
d6 Hook d6 Hook
01 Have arrived from a rift in the Shadowlands. 01 On the hunt for food.
02 On the hunt for someone specific. 02 Seeking a suitable place to nest and lay eggs.
03 They have been drawn to a place of death. 03 Drawn to a chaos rift in this realm.
04 Summoned by an arcane ritual. 04 Has been driven to madness, very aggressive.
05 Have recently feasted upon something. 05 Marking its territory as king of the reptiles.
06 A pack is travelling to some specific destination. 06 Being pursued by a group of monster hunters.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
BATS BEAR
SWARM, AVIAN, TINY ANIMAL, QUADRUPED, LARGE
LVL 1 | HLT 10 | DEF 15 | SKL - | APP 1 | TSR - LVL 3 | HLT 15 | DEF 12/DR2 | SKL d6 | APP d4 | TSR -
COMBAT: Bite (d4) COMBAT: Claw (d6)
PASSIVE ABILITIES: Blindsight (far), Flight (swift), Swarm, PASSIVE ABILITIES: N/A
Weakness (fire) ENCOUNTER ABILITIES: Grapple (bear hug, close, d4)
ENCOUNTER ABILITIES: N/A HARVEST: N/A
HARVEST: Ears (Blindsight), Wings (Flight)
The swarm of Bats appears as a dark cloud which descends upon The large bear stands tall on its powerful, muscular legs, its shaggy
its unfortunate fur matted with dirt and forest debris. With sharp claws and
victims, engulfing gleaming teeth, it roams the
them in a whirlwind wilderness with a sense of
of leathery wings primal authority, its keen
and sharp fangs senses honed for hunting and
thirsting for blood defending its territory.
and enveloping all in Motivated by the need to feed,
an eerie shroud of protect its cubs, and assert
darkness. dominance over its domain,
the bear embodies both a fierce
predator and a symbol of
untamed nature.
d6 Hook d6 Hook
01 A swarm is hanging undisturbed as they are approached. 01 Searching for food after waking from hibernation.
02 The swarm is flying and swirling in a chaotic pattern. 02 Defending her cubs from another threat.
03 Something is controlling the entity of bats. 03 Being driven from its territory by a monster of some force.
04 The swarm is following a prince(ss) of darkness. 04 Wounded and in distress from some savage attack.
05 The bats have been summoned by a dark ritual. 05 Trapped or ensnared in a hunter’s trap.
06 They fly with purpose, it is time to feed. 06 Sniffing and searching for food.
BEASTMAN BIGFOOT
ANTHROPOID, HUMANOID, MEDIUM ANTHROPOID, HUMANOID, LARGE
LVL 3 | HLT 12 | DEF 12/DR1 | SKL d6 | APP d8 | TSR L LVL 4 | HLT 25 | DEF 13/DR2 | SKL d8 | APP d4 | TSR -
COMBAT: Primitive Weapon (d6) COMBAT: 2x Fists (d6) or Thrown Rocks (d4, medium)
PASSIVE ABILITIES: Equipment PASSIVE ABILITIES: N/A
ENCOUNTER ABILITIES: Power Attack ENCOUNTER ABILITIES: Hide, Senses (long)
HARVEST: Heart (Power Attack) HARVEST: Fur (Hide), Nose (Senses)
d6 Hook d6 Hook
01 Hunting something. 01 A group of Bigfoot are defending their territory from outsiders.
02 Scouting new lands for potential raiding. 02 Wandering along in search of a group or a mate.
03 Fleeing something big and nasty. 03 Humans cursed into this form, possess fragments of their lives.
04 Pursuing a vendetta against something. 04 On some form of instinctive pilgrimage, drawn by a power
05 Returning to their lair with their spoils. 05 Migrating to a new territory, driven away by something.
06 A leadership contest (fight) has occurred in the group. 06 Hiding with the wilderness, ready to ambush passing travellers.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
d6 Hook
BEHEMOTH 01 It stirs, it dreams, it appears as an illusion in your nightmares.
INFERNAL, TENTACLED, COLOSSAL 02 Sent an imp or demon-spawn to find portals to other realms.
03 Forcing its way through a portal to the realm of humans.
LVL 10 | HLT 150 | DEF 15/DR3 | SKL d20 | APP 1 | TSR Ax3 04 Holds a rift to the fiery planes of hell open for its legions.
COMBAT: 4x Tentacles (d20, long, 20 health each) 05 Seeks to bargain with those who wield powers
06 Seeks to locate and rebuild the elemental gate of fire.
PASSIVE ABILITIES: Telepathy (far), Immunity (fire), Aura
(fire, medium, d6), Aura (fear, long, will save or impaired)
ENCOUNTER ABILITIES: Ranged Attack (fiery breath, 20, far
range, short area)
HARVEST: Brain (Telepathy), Blood (Fire Aura, Fire Immunity),
Heart (Fiery Breath)
With fierce talons and keen eyes, the bird of prey soars through the These once-human beings were cursed
sky, its wings cutting through the air with grace and precision. It with an affliction that gradually
surveys the land below, seeking its next meal, swooping down with transformed them into bird-like creatures
lightning speed to snatch unsuspecting prey from the earth. Driven over time. With their wings protruding
by its primal instincts and from their backs, they possess the ability
the need to survive, the of ungainly flight and are known to wield
bird of prey is a master of primitive weapons while communicating
the hunt, a symbol of through a unique language of twits,
power and freedom in the chirps, and whistles. They tend to isolate
realm of the wild. themselves from humankind.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The boar stands tall, its bristly fur glistening with sweat as it paws The Centaur roams with the grace of a
at the earth, ready to charge with its razor-sharp tusks. With a wild stallion and the wisdom of an
fierce snarl, it defends its territory against any perceived threat, its elder. Its upper body exudes the strength
eyes glinting with and nobility of a seasoned warrior,
primal determination. while its lower half blends seamlessly
Motivated by hunger into the form of a powerful equine. The
and the need to centaur gallops across the lands,
protect its young, the defending its homeland and seeking
boar roams the forest balance between nature and civilisation
in search of food, as both hunter and protector.
challenging any who
dare to cross its path.
d6 Hook d6 Hook
01 Ventured towards people in a desperate search for food. 01 They ride towards you defensively, you have entered their lands.
02 Protecting its off-spring located nearby in a hidden thicket. 02 Renegade Centaurs have turned to banditry.
03 Pursued by a hunter who wants their tusks as a prize. 03 A mysterious illness has befallen their leader, they seek your aid.
04 Driven mad and rampaging through the forest. 04 A procession is heading towards the place of a sacred ritual.
05 Scavenging on leftover scraps of food. 05 Undertaking an expedition to expand their territory and knowledge.
06 Scared away by an ancient forest spirit. 06 Being pursued by an enemy.
CEREBUS CHANGELING
BEAST, QUADRUPED, LARGE MAGICAL, HUMANOID, MEDIUM
LVL 7 | HLT 50 | DEF 15 | SKL d8 | APP 1 | TSR - LVL 3 | HLT 15 | DEF 10 | SKL d6 | APP d4 | TSR L,T
COMBAT: 3x Bites (d8) COMBAT: Weapon (d6)
PASSIVE ABILITIES: Dark Vision (med), Sprint PASSIVE ABILITIES: N/A
ENCOUNTER ABILITIES: Ranged Attack (fire breath, d12, ENCOUNTER ABILITIES: Shape Change (any medium size
short, 1 target) creature)
HARVEST: Eyes (Dark Vision), Heart (Fire Breath) HARVEST: Heart (Shape Change)
With its menacing presence, the Cerberus commands attention as Masters of deception and elusive
a fearsome guardian of the underworld, its three ferocious heads by nature, Changelings possess an
surveying its domain with fiery eyes. Its serpent tail coils and uncanny ability to assume the
writhes, ready to strike with venomous force, while flames dance guise of any creature, seamlessly
upon its breath. Motivated blending into their surroundings.
by a deep instinct to Their true motives remain
protect the realm of the mysterious, as they navigate the
dead, the Cerberus stands realm with a mischievous
unwavering in its duty, intellect, capable of sowing chaos
defending the gates that or manipulating unsuspecting
separate the mortal world individuals in their pursuit of
from the realm of personal gain.
darkness.
d6 Hook d6 Hook
01 Guarding a portal to the Underworld, dare you enter. 01 On a mission to spy on someone.
02 Summoned by dark forces to protect a forbidden temple. 02 On a mission to kill someone.
03 A desperate soul is seeking to bargain with Cerebus. 03 On a mission to become someone.
04 A cursed artefact has awakened the Cerebus. 04 Pursuing strange creatures and learning their new form.
05 Hunting a creature for food or sport. 05 Being pursued for a crime they committed.
06 Being tracked by a group of Holy Warriors. 06 Being pursued for a crime they did not commit.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Chimera is a large, monstrous creature born from forbidden The Clay Men are towering, stocky figures crafted from an earthy,
dark magic and twisted experimentation. Each Chimera bears a clay-like material and often serve
distinctive appearance, combining features of multiple animals as formidable automatons under
and creatures into a fearsome hybrid. All Chimeras share an the command of their masters.
instinctual attraction to These featureless constructs
their own kind, engaging possess great strength and
in brutal battles to the resilience, though their slow
death. Their blood is movements render them
said to possess mutagenic predictable in battle. Clay Men
properties, coveted by can regenerate their health when
those who seek to they are standing on natural
harness their power. earth ground (i.e. not rocks or
water).
d6 Hook d6 Hook
01 Hunting for food. 01 Guarding something for a former master.
02 Drawn to another of its kind, there is danger nearby. 02 Excavating the ground, driven by some motivation.
03 Pursued by a group of monster hunters seeking a bounty. 03 Standing motionless, ready to be awoken.
04 Feeding on a victim, it has been surprised. 04 Wandering around, their commands forgotten.
05 Writhing in pain and agony as it suffers a mutation. 05 Statuesque, awaiting a command word or magic.
06 Lying in wait, ready to ambush its prey. 06 Crawling around, its legs worn away over the centuries.
COCKATRICE CROCODILE
ABERRANT, QUADRUPED, SMALL ANIMAL, REPTILLIAN, LARGE
LVL 1 | HLT 5 | DEF 12 | SKL - | APP d12 | TSR - LVL 2 | HLT 10 | DEF 10/DR2 | SKL d4 | APP d6 | TSR -
COMBAT: Bite (d4) COMBAT: Bite d6
PASSIVE ABILITIES: Flight PASSIVE ABILITIES: Swim, Hold Breath (1hr)
ENCOUNTER ABILITIES: N/A ENCOUNTER ABILITIES: N/A
HARVEST: Wings (Flight) HARVEST: N/A
The Cockatrice is a fearsome and fantastical creature that In the murky swamplands lurks a bask of crocodiles, their scaly
possesses the body of a reptilian predator, adorned with deadly green skin blending seamlessly with the stagnant waters. With
scales and a razor-sharp teeth and menacing eyes, they wait patiently for
formidable pair unsuspecting prey to draw near, striking with lightning speed and
of wings. Its dragging their victims
head, resembling beneath the surface.
that of a rooster, Driven by instinct and
snaps and bites hunger, the crocodile's
at its victims in motivations are simple:
combat. They to survive and satiate
are often found its voracious appetite
nesting and in the treacherous
hunting in small depths of its domain.
packs.
d6 Hook d6 Hook
01 Seeking to defend its nest of eggs from potential predators. 01 It has claimed a vital waterway as its territory.
02 Attracted to something shiny and seeking to investigate. 02 Attacking another traveller or group nearby.
03 Hunted for its rumoured (false) healing properties. 03 Acting very aggressively in this region, no one knows why.
04 A trail of destruction and damage lead towards their lair. 04 Laying belly-up in the water, looking putrid and unwell.
05 Sighted flying in the distance, seeking its next feed. 05 Hunting small water-based animals to eat.
06 Stalking a creature or person waiting for a chance to strike. 06 Eating the remains of an unfortunate victim.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Cyclops towers over lesser creatures. The shrine to Kadmos the god of death stands as a macabre
It possesses a single piercing eye powered testament, constructed with meticulously stacked piles of bones,
by an elemental stone that scans its each one a silent tribute to the finality of mortality. It is a place
surroundings with an unnerving where necromancers
intensity and can fire beams of light. seek to tap into the
Despite their fearsome strength, they essence of death,
often live solitary lives, relying on their drawing upon its raw
primal instincts to survive. While energy to command the
formidable in battle, their lack of depth undead and wield
perception and vulnerability to trickery forbidden magics
can be exploited by cunning adventurers although a death
seeking to outwit these formidable sacrifice must be made
adversaries. to enact the ritual.
d6 Hook d6 Ritual
01 Seeking revenge after its territory has been invaded by people. 01 The shrine crumbles and an undead creature is raised and attacks.
02 Protecting a hidden treasure or artefact in the area. 02 A portal to the Shadowlands is opened temporarily.
03 Roaming the wilderness in search of food and encounters. 03 The skeletal form of a nearby corpse is raised to do your bidding.
04 Challenging another cyclops to a territorial dispute. 04 The scent of decay reveals a temporary necrotic touch ability (d6).
05 Enslaved by an evil sorcerer or power to do its bidding. 05 Wisps of energy coalesce in d4 Skeleton forms to do your bidding.
06 Driven by hunger, it roams closer to populated settlements. 06 A spectral Ghost arrives to do your bidding.
Death Worms have slimy elongated bodies and lurk beneath the In the dappled sunlight of the
surface of the earth, their beady eyes glinting with a hunger for forests, a majestic deer emerges,
flesh. As unsuspecting victims traverse the terrain, the death its coat shimmering with hues of
worms erupt from the ground, striking with lightning speed and gold and brown. With grace and
injecting venom elegance, it moves silently through
into their prey. the undergrowth, its keen senses
Driven by an ever alert to danger. Motivated by
insatiable instinct a desire for survival and
to feed, they seek to nourishment, the deer navigates
satisfy their the wilderness, cautious of any
predatory urges. potential threats and seeking the
lush vegetation that sustains its
existence.
d6 Hook d6 Hook
01 They have been drawn to magic and want to feed off its source. 01 A wounded deer seeking shelter and solace stumbles into view.
02 Discreet mounds hide the Worms who are readying an ambush. 02 A deer is being drawn by mystical energies toward an artefact.
03 They are mysteriously attracted to a rare herb in the area. 03 A deer gallops in the distance, its antlers glowing softly.
04 Feeding on some animal or creature. 04 Another form has assumed the shape of a deer.
05 Small ripples in the ground can be seen heading towards you. 05 A herd of deer are feeding and grazing unaware of your presence.
06 You can see evidence of shallow holes and tunnels ahead. 06 A herd are charging towards you in a frightened state.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Demon originates from the fiery abyss, its large grotesque The Demon Folk are born from the union of demons and humans,
form twisted with malice. With each step, the ground trembles and blending the form of a human with a
crackles with infernal energy betraying its presence. It lashes out haunting demonic visage and traits
with claws and horns, from both lineages and considered
revelling in chaos and outcasts, feared and reviled within
destruction. Its human societies. These beings possess a
motivations are rooted potent combination of cunning,
in spreading fear, intelligence, strength, and power,
corrupting souls, and striking their opponents with lightning-
fulfilling unholy pacts fast reflexes and have an innate
with those in the resistance to fire. Some Demon Folk
mortal realm. variants may bear horns, wings hinting
at possible flight, or even possess a
menacing tail.
d6 Hook d6 Hook
01 Summoned by a sorcerer to perform an ungodly deed. 01 A loner, seeking to flee people and society.
02 Collecting souls to bolster its power. 02 Searching for an artefact of power.
03 Guards a powerful artefact or gateway from intruders. 03 Seeking to bring a nearby settlement under their rule.
04 Taken possession of a nearby settlement. 04 Hunting someone who has offended them.
05 Tasked by its infernal master to hunt down something. 05 Seeking others of their kind.
06 Bound to a cursed artefact or person. 06 Pursued by monster hunters.
Demon Spawn are animalistic demons bearing a humanoid form The Demon Trul is a fearsome breed of demonic troll, towering in
with hardened skin. Originating from the fiery planes of hell, they size and possessing formidable power. Originating from the fiery
serve as foot soldiers under planes of hell, they serve as shock troopers for the greater demons,
the command of greater embodying bestial and
demons, obediently primal traits with
carrying out their orders. simple intelligence.
Despite their shared They are varied in
demonic nature, Demon their appearance
Spawn harbour no loyalty featuring horns, wings,
toward each other, tails, or other
highlighting the distinguishing features.
treacherous and self- These monstrous
serving nature of these creatures harbour little
malevolent creatures. loyalty to anyone.
d6 Hook d6 Hook
01 On a mission to destroy something. 01 On a mission to destroy something.
02 Have fled the fiery realms and are seeking an escape. 02 Immobile and merrily feasting on something it has killed.
03 Hunting something or someone specific. 03 Agitated, confused and erratic, a constant buzzing in its head.
04 Returning to a portal, time is running out. 04 Returning to a portal, time is running out.
05 Sent on a mission of destruction and violence. 05 Sent on a mission of destruction and violence.
06 Summoned by someone seeking to bind it to servitude. 06 Summoned by someone seeking to bind it to servitude.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
DEVIANT DIREWOLF
CHAOS, QUADRUPED, LARGE BEAST, QUADRUPED, LARGE
LVL 4 | HLT 20 | DEF 13/DR2 | SKL d8 | APP d4 | TSR - LVL 4 | HLT 20 | DEF 13/DR2 | SKL d8 | APP 1 | TSR -
COMBAT: 2x Claws/Fangs (d8) COMBAT: 2x Bite (d8)
PASSIVE ABILITIES: Immunity (Weapons excluding silver), PASSIVE ABILITIES: Dark Vision (long)
Guarded (d4 Barghest) ENCOUNTER ABILITIES: Leap Attack (d10), Senses (far),
ENCOUNTER ABILITIES: Leap Attack (d8) Summon (d4 wolves, d6 turns)
HARVEST: Fur (Immunity), Heart (Leap Attack) HARVEST: Nose (Senses), Blood (Summon)
The Deviant is a nightmarish creature originating from the The Direwolf is a towering and fearsome creature resembling a
Shadowlands, its once majestic form twisted and mutated by the colossal wolf, surpassing the height of an average human. These
taint of chaos. They are immune to conventional weapons, only immense predators are
magic and silver often trailed by a pack
can harm it as it of wolves, working
unleashes its together with cunning
savage fury, and a remarkable
tearing into its sense of smell and
victims with claws their bone-chilling
and fangs. They howl can summon
are often other wolf packs to
accompanied by join their cause.
packs of Barghest.
d6 Hook d6 Hook
01 Released from the Shadowlands to cause destruction. 01 Being ridden by a Beastman, leading his hunters.
02 Searching for a rift to return home. 02 Hunting for food.
03 Pursuing a target, their hunger must be satisfied. 03 Leading a migrating pack of wolves.
04 Drawn to a convergence of chaotic powers. 04 Tracking and pursuing another group of travellers.
05 Migrating to another place. 05 Howling loudly, evil spirits are at play.
06 Being pursued by a group of monster hunters. 06 Feeding upon some other animal or game.
DEVOURER HOOKS TABLE
DEVOURER d6 Hook
GIANT, SERPENTINE, HUGE 01 You have found the bones and fossils of a long-dead world eater.
02 You have found the remains of some old crystalline teeth.
LVL 10 | HLT 150 | DEF 15/DR3 | SKL d20 | APP 1 | TSR Lx5, 03 There is a vast circular tunnel which leads deep within the earth.
Tx5 04 A vast creature lies dormant deep within the earth.
COMBAT: Devour (d20, medium) 05 It burrows to the depths, seeking a place for its long hibernation.
06 They have been awoken by some deep seismic activity.
PASSIVE ABILITIES: N/A
ENCOUNTER ABILITIES Swallow (medium, d6), Tunnelling
(hard) | HARVEST: N/A
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
d6 Hook
DRAGON 01 Roaming the sky, driven by a familial instinct to search for eggs.
WINGED, DRACONIC, HUGE 02 Hunting for food, it is ravenous.
03 Scouring the land, marking its territory with a trail of destruction.
LVL 10 | HLT 150 | DEF 18/DR3 | SKL d20 | APP 1 | TSR Ax2,Tx10 04 Returning to its lair, it has hunted and fed this day.
COMBAT: 2x Bite/Claws (d20) | 05 On its last flight around the globe, in its final weeks of life.
06 Seeking a new nest or lair, it has eggs to lay.
PASSIVE ABILITIES: Flight (Swift), Dark Vision (far)
ENCOUNTER ABILITIES: Wind Attack (long range, short area, d6),
Ranged Attack (fire breath, long range, short range area), Aura
(fear, long range, will or impaired), Power Attack, Swipe (tail,
medium range, 2 targets)
HARVEST: Blood (Fire Breath, Fear) Scales (Defence), Wings
(Flight, Wind Attack)
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Drake is a savage fearsome creature of the dragon lineage. Drowned Ones are bloated sea zombies that drift through the
With their four limbs, elongated necks, and razor-sharp teeth and murky waters, their decaying flesh swollen and discoloured,
fangs, these beasts strike both awe and terror into the hearts of emitting a putrid odour that hangs heavy in the air. Its lifeless eyes
those who encounter scan the depths, seeking the warmth of living flesh to satiate its
them. They attack insatiable hunger. Motivated
with a powerful bite by an unquenchable desire
at the front and a for flesh, they lash out with
swift tail swing at slimy, clawed hands,
the back, leaving grasping and pulling their
victims little room victims beneath the waves to
for escape. join the ranks of the
undead.
d6 Hook d6 Hook
01 Famished and hunting for food, desperate. 01 A cursed artefact has re-animated these dead sailors.
02 Gorging on the meat of a dead animal. 02 Several large bodies float face down lifelessly in the water.
03 Seeking a place to nest or rest. 03 A group of Drowned Ones slowly make their way towards you.
04 Marking their territory. 04 They are dragging another group of travellers into the water.
05 Migrating to a new home. 05 They are guarding an underwater temple nearby.
06 Being pursued by something that is hunting them. 06 A secret cult has re-animated them to do their bidding.
In the dark of the night, a figure emerges, atop a spectral horse, its The Earth Elemental stands
body missing a head, and a jack-o'-lantern shining with an eerie tall its form composed of
glow in its place. The solid stone and earth, with
Headless Horseman rides glowing crystalline veins
with relentless speed, coursing through its body. It
wielding a wicked sword, moves with a slow and
haunting the countryside deliberate grace, causing the
in search of his lost head, ground to quake beneath its
driven by a deep thirst for immense weight. Its
vengeance against those motivations are bound to the
who wronged him in life. protection and preservation
of the natural world.
d6 Hook d6 Hook
01 It draws its blade and points at a random person. 01 Has been disturbed and seeks vengeance against those intruders.
02 You spy a spectral horse galloping away in the distance. 02 You have trespassed onto a sacred grove.
03 The creature stands tall, blocking your direction of travel. 03 Seeking assistance to address an imbalance with nature.
04 The creature raises a finger and points at a random person. 04 Searching for a powerful artefact of nature nearby.
05 It rides towards a location or person that did him harm in his life. 05 Holding a settlement to ransom and waiting for appeasement.
06 It senses a powerful artefact that could restore his head and life. 06 Summoned by a druidic circle to combat an opposing force.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
d6 Hook
EARTH TREE 01 A portal into the root of an earth tree has been discovered.
PLANT, BOTANIC, COLOSSAL 02 Something in the wilds is trying to reach you in your dreams.
03 You discover a cache of earth tree branches.
LVL 10 | HLT 500 | DEF 10/DR5 | SKL d20 | APP 1 | TSR - 04 The blackened remains of an ancient earth tree are discovered.
COMBAT: N/A 05 A journey to the feywild reveals an earth tree.
06 You find a seed the size of a human head it is faintly magical.
PASSIVE ABILITIES: Magic Source, Portal (same realm, any
location)
ENCOUNTER ABILITIES: Memories (1000 years)
HARVEST: Bark (Magic), Heartwood (Wooden
Objects), Roots (Portal)
d6 Hook
ELEMENTAL GATE 01 A piece of the gateway has been uncovered.
MAGICAL, CONSTRUCT, COLOSSAL 02 It is fading, drawn to the dimension it was once linked with.
03 Vibrations from a gateway are causing a seismic disturbance.
LVL 10 | HLT 500 | DEF 5/DR10 | SKL d20 | APP 1 | TSR - 04 The presence of the gateway is the cause of wild magic.
COMBAT: N/A 05 The crumbling remains of the gateway have been found.
06 The portal has re-opened, something approaches from beyond.
PASSIVE ABILITIES: Convergence (far), Portal (any
dimension, any location)
ENCOUNTER ABILITIES: N/A
HARVEST: N/A
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The large elephant stands tall and proud with its grey, wrinkled The Eye Helion is a mutated spherical demonic creature which
skin. With each earth-shaking step, it displays immense strength, floats in an eerie, slow-motion movement, its multitude of swaying
trumpeting loudly to stalks giving an uncanny sense of otherworldly grace. With its
mark its territory. large central eye occasionally blinking, the Eye Helion exudes an
Driven by a deep aura of all-seeing, all-knowing
sense of loyalty and intelligence as it consumes
protectiveness, this knowledge. It communicates
noble creature through telepathy. The central
defends its herd and eye possesses destructive
the sacred lands they powers capable of shooting
roam. beams of devastating force.
d6 Hook d6 Hook
01 Agitated and disturbed by a group of poachers. 01 Seeking sustenance and resources.
02 A herd are migrating towards new pastures. 02 Seeks a lair where it can ponder the universe’s mysteries.
03 You hear a roar and crashing of wood and bush in the distance. 03 Will kill to hide knowledge of its presence.
04 A group have tamed the elephants as a means of transport. 04 Wants to dominate and rule the weak-minded.
05 Elephants are defending their young from another predator. 05 Searching for a powerful artefact.
06 A herd are lazily eating and grazing nearby. 06 Corrupting the minds of a nearby settlement.
Deep within the heart of the ancient woodland, hidden shrines can Beneath the dark caverns, the Fiery Gunk seethes and writhes, its
be found adorned with intricate carvings of ethereal creatures and bubbling mass emitting an unsettling heat and a noxious stench
intertwined vines, pulsing with the vibrant energy of nature. The that lingers in the air. As it detects the presence of unsuspecting
shrine whispers secrets to the elven wanderers. With each visit, the prey, the volatile gunk
shrine strengthens its connection ripples with anticipation,
to the natural world, fostering a ready to unleash
symbiotic relationship with the explosive bursts of fiery
elves, who seek to protect and destruction upon those
preserve the delicate balance of the who dare to come near.
enchanted forest. The shrine can When touched by flame
be activated by communing with it explodes.
nature.
d6 Ritual d6 Hook
01 Use of fey powers has attracted a creature of chaos. 01 Slowly slithering underground or within volcanoes.
02 The shrine opens to reveal a small gift. 02 Charred remains of a body are found, everything has melted.
03 The shrine hints at the direction of natural resources. 03 Slowly creeping and slithering towards the adventurers.
04 The shrine indicates the direction of a hidden trail. 04 A fiery explosion is heard from nearby.
05 The shrine imparts knowledge about the area. 05 First traces are spotted from a geyser in the ground.
06 A portal to the Feywild is opened. 06 A trail of dust and ash leads into the distance.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
In the depths of the ancient forests, the Fir Needler lies in wait, its These majestic and fearsome creatures are driven by an insatiable
spiky leaves trembling with hunger swooping down from above, using their sharp claws and
anticipation. Sensitive to the scorching flames to claw and burn their unfortunate victims.
slightest disturbance, it A Fire Phoenix is immune
releases a barrage of tiny to fire and heat but
needles, each shot weakening possesses a weakness to
the plant's vitality. Once water, which can be
depleted, it retreats into a exploited during battles.
dormant state, patiently When defeated, the spirit
awaiting the passing of days of the Fire Phoenix
to rejuvenate its needle- returns to the plane of
firing arsenal. fire.
FIRE PHOENIX HOOKS TABLE
d6 Hook d6 Hook
01 The remains of a small animal killed by spiky needles. 01 Scouring the skies, searching for food.
02 Someone has hacked at the bushes and vegetation. 02 Recently arrived through a rift from the plane of fire.
03 A thick fir plant blocks your path. 03 Searching for a rift to return to their plane of fire.
04 Something is moving in the bushes ahead. 04 On the hunt, having spotted something in the distance.
05 Did something just prick me? 05 Returning to their nest, their hunger satiated.. for now.
06 A fir tree stands motionless in a dormant state. 06 Summoned by one who wields the power of fire magic.
d6 Hook d6 Hook
01 You have found a trail of ash and cinder. 01 Summoned by a fire mage.
02 Summoned by a fire mage. 02 Demons are dancing around the fire tornado.
03 Escaped from the fiery realms through a fracture in reality. 03 A freak of nature, wild and uncontrolled.
04 Seeks oxygen and fuel to destroy and consume. 04 Created through the death of a fire phoenix.
05 Sent to destroy an artefact of power. 05 Created through uncontrolled wild magic powers.
06 You spot a tell-tale sign of smoke in the distance. 06 Slipped through a rift in reality from the planes of hell.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Flying Fish appear as a swarm of sleek, silver-scaled fish A sleek and cunning creature, the fox prowls through the shadows
which glisten under the sunlight. They possess rows of razor-sharp of the forest with a gleam in its intelligent eyes. Its reddish-orange
teeth which glint with a hunger for fresh flesh. Swiftly darting fur blends seamlessly with the
through the waters they dappled sunlight, allowing it
swarm upon unsuspecting to move with unparalleled
victims, tearing through stealth. Guided by its
flesh. They move and act as insatiable curiosity and knack
a swarm but also have the for survival, the fox weaves its
capability of leaping from way through the realm,
their waters onto a victim. always staying one step ahead
of those who would seek to
capture or outwit it.
d6 Hook d6 Hook
01 Summoned by a water wizard. 01 A fox is ahead of you as if waiting for you to catch up.
02 Naturally occurring in this region of water. 02 A mischievous fox dashes, trying to grab an item from someone.
03 Transported and bred in this region of water. 03 A wounded fox limps towards you, it has been hurt badly.
04 Possessed by the essence of a water spirit or elemental. 04 A fox eyes you suspiciously. It is being controlled by someone.
05 Attracted to a magical energy radiating from a ruin. 05 It is pursuing a small animal for food.
06 Inhabit cursed waters to feed on the flesh of creatures. 06 It is being pursued by a larger animal.
FOREST MAW TABLE
FOREST MAW d6 Hook
PLANT, BOTANIC, COLOSSAL 01 A patch of forested lands lies barren and covered in ash and dust.
02 You feel a faint trembling from the ground, seismic activity?
LVL 8 | HLT 80 | DEF 10 | SKL d10 | APP 1 | TSR A,Tx3 03 The ground and plant life around your feet starts to darken.
COMBAT: See Tendrils 04 Animals and creatures flee towards you from the forest.
PASSIVE ABILITIES: Tendrils (8, 10 health, medium, d6) 05 Something grabs and tugs at your feet and legs.
06 You sense a strange vacuum in the distance and a rising tension.
ENCOUNTER ABILITIES: Feed (short, d10), Grapple (tendrils,
medium, d4)
HARVEST: Teeth (Feed)
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
d6 Hook
FORBIDDEN 01 Travelled through a rift to this realm for a few short moments.
CHAOS, HUMANOID, MEDIUM 02 Seeking a powerful artefact.
03 Seeking followers to grow their power.
LVL 10 | HLT 60 | DEF 15/DR5 | SKL d20 | APP 1 | TSR Ax3, 04 Seeking rifts in the current realm of existence.
Tx3 05 Searching for knowledge of ancient powers.
06 Searching for clues of the other Forbidden.
COMBAT: 2x Weapon (d8)
PASSIVE ABILITIES: Aura (fear, long, will check or impaired),
Immortal, Spells (all domains), Resistance (magic)
ENCOUNTER ABILITIES: N/A
HARVEST: Brain (Fear), Blood (Immortal, Spells)
In the damp depths of forgotten caverns, the fungal wailer silently Nestled amidst the lush foliage, the gas spores lurk, ready to defend
thrives, blending seamlessly with its fungal brethren. When their territory with
disturbed, it unleashes a a noxious cloud of
piercing wail that choking gas when
reverberates through the disturbed. A
shadows, attracting the cautious adventurer
attention of other creatures can carefully extract
lurking in the darkness and their valuable seeds,
setting the stage for a sought after by
potential ambush. alchemists for their
potent properties.
d6 Hook d6 Hook
01 You see a wall of mushrooms ahead of you. 01 Thick vegetation lays ahead, blocking your path.
02 Half-eaten remains of a mushroom-like plant lie on the floor. 02 A bloated corpse lays upon the ground, covered in plants.
03 The chopped remains of a mushroom plant lie scattered. 03 Burst spores lay across the ground.
04 A trail of fungal spores lay on the floor. 04 A thick acrid gas is emitted nearby.
05 Path is blocked by a mass of mushrooms and fungus. 05 A creature comes running out of a yellow gas cloud.
06 Something is shrieking loudly nearby. 06 Something is coughing and choking nearby.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
In the dimly lit dungeons, the Gelatinous Mass oozes silently, its The Genie is an ethereal being of otherworldly power. Its form is
transparent form fluid and ever-changing, with a hint of a humanoid silhouette
blending with the surrounded by an aura of
surroundings as it magic. It grants favours and
hungrily seeks to absorb prophecies to those who
living flesh to fuel its summon it, but its actions are
growth. Its slimy tendrils guided by its own inscrutable
extend with a dreadful motivations, often leading to
purpose, suffocating and unexpected consequences. The
corroding its victims, Genie seeks opportunities to
leaving behind only a shape the destiny of mortals
chilling reminder of their and weave its own intricate
existence. webs of magic and fate.
d6 Hook d6 Hook
01 Stuck at the bottom of a pit, contains something shiny. 01 You stumble across an odd-looking dusty artefact.
02 Something ghostly is approaching, floating swords? 02 An ethereal figure approaches seeking a worthy companion.
03 Lurking above, ready to fall, feed and absorb more flesh. 03 The Genie seeks knowledge and asks riddles and challenges.
04 You hear someone’s cry, they are half stuck in the mass. 04 It offers a glimpse of your destiny for a price.
05 Two smaller masses are trying to merge together. 05 A ghostly silhouette glides slowly in the distance.
06 The place you are in is very clean, with no debris or dust at all. 06 You hear words in your mind, giving you hints of where to travel.
GESTALT GHOST
PLANT, BOTANIC, LARGE UNDEAD, HUMANOID, MEDIUM
LVL 6 | HLT 50 | DEF 15 | SKL d12 | APP 1 | TSR Lx3 LVL 5 | HLT 20 | DEF 14 | SKL d4 | APP d4 | TSR T,A
COMBAT: 2x Claw (d10) COMBAT: Touch (d8)
PASSIVE ABILITIES: Aura (gas, d4, short) PASSIVE ABILITIES: Dark Vision (med), Incorporeal, Flight,
ENCOUNTER ABILITIES: Absorb Undead
HARVEST: Plant (Absorb) ENCOUNTER ABILITIES: Fear (medium, impaired), Mind
Control (possession, medium)
HARVEST: Dust (Incorporeal, Possession)
Emerging from the depths of ancient forests and swamps, the Silently drifting through the ethereal plane, the Ghost materialises
Gestalt embodies the as a translucent figure, its otherworldly form giving a glimpse into
twisted amalgamation of the realm beyond. Often bound to a
flora and the dark powerful artefact, its existence
energies that animate it. hinges upon the preservation of its
Its noxious presence fills anchor, haunting the living with its
the air, suffocating its prey chilling presence and seeking solace
as it slashes and tears by possessing unsuspecting victims
with its jagged, thorny until it fulfils its unfinished business,
claws, absorbing the life yearning for eternal rest. Once
force of its victims to fuel defeated its form disappears.
its own grotesque growth.
d6 Hook d6 Hook
01 You hear the cries of combat in the distance, then all is quiet. 01 Seeking the artefact which binds it to this place.
02 You can smell a toxic gas nearby. 02 Experiencing echoes of its former life.
03 A large featureless figure rises from the ground ahead of you. 03 Lying in wait, seeking to drive intruders away.
04 There is a mass of plants and vegetation blocking your path. 04 Sobbing and emotional, it fails to detect the intruders.
05 The ground is covered in thick, wet, slimy vegetation. 05 Wandering the area, tied to an artefact nearby.
06 A large swamp creature lies atop a static corpse, it stirs. 06 Following someone who was once connected to them.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Ghoul is a gaunt grey humanoid creature with decayed flesh Giant Ants typically exist in large colonies under the command of
stretched taut over skeletal features, its eyes glint with ravenous the Ant Queen. They relentlessly swarm and scuttle in an
hunger. With agile movements, they prowl the shadows, sniffing organised fashion carrying out the commands of the Ant Queen.
the air for the scent of fresh meat, its elongated claws poised to The air carries the
rend flesh from bone, their touch unmistakable scent of their
paralysing to the flesh. Motivated pheromonal
by an insatiable craving for communication, a chilling
human flesh, the ghoul skulks in reminder of their unified
the darkness, driven by an and ruthless nature. Giant
instinctual need to feed on the Ants attack with their
living, leaving a trail of horror and mandibles and are
despair in its wake. protected by their chitin
plates.
d6 Hook d6 Hook
01 Resides in an ancient burial ground, guarding an artefact. 01 Worker ants scavenging food for their queen.
02 Wandering to its lair after terrorising a local settlement. 02 Worker ants digging new tunnels to expand their colony.
03 Attacking travellers along a well-travelled route. 03 Worker ants find a dry warm area to lay their eggs.
04 Wandering close to its lair. 04 Soldier ants guarding the tunnels near their lair.
05 Dragging the motionless form of a victim towards its lair. 05 Soldier ants exploring new territories.
06 Part of a larger undead horde commanded by some power. 06 Soldier ants guarding the ant queen.
GIANT
GIANT, HUMANOID, COLOSSAL
LVL 10 | HLT 150 | DEF 15/DR5 | SKL d20 | APP 1 | TSR A,T
COMBAT: Fist/Weapon (d20), Rock (d20, far)
PASSIVE ABILITIES: Immortal, Slow
ENCOUNTER ABILITIES: N/A
HARVEST: Blood (Immortal)
d6 Hook
01 A giant’s footprint has been found.
02 A giant’s bony remains have been found half-buried.
03 You feel the seismic shakes of something in the distance.
04 You hear a deep booming echo, in the distance.
05 You awake next to a sleeping giant covered in vegetation.
06 A giant walks in the distance migrating towards something.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The monstrous Giant Beetle scuttles with relentless determination, Giant Crabs are typically found in the murky depths of the coastal
its large mandibles poised to crush and rend. Motivated by an water with its armoured exoskeleton glistening with a menacing
insatiable hunger, the hue. With razor-sharp claws and formidable pincers, it scuttles
giant beetle ravages the along the shoreline, causing
surrounding foliage, the ground to tremble with
consuming both flora each step. Motivated by an
and any unfortunate insatiable hunger, the
creatures that dare cross Giant Crab seeks to feast
its path, leaving on unsuspecting prey,
devastation in its wake. tearing through flesh and
Their strength is in their bone with its powerful
numbers. mandibles.
d6 Hook d6 Hook
01 Disturbed from its peaceful slumber. 01 Defending its territory from intruders.
02 Drawn to the scent of a rare and valuable herb. 02 Hunted by humans searching for a rumoured gem in their shells.
03 Driven from its hunting ground desperately seeking sustenance. 03 Hungry and relentlessly hunting for food.
04 Summoned by a dark sorcerer for some laborious task. 04 Buried under the earth or sand waiting to ambush someone.
05 Infected by a parasite and randomly attacking anyone close by. 05 Guards a secret underwater passageway.
06 Guarding a hidden chamber from intruders. 06 Confused, the aquatic ecosystem has been disturbed.
In the murky depths of the treacherous swamps, the large The giant reptile looms over its surroundings, its slick and mottled
silhouette of the giant crocodile lurks, its scaly form blending green skin glistening in
seamlessly with the surrounding waters. With lightning speed and the sunlight. Its bulbous
primal ferocity, it strikes, eyes, perched atop its
jaws snapping shut with head, keenly observe any
bone-crushing force, its movement nearby. With
powerful tail lashing out to a swift flick of its long,
subdue its prey, while its sticky tongue, the reptile
brethren crocodiles close in, snatches unsuspecting
creating a formidable prey, driven by an
hunting pack that instills fear insatiable hunger and
for those who dare to trespass the instinct to survive in
their watery domain. its watery habitat.
d6 Hook d6 Hook
01 There is movement in the water. 01 It guards a hidden passage to its lair or a place of importance.
02 Something is hunting you hidden in the ground. 02 You hear a loud croaking sound in the distance.
03 There is a mud mound ahead of you, it stirs. 03 Fleeing hunters who consider its flesh a delicacy.
04 Creatures and birds fleeing from the direction ahead. 04 Laying prone within the water or vegetation ready to ambush.
05 A dead crocodile lays on the floor, savaged by something. 05 Splashing and larking about as a group in shallow waters.
06 You hear a deep groaning sounds from the woods ahead. 06 Hopping and pursuing some smaller prey.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
In the dimly lit depths, the scurrying of claws and gnashing of Often found in dry desolate areas, the eerie silence is shattered by
sharp teeth echoes through the shadows as the Giant Rats emerge the skittering and
from their lairs, their beady eyes glinting with hunger and their clicking of the Giant
wiry bodies ready to Scorpions as they
pounce. Their presence is announce their
a harbinger of decay and arrival. They often
filth, thriving in the lie hidden waiting
darkness where they for the right
scavenge and hunt, always moment to strike
wary of the flickering light with their venomous
that keeps them at bay. stingers and razor-
sharp pincers.
d6 Hook d6 Hook
01 Scavenging for food and scraps. 01 Buried underground lying asleep.
02 Fleeing something or someone. 02 Buried underground lying in ambush.
03 Feeding upon something. 03 Hunting at night or in darkness.
04 Burrowing, digging, scrapping, gnawing, agitated. 04 Migrating to a new territory.
05 Hunting something it can eat. 05 Feasting upon a recent kill.
06 Swarming and terrorising something. 06 Seeking a place to deliver its babies.
In the dark recesses of ancient forests, the Giant Serpent slithers, its In the dimly lit depths of forgotten places, the Giant Spiders reign
massive form coiled and ready to unleash swift and deadly strikes as the masters of their intricate web-filled domains. Their eerie
upon unsuspecting prey. With jaws capable of crushing bones and presence is felt through
a venomous bite that the soft rustling of their
spells certain doom, leathery fur and the
this monstrous serpent faint whispers carried by
rules over its domain the vibrations of their
with a mix of power, expansive network, a
stealth, and lethal chilling reminder of the
precision. imminent danger that
lurks within the
shadows.
d6 Hook d6 Hook
01 Stealthily moving to ambush a target. 01 Lurking and waiting to ambush their prey.
02 Choking and swallowing a large animal (horse, cow). 02 Spinning a vast array of webs.
03 Hiding in a bog or pool, watching, waiting. 03 Feeding on a trapped (and dead) animal.
04 Curled around a large tree, watching, waiting. 04 Driven away by something else.
05 Looking for an isolated place to birth its young. 05 Stalking a victim, spinning webs to trap their prey.
06 Fleeing quickly, surprised by something else. 06 Scavenging items that have fallen into their web.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
Beneath the earth's surface, the Giant Worms writhe with a Originating from the depths of enchanted forests and hidden
sinister presence, their chitinous plates glinting in the dim light. underground dwellings, gnomes are
Sensing every tremor and noise in the ground, these subterranean small humanoid creatures of
creatures feed upon curiosity and adventure. These
organic matter, lurking in small, lively creatures revel in the
wait to burst forth and wonders of the natural world,
seize their victims with tirelessly collecting and tinkering
powerful jaws. They breed with their findings, their zest for life
by laying scores of eggs fuelling their insatiable thirst for
that gestate and hatch exploration and adventure.
multiplying their terrifying
presence.
d6 Hook d6 Hook
01 They are tracking the vibrations in the ground. 01 Fleeing from a savage creature they have awoken.
02 Fleeing some deep seismic activity. 02 Travelling and exploring the wilds and borderlands.
03 Detected organic matter upon which to feed. 03 They have discovered a ruin, scavenging for items.
04 Nesting and laying scores of eggs. 04 Plotting to defeat something that has been troubling them.
05 Creating new tunnels to aid exploration. 05 Hiding, something dangerous is nearby.
06 Detected some other noise in the area. 06 Seeking to trade with the adventurers.
GOATMAN GOBLIN
ANTHROPOID, HUMANOID, MEDIUM SMALL, HUMANOID, SMALL
LVL 2 | HLT 8 | DEF 11 | SKL d4 | APP d8 | TSR L LVL 1 | HLT 5 | DEF 11 | SKL - | APP d12 | TSR Lx3
COMBAT: Weapon (d6) or Horns (d4) COMBAT: Improvised Weapon (d4)
PASSIVE ABILITIES: Equipment PASSIVE ABILITIES: Dark Vision (med), Equipment, Weakness
ENCOUNTER ABILITIES: Sprint, Charge (sunlight)
HARVEST: N/A ENCOUNTER ABILITIES: N/A
HARVEST: N/A
From the shadowed depths of the These malicious creatures lurk in the
forbidden forests, the Goatmen shadows, their grotesque features and
roam with eerie grace, their hooves hunched forms creating an unsettling
treading silently upon the forest sight. With wicked grins and gleaming
floor. With their twisted goat-like eyes, they eagerly scheme and plot their
heads and razor-sharp horns, they next mischief, revelling in chaos and
possess an uncanny ability to move mayhem. Motivated by their insatiable
swiftly and strike with vicious greed and desire for power, they raid
precision. villages, ambush travellers, and steal
precious treasures, leaving a trail of
theft and discarded items in their
wake.
d6 Hook d6 Hook
01 Hunting for food and supplies. 01 Making haste to the lair with their ill-gotten goods.
02 Patrolling the borders of their lands. 02 Vandalising local settlements, stealing what they can.
03 Helping a lame colleague return home. 03 Returning to their lair with a victim, a ransom target.
04 Tracking a threat in the region. 04 Scouting the area on behalf of a more powerful ally.
05 Scaring away travellers near their lands. 05 Heading towards the rumoured location of a treasure trove.
06 Looking to ambush a straggler or lone victim. 06 Scouting an area as a possible location for a new lair.
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GRIFFIN HAG
WINGED, AVIAN, HUGE MAGICAL, HUMANOID, MEDIUM
LVL 6 | HLT 30 | DEF 15 | SKL d12 | APP 1 | TSR Lx3, Tx3 LVL 2 | HLT 10 | DEF 8 | SKL d4 | APP d4 | TSR L,T
COMBAT: 2x Talon/Bites (d12) COMBAT: Dagger (d4, poison, fortitude save or incapacitated)
PASSIVE ABILITIES: Flight (swift) PASSIVE ABILITIES: Equipment (Alchemy kit), Spells (arcane,
ENCOUNTER ABILITIES: Fear (roar, long, all in range), Power dark, shadow, time domains),
Attack, Grapple (claws, close, d6) ENCOUNTER ABILITIES: Illusion (long)
HARVEST: Feathers (Flight), Eggs (Treasure) HARVEST: Brain (Illusion)
A magnificent and powerful creature with the body of a lion and Emerging from the
the wings of an eagle, instills fear in its victims through its shadows, the Hags, with
powerful roar before ravaging them with furious bites and claws. their withered forms and
The Griffin's eggs are said twisted visages, weave a
to be made of pure gold, web of deceit and treachery.
hold great value and are They thrive on the suffering
revered by worshippers of of others, employing their
Suunos, the Sun God, dark arts and beguiling
making them a much illusions to sow chaos and
sought-after treasure. despair, forever pursuing
forbidden knowledge and
the acquisition of power.
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HARPY HYENA
WINGED, HUMANOID, MEDIUM BEAST, QUADRUPED, SMALL
LVL 3 | HLT 12 | DEF 12 | SKL d6 | APP d6 | TSR Lx2 LVL 1 | HLT 5 | DEF 10 | SKL - | APP d10 | TSR -
COMBAT: Talons (d4) COMBAT: Bite (d4)
PASSIVE ABILITIES: Flight PASSIVE ABILITIES: N/A
ENCOUNTER ABILITIES: Ambush, Lure (song, long) ENCOUNTER ABILITIES: Charge, Sprint
HARVEST: Tongue (Lure) HARVEST: N/A
The Harpy resembles a bedraggled female half-human, half-bird Hyenas are savage animals that roam the wilderness in hunting
with large vulture-like wings and clawed hands and feet. packs, their matted fur and sharp teeth glistening with a feral
These creatures make their hunger. Their eyes gleam with predatory intelligence as they prowl
nests deep within forests the outskirts of human
and seek to lure settlements, searching for
unsuspecting victims to vulnerable prey. Motivated by
their lair with a captivating survival and the insatiable
and melodious tune. drive to feed, they attack with
Legends claim that harpies ruthless ferocity, their
are tasked with carrying haunting laughter echoing
away wicked and evil through the night as they tear
creatures. into flesh and bone.
HARPY HOOKS TABLE
d6 Hook d6 Hook
01 They to speak of a dark tiding and coming woe. 01 Hunting for food and scavenging in the wilderness.
02 You hear the enchanting sound of music and laughter. 02 Seeking a water source in the current environment.
03 They are hunting for food. 03 Responding to a distress call of other hyenas.
04 Setting a trap or ambush to even the odds in their favour. 04 Following the scent of a potential prey or carrion.
05 Congregating around a natural hazard, seeking a misfortune. 05 Competing with other hyenas for dominance of territory.
06 Living in secret, not wishing to reveal themselves. 06 Defending its pack from other dangers or predators.
In the lush plains and distant meadows of the lands, a horse may
HORSE run wild, their sleek coat glistening under the golden sunlight.
ANIMAL, QUADRUPED, LARGE With every stride, its powerful muscles ripple beneath the graceful
LVL 1 | HLT 8 | DEF 10 | SKL - | APP d6 | TSR - curves of its body. They make fine riding companions.
COMBAT: Bite (d4)
PASSIVE ABILITIES: Sprint d20 Horse Attribute
ENCOUNTER ABILITIES: N/A 01 Nag, slow and moves at half speed.
02 Untrained, requires constant instruction to move.
HARVEST: N/A 03 Bad-Tempered, may bite or kick unfamiliar people.
04 Stubborn, may refuse to gallop.
05 Bucks, tries to throw rider when charging.
06 Headstrong, may disobey commands.
07 Fearful, wary in combat situations.
08 Aloof, may not respond to commands.
09 Smart, may interfere in an encounter situation.
10 Skittish, difficult to control, increase speed by half.
11 Sensitive, constantly nuzzles its rider.
12 Alert, tail swishes when danger nearby.
13 Sure-footed, good at traversing difficult ground.
14 Spirited, can be difficult to control but powerful.
15 Charger, powerful moves twice the speed as an encounter action.
16 Leaper, advantage when jumping fences.
17 Social, can be distracted by other going ons.
18 Aggressive, bite does d6 damage.
19 Robust, bonus to health (+4).
20 Majestic, unique appearance (colour, style).
d6 Hook
01 A famed wild horse was rumoured to have been seen in this area.
02 A horse limps towards you with an obvious injury from something.
03 A pack of horses gallop freely in the distance.
04 A horse follows you; it has a knowing look in its eye.
05 A group of horses stand on a hill surveying the distance.
06 A herd of horses follows an obvious leader.
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d6 Hook
HYDRA 01 Crashing through the lands looking to feed its ravenous hunger.
SERPENT, SERPENTINE, HUGE 02 Evidence of a stampede and a trail of destruction lies ahead.
03 Lying deep within a body of water, resting or waiting.
LVL 10 | HLT 50 | DEF 15 | SKL d12 | APP 1 | TSR Tx3 | 04 Retreating to a large cave or towards a lake, ready to lay its eggs.
COMBAT: 9x Bite (d8, medium) 05 Gorging and feasting on some unfortunate animals.
06 Groaning and roaring are heard in the distance ahead.
PASSIVE ABILITIES: Dark Vision (far), Water Breath,
Appendage (heads, 9, 15 health)
ENCOUNTER ABILITIES: Poison (spit, long, 1 target, d10,
fortitude save or impaired), Regeneration (d20)
HARVEST: Blood (Regeneration), Fangs (Poison)
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Guard or Soldiers stand tall and The Mercenary is a rugged warrior who
vigilant, donned in sturdy armour and carries an array of lethal weapons they can
wielding a weapon with a firm grip. use with practiced skill. They bear the scars
Their gaze is sharp, scanning the of skirmishes and exude an air of grim
surroundings for any signs of trouble or determination. Driven by the pursuit of
potential threats. Motivated by a sense wealth, survival, or personal gain, their
of duty and the protection of their city actions revolve around offering their
or kingdom, their actions involve combat prowess and services to the highest
maintaining order, enforcing laws, and bidder, navigating a dangerous world as
defending the innocent from danger, skilled sell-swords seeking their next
often putting their own lives on the line contract.
to uphold justice and maintain peace.
The Priest is a figure of divine The Thief blends in with crowds by day
devotion, clad in sacred robes and and is a shadow at the night. Their
carrying symbols of their deity. With nimble fingers and keen eyes make them
solemn grace, they perform rituals, expert pickpockets and lock-pickers,
offer prayers, and bestow blessings adept at slipping unnoticed through the
upon their congregation. Motivated streets. Motivated by the thrill of the
by unwavering faith and a sense of heist and the allure of forbidden
duty, their actions aim to spread the treasures, their actions involve cunningly
teachings of their religion, provide navigating the underbelly of society,
spiritual guidance, and uphold the plotting daring thefts, and evading
tenets of their faith. capture with every stolen treasure.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Ice Elemental looms tall and imposing, its translucent body The Imp is a diminutive flying demon with leathery wings, small
shimmering with frozen energy, emitting an icy aura that chills the horns, and a mischievous tail. Originating from the fiery planes of
air around it. It moves with grace hell, they are the smallest creatures in the demonic hierarchy.
and precision, leaving trails of frost Possessing a fire-resistant nature from their time in the infernal
in its wake as it conjures blizzards realm, Imps are often summoned
and hails down shards of ice upon to serve as familiars for mages
its foes. Motivated by the desire to and wizards, employing their
preserve its wintry domain, the ice cunning and intelligence to twist
elemental seeks to expand its icy words and strike bargains. When
dominion, freezing all in its path they speak, their voices carry a
and extinguishing the warmth of raspy hiss, adding to their eerie
life with its frigid touch. presence.
d6 Hook d6 Hook
01 Drawn to a place of ancient power. 01 On a mission to collect something for its master.
02 Awoken by some disturbance it seeks to eliminate. 02 Have fled the fiery realms and are seeking an escape.
03 Seeks to turn the current area into a frozen wasteland. 03 Seeking small animals or game to feed its hunger.
04 Drawn to an area of conflict and turmoil. 04 An advance scout for a demonic horde.
05 Lies in a slumber within a nearby body of water. 05 Sent on a mission to spy on someone.
06 Seeking the elemental gate which leads to the icy realms. 06 Summoned by someone who seeks to bind it to servitude.
KOBOLD LION
SMALL, HUMANOID, SMALL ANIMAL, QUADRUPED, LARGE
LVL 1 | HLT 3 | DEF 8 | SKL - | APP d20 | TSR - LVL 4 | HLT 25 | DEF 14 | SKL d6 | APP d4 | TSR -
COMBAT: Bite (d4, disadvantage attack) COMBAT: 2x Claws (d6)
PASSIVE ABILITIES: Dark Vision (med), Weakness (sunlight) PASSIVE ABILITIES: Senses (long)
ENCOUNTER ABILITIES: N/A ENCOUNTER ABILITIES: Sprint, Charge
HARVEST: N/A HARVEST: N/A
Kobolds are small humanoids standing only a few feet tall, but Lions roam in the wilderness plains their golden mane flowing like
emerging in vast hordes. Thriving in the depths of darkness and a crown. Its powerful muscles ripple beneath its sleek fur, exuding
underground realms, these creatures are averse to sunlight. While a sense of regal authority. Its
individually cowardly, Kobolds display their true strength through motivations are primal and
sheer numbers, relying on territorial, driven by a
superior forces to engage in hunger for dominance and a
battle. With their keen dark relentless pursuit of survival.
vision, these creatures navigate The lion commands respect
the shadows with ease, paying and fear, ready to defend its
homage to the larger and pride or challenge any who
mightier beings of the dragon dare to threaten its reign.
lineage.
d6 Hook d6 Hook
01 Scavenging for food and supplies. 01 Wandered into a new territory and a new pride and companionship.
02 Looking for shiny new things. 02 Defending its hunting ground from would-be intruders.
03 Following the signs of their god. 03 Being pursued by a group of poachers.
04 Displaced refugees, searching for a new home. 04 Laying down but alert, surveying passing people in the distance.
05 Dragging a dragon egg along with them. 05 Hunting and pursuing another creature.
06 Adopting the location as their home (setting traps). 06 Limping wounded from a strange wound.
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d6 Hook
KRAKEN 01 Rising from the depths to protect its territory.
AQUATIC, TENTACLED, HUGE 02 Drawn to the presence of a powerful magical artefact.
03 Responding to disturbances caused by encroaching ships.
LVL 8 | HLT 80 | DEF 14 | SKL d12 | APP 1 | TSR Tx3 04 Answering the call of dark sorcery performed near the sea.
COMBAT: 4x Tentacles (d10, medium) 05 Acting as a guardian of underwater ancient ruins.
06 Engaging in territorial disputes with other sea creatures.
PASSIVE ABILITIES: Appendages (Tentacles, 4, 15 health),
Swim, Water Breath
ENCOUNTER ABILITIES: Grapple (tentacle, short, d10),
Blinded (ink spray, medium area, d6, fortitude save or blinded)
HARVEST: Ink (Blinded), Tentacle (Grapple)
Living in isolation within the murky marshlands, the Lizard Folk Gliding through the depths of the uncharted waters, the majestic
are fiercely territorial possessing a natural affinity for their marshy manta ray captivates onlookers with its ethereal presence. Its
domain, seamlessly navigating expansive wings gracefully ripple in the currents. Driven by
its treacherous waters and curiosity and a gentle
marshes, ever watchful and nature, the manta ray
ready to unleash their strength explores the underwater
and cunning in defence of their realm, acting as a
ancestral home. Those who peaceful guardian of the
manage to engage with the mystical treasures hidden
Lizard Folk will soon realise beneath the surface.
they are bound by the ancient
traditions of their race.
d6 Hook d6 Hook
01 Claw marks on trees indicate something is about. 01 It is guarding an underwater shrine, linked to a deity.
02 A Lizard Folk hunting party approaches. 02 It is part of a massive migration of sea creatures.
03 Scouting new lands for raiding potential. 03 Its mesmerising dance around you holds a hidden message.
04 Fleeing something big and nasty. 04 A number of aquatic creatures are following the Manta Ray.
05 Returning to their lair with their spoils. 05 It is carrying a message for some spirit or entity.
06 Young Lizard Folk gather food and supplies. 06 It is being hunted by the Merfolk who seek to tame the creature.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
MANTICORE MEDUSA
ABERRANT, QUADRUPED, LARGE MAGICAL, HUMANOID, MEDIUM
LVL 5 | HLT 30 | DEF 14/DR2 | SKL d10 | APP 1 | TSR Tx2 LVL 3 | HLT 15 | DEF 14 | SKL d6 | APP d4 | TSR T, Lx2
COMBAT: 2x Claws (d10) COMBAT: 2x Bite (d4)
PASSIVE ABILITIES: Dark Vision (far), Flight PASSIVE ABILITIES: Spells (arcane + 2 domains)
ENCOUNTER ABILITIES: Paralysis (tail, short, 1 target, d12, ENCOUNTER ABILITIES: Petrification (gaze, long, 1 target, 0,
fortitude save or impaired), Power Attack fortitude save or incapacitated), Poison (snake bite, close, 1
HARVEST: Tail (Paralysis), Heart (Power Attack) target, d4, fortitude save or impaired)
HARVEST: Eyes (Petrify), Snake (Poison)
Emerging from the depths of nightmares, the Manticore instills Emerging from the depths of myth and legend, the Medusa strikes
terror with its monstrous amalgamation of deadly features. With fear into the hearts of
the body of a lion, the those who dare to cross
wings of a demon, and her path. With serpents
the sting of a scorpion, writhing upon her head
it strikes swiftly and and a gaze that can turn
mercilessly, using its flesh to stone, she cloaks
paralysing spikes and herself in secrecy, luring
razor-sharp claws to unsuspecting victims to
rend and incapacitate their peril with her
its prey. enchanting facade.
d6 Hook d6 Hook
01 Hunting for food, beware. 01 Wandering a location in eternal torment, visitors beware.
02 Gorging on the meat of a dead animal. 02 You find a series of stone statues, very realistic.
03 Has been injured and is limping. 03 Congregating with a coven of witches or hags.
04 Marking their territory. 04 Searching for a rumoured cure for their affliction.
05 Migrating to a new home. 05 Seeking food and supplies before returning to their lair.
06 Being pursued by something that is hunting them. 06 Travelling with a group in disguise.
Bathed in ethereal moonlight, the Mermaid emerges from the The Minotaur prowls with a
depths of the shimmering sea, her thunderous fury, its colossal form
flowing hair cascading like ribbons brimming with raw strength and
of seaweed. With an enchanting primal rage. With each earth-
voice, she sings haunting melodies shaking step, it charges headlong
that echo through the night, into battle, its massive horns
entrancing all who hear it. poised to impale any unfortunate
Motivated by a deep longing for soul that crosses its path, leaving
the world above, she yearns for behind a trail of chaos and
human connection and the chance devastation.
to explore lands beyond the waves.
d6 Hook d6 Hook
01 Seeks the help of a brave adventurer to rescue an artefact. 01 The guardian of an artefact or place.
02 The sound of an enchanting voice in the distance is calling to you. 02 Hunting for food.
03 A group of mermaids follow you cautiously at a distance. 03 Madness has descended, aggressive and furious.
04 A group of mermaids circle you, waving and smiling. 04 Drawn to the place of its creation through a dark ritual.
05 Mermaids are being pursued by a threatening sea creature. 05 Echoes of a former life, wants to be left alone.
06 A mermaid swims close by to offer you a gift. 06 Something has angered it. It follows in pursuit.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
MORGEN MUMMY
MAGICAL, HUMANOID, MEDIUM UNDEAD, HUMANOID, MEDIUM
LVL 2 | HLT 8 | DEF 8 | SKL d4 | APP d4 | TSR L,T,A LVL 4 | HLT 20 | DEF 14 | SKL d8 | APP d4 | TSR L,T
COMBAT: Dagger (d4) or Claws (d4) COMBAT: Claw (d8)
PASSIVE ABILITIES: Resistance (magic) PASSIVE ABILITIES: Dark Vision (med), Weakness (fire),
ENCOUNTER ABILITIES: Mind Control (charm, long), Illusion Undead
(long), Feed (d6) ENCOUNTER ABILITIES: Disease (rotten touch, d8, close,
HARVEST: Brain (Charm, Illusion) impaired)
HARVEST: Finger (Disease)
Amidst the tranquil beauty of the untamed wilderness, Morgen’s
Emerging from the depths of forgotten
beckon with their enchanting allure, drawing unsuspecting
tombs, the Mummies, enshrouded in
wanderers into their hidden
tattered bandages, exude an aura of decay
lairs. Beneath their facade of
and death. The haunting buzz of parasitic
ethereal beauty lies a dark
flies accompanies their relentless pursuit,
secret as these malevolent
as their decaying touch not only inflicts
spirits feed upon the life
fear but also spreads a virulent plague,
force of men, weaving
turning the living into vessels of their
illusions and casting spells to
cursed affliction.
ensnare and torment those
who succumb to their
hypnotic songs.
d6 Hook d6 Hook
01 A settlement has been the subject of recent misfortunes. 01 Commanded to guard a place of the dead.
02 Contesting a location with a group of nymphs. 02 Wandering aimlessly, no knowledge of their former lives.
03 A charmed stranger is being lured by their songs. 03 A former king, looking to restore his empire.
04 Hiding nearby, seeking their next target to ambush. 04 Seeking the ones who desecrated this place.
05 Vampiric feeding on their last victim. 05 Howls loudly summoning other people of the dead.
06 Returning to their nearby den. 06 Standing motionless, red eyes gleaming.
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Night Elves are an offshoot of the elven race which has been Night Elves are an offshoot of the elven
corrupted by chaos. They appear as humanoids with obsidian skin race which has been corrupted by
and glowing red eyes that pierce through the darkness. Driven by chaos. They appear as humanoids with
their relentless pursuit of power and dominance, the Night Elves obsidian skin and glowing red eyes
scheme and manipulate to further that pierce through the darkness.
their own agendas. Driven by their relentless pursuit of
Night Elf mages delve deep into power and dominance, the Night Elves
forbidden arts, seeking to unravel scheme and manipulate to further
the secrets of the arcane and wield their own agendas. Night Elf warriors
their dark powers to shape the are swift and nimble, they move with
world according to their own an unsettling grace, their steps barely
desires. making a sound.
d6 Hook d6 Hook
01 Searching for ancient artefacts of power. 01 Searching for ancient artefacts of power.
02 Meeting with another monster to form an alliance against humans. 02 Meeting with another monster to form an alliance against humans.
03 Seeking vengeance against someone or something. 03 Seeking vengeance against someone or something.
04 Exiled from their homeland, the touch of chaos has left them. 04 Exiled from their homeland, the touch of chaos has left them.
05 On a quest for forbidden knowledge. 05 On a quest for forbidden knowledge.
06 Pursuing a group of wildfolk hunters, their mortal enemies. 06 Pursuing a group of wildfolk hunters, their mortal enemies.
NORNS NYMPH
MAGICAL, HUMANOID, MEDIUM MAGICAL, HUMANOID, MEDIUM
LVL 3 | HLT 10 | DEF 10 | SKL d6 | APP 3 | TSR L,T,A LVL 2 | HLT 10 | DEF 10 | SKL d4 | APP d4 | TSR T
COMBAT: Dagger (d4) COMBAT: Claw (d4)
PASSIVE ABILITIES: Spells (Arcane, Time), Resistance PASSIVE ABILITIES: Spells (water)
(magic), Long Lived (1000 yrs) ENCOUNTER ABILITIES: Mind Control (charm, medium, 1
ENCOUNTER ABILITIES: Prophecy target), Shape Change (human or animal)
HARVEST: Blood (Magic, Resistance), Brain (Prophecy) HARVEST: Blood (Shape Change), Brain (Charm)
Veiled in an aura of ancient wisdom, the Norns grace the remote Deep within the enchanting
corners of the world, their presence evoking reverence and awe. forests and other hidden places,
With their prophetic insight and mystical abilities, they weave the the Nymphs grace the waters
threads of fate, offering with their divine presence.
glimpses into the future Bewitching and ethereal, they
to those willing to pay are known to captivate
the steep cost, while their unsuspecting wanderers with
enigmatic existence and their alluring beauty, using
adherence to ancient their shape-shifting abilities
traditions leave an and spells of the water domain
indelible mark on the to both protect the innocent
lands they inhabit. and their own interests.
d6 Hook d6 Hook
01 A settlement has been the subject of recent misfortunes. 01 A festivity is occurring, come, eat and drink and be merry.
02 Undertaking a ritual at a place of ancient magic. 02 They hide near a water source, warily watching intruders.
03 Collecting ingredients for their potions and salves. 03 Guiding an innocent animal or child to safety.
04 Inviting you to have your fortune told. 04 Charming another traveller who is enjoying their company.
05 Journeying to witness a significant event. 05 Searching for an ancient shrine or artefact.
06 On a pilgrimage to collect tithes from locals. 06 Performing a ritual, an oracle is being foretold.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
OGRE PSYCHER
ANTHROPOID, HUMANOID, LARGE CHAOS, HUMANOID, LARGE
LVL 6 | HLT 30 | DEF 14/DR3 | SKL d12 | APP d4 | TSR L,T LVL 3 | HLT 15 | DEF 10 | SKL d6 | APP 1 | TSR Lx2
COMBAT: Large Weapon (d12) or Rocks (d8, medium) COMBAT: Claws (d4)
PASSIVE ABILITIES: Slow PASSIVE ABILITIES: N/A
ENCOUNTER ABILITIES: Power Attack, Senses (medium) ENCOUNTER ABILITIES: Hide, Mind Control (psionic, long, 1
HARVEST: Heart (Power Attack), Snout (Senses) target)
HARVEST: Brain (Mind Control)
Stomping through the The Psycher is a grotesque humanoid aberration with unnaturally
wilderness, the hulking elongated limbs. It slowly and
silhouette of an Ogre looms methodically stalks its prey,
with its towering presence. lurking in the dark corners and
The sounds of its rumbling shadows, driven by its insatiable
growls echo through the air, compulsion to feed off the life
as its keen senses sniff out its energies of others. The Psycher can
next meal, ready to unleash possess its victims before feasting
its raw strength upon any upon the remains. It must sate its
who dare to challenge its hunger weekly or face its own
primal might. demise. Drawn to items of magic
and minor artefacts, the Psycher
collects these objects.
d6 Hook d6 Hook
01 Hunting little people for food. 01 Stalking a victim.
02 Looking for shelter and rest. 02 Has possessed a victim, they lurk nearby.
03 Limping, it has been injured in a fight with something. 03 Exploring an area, they have sensed magics.
04 Fashioning a weapon from a tree. 04 Feeding upon a previous victim.
05 Eating the remains of its last victim. 05 Fleeing from a monster hunter.
06 Collecting shiny things for its lair. 06 Waiting to ambush the party.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
The Rhinoceros is a large hulking creature with thick skin and a The Rock Monster resembles a small boulder brought to life with
powerful horn atop its snout. Its muscular frame exudes strength impregnable armour covering its body. Their approach can be felt
and determination, its eyes with each thunderous step causing the ground to tremble, leaving
keen and alert. With a trail of shattered
thunderous footsteps, it rocks in its wake.
charges forward, fiercely Driven by an insatiable
defending its territory and hunger for minerals
protecting its young from and gems, it burrows
any perceived threat, deep into the earth,
driven by a primal instinct relentlessly searching
to ensure their survival. for precious treasures
to consume and hoard
within its lair.
d6 Hook d6 Hook
01 Wandering in search of food and water, driven by hunger and thirst. 01 Has recently been unearthed by people mining nearby.
02 Enchanted by a sorcerer and driven to terrorise local settlements. 02 Guarding a hidden cavern of gemstones.
03 You have stumbled onto their feeding grounds. 03 Emerged from its slumber drawn to an artefact.
04 Disturbed by some activity forcing them to defend their territory. 04 Has been relentlessly excavating an area for some purpose.
05 A herd is being drawn to a leader possessing a magical horn. 05 Taking a gem back to its lair.
06 Afflicted by a mysterious disease which causes aggression. 06 Burrowing to a place of safety as one has to lay its eggs.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
Salamanders emerge from the fiery depths of the lower planes. The savage Sea Revenant emerges from the ocean depths with a
These creatures embody both intelligence and ambition, driven by hulking, muscular frame covered in sleek, dark scales that
a desire to dominate. Equipped with weapons, they engage in shimmer with an eerie glow. With razor-sharp teeth and fin-like
combat with deadly precision appendages, they slash
and use the fiery scorching of through the water with
their tail to inflict burning unmatched speed and
damage upon those who agility. Driven by a
draw near. Salamanders primal instinct to hunt
possess a unique dialect, and assert their
speaking in their own dominance in the
demonic language. treacherous depths of
the ocean.
d6 Hook d6 Hook
01 Seeking to dominate a local settlement to their will. 01 Guarding its territory or lair from any intruders in the vicinity.
02 Travelling to meet something from the planes of hell. 02 Commanded by a Warlock to prey upon your vessel.
03 Scouting the area, their lair is nearby. 03 Afflicted by a curse and seeking aid from others.
04 Pursuing something or someone. 04 Driven insane by some pollution and act in a rabid manner.
05 Returning with prisoners from a recent raid. 05 Strange corpses lay floating in the water.
06 Scavenging metallic items to forge into weapons. 06 They are hunting another sea creature.
Emerging from the depths of the ocean, the huge Sea Serpent In the vast expanse of the open seas, a wise and ancient sea turtle
slithers through the waves with its serpentine body, adorned with glides silently, its majestic shell adorned with intricate patterns
scales that shimmer like emerald. Its piercing eyes, glowing with that tell tales of forgotten times. Its weathered eyes gleam with
ancient wisdom, survey the seascape, ever vigilant for prey. With a wisdom and a deep
mighty hissing roar connection to the mystic
that sends tremors forces of the ocean. With
through the water, it a serene demeanour, the
strikes with lightning sea turtle carries the
speed, coiling its weight of its age with
immense body grace, embodying
around ships and patience, resilience, and
devouring everything a profound respect for
in its path. the balance of nature.
d6 Hook d6 Hook
01 Attacking vessels or travellers between a known route. 01 It is being used to pull a ship in the water.
02 It’s keeping people away from a hidden underwater treasure. 02 It acts as a steed for a creature or deity.
03 It has been disturbed by increasing pollution around its habitat. 03 A large shell lies afloat in the water in the distance.
04 Being hunted by a tribe undertaking a perilous quest of valour. 04 Ships follow a sea turtle which is considered a good fortune.
05 Its movements are tied to a celestial event when the stars align. 05 It is following your vessel trying to impart a prophecy.
06 The mating season is approaching causing it to be aggressive. 06 It is being attacked by another sea creature.
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Hiding in plain sight, the Serpent Men live in secret among the The Shadowmass is a sentient and elusive force that weaves its
unsuspecting human populace, their scaly visages concealed way between the realms of chaos and reality. Intrinsically linked to
behind clever illusions. a powerful artefact and irresistibly drawn to magic, it is
Masters of deception and impervious to physical attacks
manipulation, they lurk in but will retreat if its
shadowed corners, weaving connection to the artefact is
their dark web of serpentine severed. Shadowmass attacks
intrigue, their sinister by engulfing their victims. In
whispers carrying the ancient addition, they are an
secrets of forbidden serpent anathema to spell casters,
cults and the impending their mere presence causing
resurgence of their headaches and disadvantage
slumbering gods. to magic checks.
d6 Hook d6 Hook
01 A coven is planning to meet to practice dark arts. 01 It feels a new item of power in the area.
02 One is seen sneaking amongst the shadows. 02 A malicious drive to engulf someone.
03 A small group are exploring a discovered place. 03 Slowly following its prey.
04 Searching for something or someone. 04 Testing the boundaries from the artefact it’s linked to.
05 Holding a rally (in disguise) and influencing others. 05 Has engulfed someone and absorbed their energy.
06 Trading black market goods or knowledge. 06 Drawn to people using magic powers.
SHARK SHRILL
AQUATIC, PISCINE, LARGE WINGED, AVIAN, SMALL
LVL 3 | HLT 15 | DEF 12 | SKL d4 | APP d6 | TSR - LVL 1 | HLT 1 | DEF 15 | SKL - | APP d20 | TSR -
COMBAT: Bite (d8) COMBAT: Pierce (d4)
PASSIVE ABILITIES: Swim (rapid), Water Breath PASSIVE ABILITIES: Dark Vision (med), Flight (swift)
ENCOUNTER ABILITIES: N/A ENCOUNTER ABILITIES: N/A
HARVEST: N/A HARVEST: N/A
In treacherous waters, menacing sharks prowl with unmatched A menacing bird-like creature with a razor-sharp beak, they lurk
grace and deadly precision. Their sleek, muscular body, adorned silently in dim, arid locations, lying in wait to surprise
with rows of razor-sharp teeth, cuts through the waves, evoking unsuspecting beings. When disturbed, Shirlls emits an ear-splitting
both fear and cry that pierces the air,
fascination. Driven by alerting its swarm to
primal instincts and descend upon its prey,
insatiable hunger, the mercilessly puncturing them
shark relentlessly hunts to their demise. Shrills
its prey, embodying the detest fire and light,
ruthless power of the choosing to nest in close
untamed sea. proximity to areas shrouded
in darkness.
SHRILL HOOKS TABLE
d6 Hook d6 Hook
01 You have entered the shark’s territory which it defends. 01 Hang motionless in a deep sleep, awaiting their time of flight.
02 The shark is driven by a relentless hunger to feed. 02 Have been disturbed by something and are swarming.
03 Sharks are under the control of a malevolent sea witch. 03 Frightened and fleeing some light or fire.
04 A shiver of sharks are heading towards some prophecy or event. 04 Feeding off an animal or creature.
05 Sharks are preying upon other ships or travellers. 05 Flying erratically, diseased and mutated, exploding on death.
06 Sharks are being hunted by ships and boats as prizes. 06 Emitting a high-pitched holler (a mating call).
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The Skeletons are animated by unholy forces that march with an In the heart of the murky swamplands, the Sludge Beast emerges
unrelenting purpose. from its dormant state, rising from the mire as a towering figure of
Clad in a formidable shifting sludge. With its
exoskeleton of bones, formless features and
they heedlessly charge insatiable hunger, it lurks
into battle, undeterred in the shadows, striking
by fear or pain, their unsuspecting victims
rattling steps echoing with mud projectiles
with the reminder of before engulfing them,
lives long extinguished. leaving no trace behind
but a patch of desolate,
sodden earth.
d6 Hook d6 Hook
01 Warning, will clash their weapons to summon others. 01 Beware of slipping over the small pools of mud ahead.
02 Seeking some distant memory of its former life. 02 A creature is writhing on the ground covered in mud.
03 Skeletons crawling on the ground, their legs removed. 03 Some featureless humanoid shapes emerge from the ground.
04 Standing motionless, waiting. 04 A mud ball flies past you from an unknown direction.
05 Undertaking a mundane activity of their former lives. 05 Several skeletal animal remains have been found.
06 Marching towards something on the orders of their master. 06 The ground is becoming more difficult to traverse.
SMALLFOLK SNARLJAW
SMALL, HUMANOID, SMALL ANTHROPOID, HUMANOID, MEDIUM
LVL 1 | HLT 4 | DEF 10 | SKL - | APP d6 | TSR Lx2 LVL 2 | HLT 10 | DEF 13/DR1 | SKL d4 | APP d8 | TSR -
COMBAT: Weapon (d4) COMBAT: Weapon (d6)
PASSIVE ABILITIES: Equipment PASSIVE ABILITIES: Equipment
ENCOUNTER ABILITIES: Hide, Lucky ENCOUNTER ABILITIES: Power Attack
HARVEST: N/A HARVEST: N/A
The Smallfolk are diminutive Snarljaws stand with a hunched posture, their muscular form
creatures standing 3 feet tall with covered in matted fur, and their menacing hyena-like head
warm, friendly faces and tufts of adorned with sharp fangs. With a wicked grin, they prowl the
curly hair atop their heads. They are wilderness, ever watchful
agile and nimble, moving with quick for prey to ambush, their
and graceful steps that make them agile movements and
excellent travellers. Motivated by piercing laughter striking
their love for adventure and the fear into the hearts of
thrill of discovery, Smallfolk roam those who encounter
the land as wanderers, scavenging them. They are intelligent
for treasures and using their cunning creatures capable of using
to outsmart their foes. arms and weapons.
d6 Hook d6 Hook
01 Seeking a hurried exit away from the location, trouble is brewing. 01 You see smoke in the distance, something is on fire.
02 A Smallfolk camp of colourful caravans is camped nearby. 02 You hear the whines and barks of dogs in the distance.
03 They are seeking the aid of adventurers against a bigger threat. 03 Snarljaw have taken over a nearby ruin and are using it as a lair.
04 An expedition is heading out into the wilderness. 04 They are returning jubilant from a successful raid.
05 Looking to buy or sell rare or exotic goods. 05 A lone Snarljaw scout is spotted in the distance.
06 Celebrating something with song, dance and fine ales. 06 Snarljaws have captured an NPC and are holding them to ransom.
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d6 Hook
SPIDER QUEEN 01 Lurking and waiting to prey.
GIANT, ARACHNID, HUGE 02 Commanding her armies to build her empire.
03 Feeding on a trapped (and dead) animal.
LVL 8 | HLT 70 | DEF 15 | SKL d12 | APP 1 | TSR A,Tx3 04 Attracted to something with a taste of chaos.
COMBAT: 2x Bite/Claws (d10) 05 Spinning and weaving a web of traps in the location.
06 Coveting an artefact in her web.
PASSIVE ABILITIES: Aura (fear, medium), Climb, Dark Vision
(long), Guarded (d8 Giant Spiders), Spells (dark, shadow,
arcane)
ENCOUNTER ABILITIES: Summon (d8 Giant Spiders, d6 turns),
Web (long, strength or held), Poison (bite, close, 1 target, d8,
fortitude save or incapacitated), Senses (long)
HARVEST: Fang (Bite), Spinneret (Hold/Web)
SPRITE STEGOSAURUS
MAGICAL, HUMANOID, TINY DINOSAUR, QUADRUPED, HUGE
LVL 1 | HLT 5 | DEF 16 | SKL - | APP d6 | TSR - LVL 5 | HLT 50 | DEF 12/DR3 | SKL d6 | APP d4 | TSR -
COMBAT: Sting (d4) COMBAT: Bite (d8)
PASSIVE ABILITIES: Flight (swift), Spells (earth, nature) PASSIVE ABILITIES: N/A
ENCOUNTER ABILITIES: Sense Nature (medium) ENCOUNTER ABILITIES: Swipe (tail, short range, 1 target)
HARVEST: N/A HARVEST: N/A
Whispering through sunlit meadows and dappled groves, the The Stegosaurus possesses a formidable presence with its spiked
Sprites dance on gossamer plates lining its back and its imposing size. Its lumbering gait and
wings, guardians of the low, resonant growls echo through the dense forests it calls home,
enchanted realms. Their serving as a warning to all
presence brings an air of who encounter it. Though
ancient mysticism, as they herbivorous by nature, it
watch over the delicate fiercely defends itself and
balance between nature and its territory, using its spiked
the encroaching forces of tail as a potent weapon
civilisation, ever vigilant and against any would-be
ready to defend their sacred threats. Only encountered
havens. in extremely remote areas.
d6 Hook d6 Hook
01 Hiding in the forests, there be strangers about. 01 A group have been disturbed from their natural habitat.
02 Following the party trying to determine their purpose. 02 Entangled in a trap, must be freed before it succumbs to injuries.
03 Collecting resources and food to feed their fellows. 03 A group are grazing and foraging on plants and vegetation.
04 Being chased by a fell beast. 04 A group are charging towards you startled.
05 Casting minor illuminations to confuse travellers. 05 Large paw prints lead in a direction.
06 Seeking a portal to the feywild to replenish their magics. 06 They have been tamed and ridden by another creature.
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In the watery depths, a shadow glides effortlessly. Its flat body An intricate summoning circle sprawls across the floor, pulsating
glistens with a shimmering presence. With a graceful motion, it with otherworldly energy. Arcane runes and intricate patterns,
propels itself forward, exploring the depths with curiosity, while its etched with blood and ash, bind the circle. A summoning circle
stinger remains poised, a warning to those who dare to disturb its demands a blood sacrifice but
tranquil domain. Its when activated, the circle
motivations lie in the unleashes its dark purpose, tearing
pursuit of survival, open a rift between dimensions,
seeking out beckoning forth demonic creatures
nourishment and to serve the summoner's bidding,
sanctuary within the their motivations driven by chaos,
underwater realm. destruction, and the thirst for
mortal souls.
d6 Hook d6 Ritual
01 Laying hidden under sand in the water ready to strike. 01 The fabric of reality starts to tear, other creatures seek to enter.
02 A fever swims ahead emanating a strange bioluminescence. 02 A Demon is summoned but breaks free of its bindings.
03 A fever of Stingrays are circling your vessel. 03 A Demonic presence attempts to possess the summoner.
04 Locked in a vicious fight with another sea creature. 04 The ritual alerts a creature of light to the use of blood magic.
05 Frantically swimming away from a large wave in the distance. 05 A Demonic presence is summoned, you may communicate with it.
06 They curiously approach you, circling you in a languid fashion. 06 A Demon is bound by the ritual it awaits your command.
d6 Hook
SWAMP BEAST 01 A large ball of mud lands near the party, surprising you.
PLANT, BOTANIC, HUGE 02 You can almost taste the acrid choking gas of something nearby.
03 A featureless figure starts to rise from the ground ahead of you.
LVL 8 | HLT 70 | DEF 15/DR3 | SKL d20 | APP 1 | TSR L 04 The mists depart ahead to reveal a large plant-like mass ahead.
COMBAT: Swipe (d12) 05 A large shambling mass is grappling with a large crocodile.
06 A large swamp-like creature lays at rest, it is not moving.
PASSIVE ABILITIES: Aura (gas, d4, medium)
ENCOUNTER ABILITIES: Hold (sludge missile, long, 1 target,
d4, strength check or held in place)
HARVEST: Sludge (Gas, Hold)
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
TEMPEST TENTACOIL
WINGED, AVIAN, LARGE AQUATIC, TENTACLED, LARGE
LVL 5 | HLT 25 | DEF 14 | SKL d10 | APP d4 | TSR - LVL 4 | HLT 20 | DEF 13 | SKL d6 | APP d6 | TSR -
COMBAT: 2x Claws (d8) COMBAT: Claw (d8) & 2x Grab (d4)
PASSIVE ABILITIES: Flight (swift) PASSIVE ABILITIES: Swim, Water Breath
ENCOUNTER ABILITIES: Ranged Attack (lightning, d12, long ENCOUNTER ABILITIES: Absorb
range, 1 target), Obscure (storm, far, long) HARVEST: Tentacle (Absorb)
HARVEST: Feather (Flight), Heart (Lightning, Obscure)
The Tempest is a magnificent and formidable luminescent sky The Tentacoil emerges from the depths, its massive frame adorned
phoenix. Its very presence stirs the heavens, heralding the arrival with writhing tentacles. Its eyes, gleaming with malice, scan the
of tempestuous storms and with a single beat of its powerful wings, surroundings with a
it can summon a bolt of lightning. Its powers are a testament to its predatory focus, seeking
origin as the loyal servants of unsuspecting prey to ensnare
ancient elemental powers. The within its coiling grasp.
Tempest sustains its life force by Motivated by an insatiable
consuming the blood of animals hunger and a primal instinct
and creatures, forever for survival, the Tentacoil
embodying the raw power of the lunges forward, its razor-
elements. sharp claws slashing through
the air as it seeks to satisfy its
monstrous appetite.
TEMPEST HOOKS TABLE
d6 Hook d6 Hook
01 Angry and emotive, summoning a storm as they fly. 01 Something has disturbed their underwater lair.
02 Attracted to some force of power, a convergence may occur. 02 The Tentacoils have been summoned by a powerful sea entity.
03 Searching for food, their hunger must be satisfied. 03 They approach from the sea, drawn by an artefact nearby.
04 Being hunted by others, it flees captivity. 04 You have ventured into their territory which they seek to defend.
05 It returns to the clouds to drift into a meditative sleep. 05 They are hungry and must consume soon.
06 It has been summoned and returns to its master. 06 They are being provoked to appear so they can be hunted.
A Tiger prowls with sleek grace with every step, its powerful Amidst the fetid marshlands, a large figure emerges, its lumbering
muscles ripple beneath the striped coat. The tiger's piercing eyes steps causing the ground to tremble. The stench of decay permeates
hold an untamed ferocity, and its roar echoes through the trees, a the air as the troll's bloodshot
warning to all who dare cross its path. Driven by its primal eyes scan its surroundings
instincts, the tiger hunts fuelled by a relentless hunger
with precision and for flesh. Trolls are agitated
defends its territory with animated monsters cursed
unyielding determination, with a streak of chaos which
protecting its offspring causes mutations and
and asserting dominance regeneration but drives them
over its domain. to madness.
d6 Hook d6 Hook
01 Venturing outside of its territory in search of prey. 01 Hunting little people for food.
02 Limps toward you, wounded and desperate, gesturing wildly. 02 Held in captivity as a bodyguard for another.
03 Tracking and pursuing its prey, waiting for the time to strike. 03 Wounded in a fight, waiting for a mutation to occur.
04 Defending its litter against another creature. 04 Fashioning a weapon from a tree.
05 Protecting its den from intruders. 05 Eating the remains of its last victim.
06 Travelling to a new territory in search of a mate. 06 A gathering is taking place, more will arrive soon.
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d6 Hook d6 Hook
01 Revered as a holy person by a group of Wildfolk. 01 Drawn to magical energy emanating from an artefact of power.
02 Searching for an elemental gate. 02 Awakened from an ancient slumber by some power.
03 Deep in a decade-long meditation. 03 Hunting small game for sustenance.
04 Searching for a way to the lands from whence they came. 04 Heading towards a settlement in search of livestock to eat.
05 Seeking to unlock the mysteries of time and creation. 05 Large claw prints lead off into a densely wooded area.
06 Pursuing the greatest of evils in the Fallen Lands. 06 You hear the sounds of trees crashing in the distance.
d6 Hook d6 Hook
01 Seeking to retrieve an artefact of power nearby. 01 A fleeting appearance as it gallops away in the distance.
02 On a relentless quest to defeat a group of Holy Knights. 02 Drinking from a pool or stream, aware of your presence.
03 Sighted near an ancient necropolis, a ritual is underway. 03 It has been wounded and staggers towards you, dying.
04 Stands before you to deliver a dire prophecy. 04 Being pursued by hunters with nets trying to capture it.
05 Sent by a dark power to eliminate those who oppose their plans. 05 Appears in a dream, is this some prophecy or sign?
06 Seeking to build an undead army for a nefarious purpose. 06 Approaches you shakily and lays down to rest beside you.
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d6 Hook
VAMPIRE 01 In bat form spying on something or someone.
UNDEAD, HUMANOID, MEDIUM 02 Has recently fed and is hurriedly fleeing the scene.
03 Pursuing a target, it needs to feed soon.
LVL 8 | HLT 60 | DEF 15/DR2 | SKL d12 | APP d4 | TSR A,T 04 Returning to their lair for rest and sleep.
COMBAT: 2x Claws (d6) or 2x Weapon (d8) 05 Charming individuals as it seeks to build a cult.
06 Travelling to visit someone they covet or love.
PASSIVE ABILITIES: Dark Vision (far), Long Lived (1000
years), Undead, Weakness (sunlight)
ENCOUNTER ABILITIES: Flight, Life Drain (bite, close, d6,
fangs), Mind Control (charm, long, 1 target), Regeneration
(d10), Shape Change (bat)
HARVEST: Fangs (Life Drain), Blood (Regeneration, Shape
Change)
In the dimly lit corridors of forgotten dungeons, the Veiled Ooze The Velociraptor, a fearsome predator with its sleek body and
silently glides along, its presence concealed by the guise of damp sharp, curved claws, exudes an aura of deadly agility. It moves
stone. Beware its with swift, calculated grace,
touch, for once it its keen eyes locked on its
attaches itself to its prey as it hunts in packs,
unsuspecting prey, coordinating attacks with
the corrosive ooze uncanny intelligence.
devours organic Motivated by its primal
matter and metals instincts, the Velociraptor
alike, leaving behind seeks to satisfy its hunger
only a trail of and secure its dominance in
destruction and the remote wilderness.
decay.
d6 Hook d6 Hook
01 You hear slowly dripping water from the ceiling. 01 Defending a nest of eggs from intruders.
02 A shallow pool of water lies on the ground ahead. 02 Tamed by someone or something and sent to hunt intruders.
03 You find the remains of an adventurer, weapons corroded. 03 Hunting small game for sustenance.
04 A creature staggers towards you, its flesh is burning. 04 Fleeing from a bigger, more dangerous threat.
05 The floor feels slippy and sticky. 05 Drawn to the scent of fresh blood nearby.
06 A pile of wet rocks blocks your path. 06 Have become trapped within a natural hazard.
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In the heart of tangled thickets, the vine choker lies concealed, its Emerging from its watery domain, the
sinewy tendrils camouflaged amidst the verdant foliage. When an elusive Water Weird materialises as a
unsuspecting victim draws near, the tendrils strike with uncanny shimmering, translucent blue entity. It
precision, ensnaring moves with fluid grace, capable of
them in a suffocating engulfing and suffocating its victims in
grip before dragging its aqueous embrace, while its ability to
them towards the transform and communicate adds an
creature's gaping maw, air of mysterious intelligence to this
where it devours their elemental spirit.
life essence to fuel its
relentless growth.
d6 Hook d6 Hook
01 The skeletal remains of a creature lay nearby. 01 Conjured by a mage wielding the power of water magic.
02 Someone has hacked at the bushes and vegetation. 02 Seeking to escape the water source to which it is bound.
03 A thick mass of jungle vegetation blocks your path. 03 Wants to feed on the energy of a creature.
04 Something seems to be moving in the woods and trees. 04 Tells a riddle, will reward one who answers correctly.
05 You hear the gasps of something struggling and choking. 05 Two water weirds contest the same water source.
06 You almost trip over some thick vines on the ground. 06 The water source is dissipating, requires help to survive.
WEREWOLF WHALE
BEAST, HUMANOID, MEDIUM AQUATIC, PISCINE, HUGE
LVL 6 | HLT 30 | DEF 15/DR2 | SKL d10 | APP 1 | TSR Tx3 LVL 6 | HLT 50 | DEF 12 | SKL d6 | APP d4 | TSR -
COMBAT: 2x Bite/Claw (d8) COMBAT: Ram (d12)
PASSIVE ABILITIES: Immunity (weapons exc. silver), Sprint PASSIVE ABILITIES: Amphibious, Swim (rapid),
ENCOUNTER ABILITIES: Shape Change (wolf or human form) ENCOUNTER ABILITIES: Swipe (tail, medium, 2 targets)
HARVEST: Blood (Shape Change), Fur (Immunity) HARVEST: N/A
The Werewolf is a cursed creature which prowls the lands with an Whales gracefully traverse the ocean, its majestic presence
eerie presence, echoes of their past lives remain allowing them to commanding awe and reverence. With a body as vast as the
recognise odd things in a moment of clarity amidst their savage horizon, it breaches the surface, creating thunderous waves that
nature. They are immune to crash against the shores. Guided by ancient instincts and a
normal weapons and are connection
vulnerable to silver and magic. to the sea,
Their communication is limited the whale
to snarls, barks, and sporadic embarks on
words. During a full moon, their long
bloodlust intensifies unleashing migratory
their uncontrolled ferocity upon journeys.
unsuspecting prey.
d6 Hook d6 Hook
01 Chasing a former known person, they don’t know why. 01 Migrating to new waters.
02 Their bloodlust has risen, it is a time of frenzy. 02 You hear a mysterious and enchanting song in the distance.
03 Fleeing people, their true nature revealed in a lucid moment. 03 You feel the waves and currents from the huge whale.
04 Now fleeing the scene of a savage attack. 04 It is fleeing the awakening of a colossal sea creature.
05 Summoning a pack of wolves, it is a wild night. 05 It is a method of transport for a deity of the oceans.
06 Hunted by a group of monster hunters. 06 It is being hunted as a grand prize.
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Roaming the lands with an eerie howl, the Whirlwind commands White Apes are nocturnal creatures that emerge under the moon's
the very air around it, relentlessly buffeting and repelling all who pale light, its once vibrant fur
dare to approach. Its now faded from dwelling in
swirling form grants darkness. These semi-
it the ability to slip intelligent creatures roam the
through narrow night, scavenging for
crevices, while the sustenance, and fiercely
crackling energy protect their lairs, pelting
within conjures bolts intruders with rocks. They
of lightning, possess simple intelligence with
rendering this living the ability to learn behaviours
vortex a force of both and utilise simple tools.
destruction and awe.
d6 Hook d6 Hook
01 Summoned by an elemental mage wielding air magic. 01 Making hand gestures, trying to communicate.
02 A natural occurrence. 02 Scavenging for food and scraps.
03 An evil spirit controls the vortex. 03 Searching for a new home, their last was destroyed.
04 Wants to test its strength against other objects or powers. 04 Fleeing some other terror in the area.
05 Pursuing a flying creature. 05 Travelling and exploring, will avoid encounters.
06 Converging with other elemental powers. 06 Grunting and hooting, they are protecting something.
WIGHT WILDFOLK
UNDEAD, HUMANOID, MEDIUM MAGICAL, HUMANOID, MEDIUM
LVL 6 | HLT 25 | DEF 15 | SKL d10 | APP d4 | TSR T LVL 2 | HLT 13 | DEF 10 | SKL d4 | APP d6 | TSR Lx2
COMBAT: 2x Claw (d6) COMBAT: Shortsword (d6) or Shortbow (d6, long)
PASSIVE ABILITIES: Immunity (weapons exc. silver), Undead PASSIVE ABILITIES: Alertness, Long Lived (400 years),
ENCOUNTER ABILITIES: Life Drain (d10) Equipment
HARVEST: Blood (Undead), Claw (Life Drain), Heart ENCOUNTER ABILITIES: Meditative Trance
(Immunity) HARVEST: N/A
Emerging from the shadows, the Wights prowl the realm of the Wildfolk are slender, graceful humanoids
living, sustained by the stolen life force of their victims. Bound to in appearance often with fair hair and
their decaying husks, these malevolent pointed ears and have a life span of up to
spirits are impervious to mundane 400 years. They are creatures of the
weapons, although they are harmed by wilderness and have a strong affinity with
the touch of silver or the power of magic and reside within tribal
arcane magic. They haunt the places communities deep within the wildlands,
that held significance in their past lives, generally avoiding contact with other
driven by a relentless quest to reclaim races. They speak a derivation of the elven
the memories that elude them, some tongue and are taught the common
even cunningly disguising themselves as tongue of the land to enable them to
ordinary humans, lurking amidst the communicate with other races should the
unsuspecting populace. need arise.
d6 Hook d6 Appearance Attitude Business Armour
01 It needs to feed soon and is hunting a victim. 01 Desperate Manipulative Diplomacy None
02 Fleeing some holy or divine presence. 02 Weathered Arrogant Curiosity Leather (+2)
03 Drawn to a location remembered in its former life. 03 Tarnished Compassionate Quest Leather (+2)
04 Intelligent and building a network of contacts. 04 Battle-worn Wise Trade Shield (+2)
05 Returning to its secret lair. 05 Radiant Noble Aid Leather/Shield (+4)
06 Searching for artefacts of power. 06 Formal Spiritual Conflict Elven Chain (+4, light)
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
WILDLING WILL-O’-WISP
MAGICAL, HUMANOID, MEDIUM ELEMENTAL, AMORPHOUS, MEDIUM
LVL 2 | HLT 10 | DEF 9 | SKL d4 | APP d4 | TSR L,T LVL 2 | HLT 10 | DEF 12 | SKL - | APP d4 | TSR -
COMBAT: Shortsword (d6) or Shortbow (d6, long) COMBAT: Shocking Touch (d4)
PASSIVE ABILITIES: Alertness, Equipment, Long Lived (200 PASSIVE ABILITIES: Aura (enchantment, medium, will save or
years) follow), Flight, Immunity (weapons), Incorporeal, Light (close
ENCOUNTER ABILITIES: N/A range)
HARVEST: N/A ENCOUNTER ABILITIES: Lure (hypnosis, long, 1 target)
HARVEST: Ghostly Dust (Incorporeal, Aura)
Wildlings (also known as Half-Bloods or The Will-o'-Wisp is a mysterious,
Half-Elves) come from two different mischievous spectral light that flickers and
worlds but do not belong to either. dances in the darkness, guiding lost
Wildlings share the physical travellers off their path with its enchanting
characteristics of both human and allure. Its ethereal glow illuminates the
wildfolk parents although the dominance dense forests and swamps, beckoning
of traits can vary and their heritage may unsuspecting adventurers to venture
not always be obvious. They are generally deeper into its treacherous domains.
found within wildfolk settlements, born as
the offspring of a human who has
wandered far from home and a curious
wildfolk.
Emerald-hued and sinuous, the Winged Serpents take to the skies, The wolf prowls through the dense forest under the pale moonlight,
their agile forms gliding through the air with deceptive grace. With its dark fur blending with the shadows as it silently moves through
vicious fangs and the undergrowth. Its keen eyes scan the surroundings, ever
insatiable hunger, they watchful for prey or potential
descend upon their prey threats. With a pack mentality,
in a flurry of scaly coils, the wolf exhibits loyalty and
their wings propelling unwavering determination to
them with surprising protect its territory and ensure
speed, while their eerie the survival of its kin, while
affinity for chaos draws embodying a sense of primal
them to the scent of cunning and fierce
disorder and destruction. independence.
d6 Hook d6 Hook
01 An artefact of chaos is nearby. 01 You hear the howling of wolves in the distance, they are on a hunt.
02 Circling and flying waiting to ambush. 02 They are following the lead of a Direwolf.
03 Migrating to a different environment or region. 03 A lone wolf wanders, mourning the loss of its mate.
04 Feeding on an animal or creatures. 04 A pack of wolves are fleeing an even greater menace.
05 Looking for a nest or place of rest. 05 A wise and ancient wolf gives you a knowing look.
06 Gathering scraps for their young. 06 A pack of wolves are tailing you.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
In the depths of the ancient The ghostly Wraith appears as a spectral figure draped in tattered,
woods, the wood weird lurks, ethereal robes, its form wispy and translucent. It glides silently
an enigmatic and elusive through the shadows, its eyes glowing with an eerie, otherworldly
entity. It animates lifeless light. Driven by a deep
bodies or objects, imbuing resentment and unfulfilled
them with an eerie sentience. desires from its past life, the
The animated figure then wraith seeks to haunt and
dances and moves with an torment the living. Its ethereal
unsettling presence almost as touch drains the life force from
if its imitating the life of the its victims, leaving them
object it is now weakened and withered, a mere
impersonating. echo of their former selves.
d6 Hook d6 Hook
01 A large scarecrow stands ahead of you in the distance. 01 Hunting someone from their former life to seek revenge.
02 You hear the clattering of objects and sounds of movement. 02 Wandering, haunted and bound to a cursed artefact.
03 Several weapons are hanging from a tree ahead. 03 Summoned by a powerful necromancer.
04 Branches of a tree are wrapping themselves around objects. 04 Drawn to a haunted place of great tragedy.
05 A traveller is fighting a tree which looms over them. 05 A vessel for valuable knowledge or a lost secret.
06 Chopped branches slither on the ground looking to reform. 06 Seeking redemption or release from its current state.
WRETCHES WYRM
SMALL, HUMANOID, SMALL BEAST, REPTILIAN, LARGE
LVL 1 | HLT 3 | DEF 8 | SKL - | APP d20 | TSR L LVL 3 | HLT 30 | DEF 13/DR1 | SKL d8 | APP d4 | TSR -
COMBAT: Fangs (d4) or Improvised Weapon (d4) COMBAT: Bite (d10)
PASSIVE ABILITIES: Dark Vision (med) PASSIVE ABILITIES: Dark Vision (far), Swim, Water Breath
ENCOUNTER ABILITIES: N/A ENCOUNTER ABILITIES: Paralysis (bite, close, 1 target, d10,
HARVEST: N/A fortitude save or impaired)
HARVEST: Teeth (Paralysis)
From the darkest corners of the forgotten catacombs, the Wretches The Wyrm is a wingless creature, reminiscent of a dragon, with a
emerge, their pallid forms sinewy reptilian form. Slithering and sliding with grace, its
hunched and riddled with venomous bite poses a
malice. With eyes glowing threat to all who
like eerie lanterns, they skulk encounter it. With the
in the shadows, ready to potential to
pounce upon unsuspecting incapacitate its
victims, their gnarled fangs victims or even cause
bared in a ravenous hunger death, the Wyrm's
for whatever morsels they deadly nature makes
can scavenge. it a formidable
presence in the wilds.
d6 Hook d6 Hook
01 Scavenging for food or supplies. 01 Hunting a target for food.
02 Trailing a smaller group, looking for an ambush opportunity. 02 Mating with another Wyrm.
03 Scouting an ancient ruin, a chance to explore. 03 Seeking a place to nest and lay eggs.
04 Grouped around an object they have found. 04 Travelling to a new environment for comfort.
05 Carrying scavenged items to their current lair. 05 Has been surprised as it rested, it is defensive.
06 Hiding and waiting to ambush their next victims. 06 Being pursued by something that is hunting them.
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RULES COMPENDIUM I | CHAPTER 12 | BESTIARY
WYVERN YETI
WINGED, REPTILIAN, LARGE BEAST, HUMANOID, LARGE
LVL 5 | HLT 40 | DEF 15 | SKL d12 | APP d4 | TSR Lx5 LVL 4 | HLT 30 | DEF 14/DR2 | SKL d8 | APP d4 | TSR Lx2
COMBAT: Bite (d10) COMBAT: 2x Fists (d8)
PASSIVE ABILITIES: Flight (swift) PASSIVE ABILITIES: Dark Vision (long), Equipment
ENCOUNTER ABILITIES: Paralysis (stinger, short, 1 target, d8, ENCOUNTER ABILITIES: Charge, Power Attack
fortitude save or impaired), Power Attack, HARVEST: Heart (Power Attack)
HARVEST: Stinger (Paralysis), Wings (Flight)
With a thunderous roar that resonates through the air, the Wyvern In the treacherous, snow-covered peaks of the realm, the Yet roams
takes flight, its serpentine body undulating in the wind. Its the icy terrain leaving large
wickedly sharp fangs, footprints in its wake. Appearing
powerful claws, and as a large humanoid with
venomous stinger shaggy white fur and piercing
make it a formidable blue eyes it is driven by a primal
opponent, striking instinct to protect its territory
swiftly and and preserve its solitude. Some
paralysing its victims who have witnessed the Yeti
with a single, have spotted odd garments and
venom-laden strike equipment about its body,
from its barbed tail. suggesting some intelligence or
culture within their tribe.
d6 Hook d6 Hook
01 You hear a boom and thunderclap from above. 01 Forced from its mountainous habitat to protect its food source.
02 Animals are fleeing as a shadow crosses the ground. 02 Sighted near a remote settlement or shrine.
03 A large creature is sleeping atop a large rock. 03 Its lair is located near a valuable resource.
04 Flying towards its lair, at some place high up in the distance. 04 A notorious poacher is hunting a Yeti for its fur.
05 Being pursued by something even bigger. 05 You spy a series of footprints leading into the wilderness.
06 Seeking a lair in a forest, wilds or caverns. 06 You hear a bestial roar and clash of steel in the distance.
Hidden among the ancient landscapes, the Ziggurat of the Shambling forth in hordes, the
Ancients stands as a testament to forgotten civilisations. They are putrid stench of decay trailing in
rumoured to be houses of the ancients and portals between houses. their wake, Zombies roam
They blend seamlessly within relentlessly, driven only by their
their current environment. insatiable hunger for flesh. They
Upon entrance one notices are a constant reminder of the
they are dimensionally relentless march of death, their
transcendental when sluggish movements and mindless
explored. Their elusive nature, attacks are a grim testament to the
ever-shifting facade, and horror that awaits those who fall
inscrutable puzzles guard the victim to their gnashing teeth.
secrets of a bygone era.
d6 Hook d6 Hook
01 Stepping through a portal leads to this place. 01 Summoned to protect something.
02 The building is calling to you, welcoming you as a visitor. 02 Shambling towards some noise or disturbance.
03 You find the ruined remains of a strange construction. 03 Standing motionless in wait.
04 A strange doorway is visible, it does not fit with the surroundings. 04 Feeding on some animal or creature.
05 Someone entered an old building, they were not seen again. 05 Closing in on someone who is trapped.
06 The building is peculiar in size, you should have reached the exit. 06 They are running fast, pursuing something (Zombie variant).
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RULES COMPENDIUM | HALL OF HEROES
TALIA, HUMAN ROGUE WEILAND, HUMAN WARRIOR DUGGAN, NORTHMEN BEAST MASTER
LVL 1 | HLT 9 | DEF 10 LVL 1 | HLT 11 | DEF 13 LVL 1 | HLT 18 | DEF 10 (DR1)
Attributes: Agility d6, Senses d6, Will d4 Attributes: Fortitude d4, Strength d6, Will Attributes: Command d4, Fortitude d6,
Skills: Languages (Common, Sign) d4, d4 Strength d6, Will d4
Open Locks d6, Sleight of Hand d6, Traps Skills: Athletics d6, Crafting d4, Melee Skills: Animal Handling d6, Crafting d4,
d4 Combat d4, Ranged Combat d4 Languages d4 (Common, Dwarven), Melee
Abilities: Evasion, Lucky Abilities: Second Wind, Shield Master Combat d6, Wilderness Survival d4
Equipment: Leather Armour (+2), 2x Abilities: Animal Companion (Wolf),
Equipment: Leather Armour (+2), Shield
Daggers d4, 175 sp Coordinated Attack, Dark Vision, Iron
(+2), Longsword (d8), 200 sp
Skin, Long-lived
Equipment: Hide Armour (+2), Spear
(d6), Dagger (d4), 200 sp
JAKOB, HUMAN BARBARIAN CALDOR, HUMAN CLERIC TALISTIL, HUMAN BOUNTY HUNTER
LVL 1 | HLT 13 | DEF 10 LVL 1 | HLT 9 | DEF 9 LVL 1 | HLT 11 | DEF 10
Attributes: Fortitude d4, Senses d4 Attributes: Command d4, Fortitude d4, Attributes: Agility d6, Fortitude d4,
Strength d4, Will d4 Senses d4, Will d4 Strength d4, Will d4
Skills: Animal Handling d4, Crafting d4, Skills: Lore d6, Religion d4, Magic d6 Skills: Guile d6, Lore d4, Melee Combat
Melee Combat d6, Wilderness Survival d4 d4, Ranged Combat d4, Wilderness
Abilities: Divine Magic, Healing Hands
Abilities: Mighty Blow, War Cry Survival d4
Equipment: Robes (+1), Staff (d4), Holy
Equipment: Hide Armour (+2), Battle Symbol, 200 sp Abilities: Improved Critical, Stun Attack
Axe (d8), 200 sp Equipment: Leather Armour (+2),
Crossbow, 20x Bolts, Dagger (d4), 200 sp
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RULES COMPENDIUM | HALL 0F HEROES
173
SAMPLE ADVENTURE
MEZRAK’S FOUNDRY
Overview: Mezraks Foundry is an abandoned place located high within a craggy peak. Two weeks ago, a group of mercenaries hired by the
mysterious Order of Paragon purchased transport and supplies from the village in the valley below and set out to explore the place. They did
not return and a group was sent to find out what happened. Two days have elapsed with no further news. Your party have been hired to
investigate and rescue the villagers. A large bag of silver, the appreciation of the villagers and all the ale you can drink will be your reward.
1. Courtyard (Switchback trail heading up mountain leads here) 7. Solar Room (Wooden door closed, torch-lit chamber, guarded)
• Old grand stone carved walls of dwarven construction. • 2 Fervent Guards stand outside; the room contains a high
• Area occupied by d6 Mercenaries guarding supplies from ceiling with thick glass allowing natural light to penetrate
carts (contains food, barrels of water, general supplies, long the room; a large engraved large stone table is the room’s
iron bars, tools and large canvas sheets); donkeys are hitched centre piece (shows a map).
here. • 2 Paragon Cultists (bronze key, summoning stone) are
• Guards will prevent access and deny seeing villagers. The planning and debating the return of their god. A dummy
alarm bell in one wagon alerts guards from 7 (appears in 6 stand contains a luxurious white robe with fine embroidery,
turns). a golden crown and exquisite boots (intended to be clothes
2. Great Hall (Solid stone door from 1 closed) for their deity, all valuable).
• Grand chamber of finely carved stoned architecture. A set • Stone of summoning (magical artefact; rare; allows cross
of steps lead up to a stone pedestal the ground is painted dimensional contact; 3 uses left)
with arcane signs. • False wall hides a passage to 6; everyone is unaware of this.
• A young robed woman wanders the room, whispering and 8. Barracks (Wooden door closed, torches light chamber)
murmuring to herself, her mind fractured. • Room contains bunks, chairs and a small cooking area;
• The girl offers few words but refers to herself as the ‘First bedrolls and piles of equipment are scattered around.
Sister’ (she is the victim of the first failed summoning and is • d6 mercenaries are resting here; some are in quiet
harmless). conversation about ‘what lies within the pit’ (10).
3. Stone Chamber (Solid stone door from 2 closed) • Mercenaries are discontent and are tempted to leave their
• Stone chamber, dwarven markings inscribed on the wall employers.
(read “Mezrak’s Foundry, the study of pneumatics”). 9. Vault (Mechanically locked vault door)
• Large steam pipes run across walls, these are corroded and • Lever outside door can be pulled to open the vault but only
appear to have been patched with small metal plates. if furnace (4) has been ignited (Cultists not breached vault).
• Warm air can be felt from the descent down to 4. • Inside, contains a vault of crates; chests and a bookshelf
4. Drilling Cavern (Stairs descend deep from 3) containing scrolls and parchments.
• Area is hot; fissures emit gas and vapour into the area (d2 • Searching reveals; 3 chests containing dwarven gold (100 gp
damage per turn, can be patched) from corroded pipes. The each); a dwarven forged hammer (chaos-bane, masterwork,
room is dominated by a large furnace connected to a ADV damage, x2 damage vs chaos creatures); scrolls and
drilling machine. Tools; chains; pulleys are scattered parchments written in dwarven (invention notes on steam
amongst piles of coal and rock. devices. No immediate re-sell value but highly valuable to
• Drilling machine, if lifted using pulleys reveals a 100ft hole, dwarven craftsmen).
bored into the ground below. This can be climbed down to 10. The Pit (Open access, chamber dark)
reveal the narrow earthworm tunnels leading past their den • Room shrouded in darkness; clanking chains and raspy
(d4 worms) to 5. breathing can be heard from within a pit in the centre of the
• Coal and barrels of water (from 1 or 5) can be used to ignite room.
the furnace and activate the steam drill and door to the • The pit is covered by an iron grill; a rusted chain
vault (9). mechanism can be activated to open the grill (will alert
5. Storage & Machinery Area (Door locked, Iron key required) people in 6). Winding rough-cut passage descends down to
• Room contains a mixture of old crates; wooden chests; 11 & 12.
tools; metal plates; equipment and some fresh water barrels • An creature of chaos known as Noul-Utl is chained below;
and organised food supplies. Part of the SE wall has earthworm carcasses and dried blood cover the floor; he
collapsed with rubble. will bargain for his freedom but if released, is weak and
• Searching reveals; old mining tools, equipment and spare must feed soon (disadvantage until fed on life energy, has
parts plus some of the group’s food supplies. knowledge of cultists plot).
• Investigating the rubble reveals a small tight barely crawl- 11. Cell (Portcullis bars entry, door locked, bronze key required)
able tunnel leading past earth worm den (d4 worms) to 4. • Small cave area; portcullis blocks access, difficult to break.
6. Guard Chamber (Torches light the chamber and passage) • 3 villagers are held prisoner here (Jeyna, Burke, Culan);
• Converted to a rest area with tables and chairs; equipment possess minor cuts and bruises, scared of their captors.
racks on the wall which store equipment. • Fearful of death, aware may be held for some later purpose.
• A Fervent Guard sits in an alcove (has iron key); d6 12. Cell (Portcullis bars entry, door locked, bronze key required)
mercenaries occupy the chamber playing dice; they are off- • Small cave area; portcullis blocks access which is difficult to
duty and muttering discontent over the motives of their break; the room has been reasonably well furnished with a
employer. bed and adequate supplies.
• A false wall sits behind one of the equipment racks and • Lone young man garbed in a simple robe held here.
leads to 7; mercenaries are unaware of this. • This is ‘The First Brother’, a malleable victim and acolyte of
• Passageway SW (to 10) is hazardous with boiling gasses the order chosen to act as the host. He is awaiting his
bursting from the pipes (d2 damage per turn, metal plates summons to complete this great honour. He is the second
from 5 can patch these). vessel.
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SAMPLE ADVENTURE
ENTRANCE
THE SOLAR 7
COURTYARD 1
GUARD 6
BARRACKS 8 CHAMBER
GREAT HALL 2
VAULT 9
CHAMBER 3
THE PIT
10
STORAGE & 5
MACHINERY AREA
DRILLING CAVERN 4
CELL
11 1 SQUARE = 10FT
CELL
Rooms 1 & 7 have natural light. Torches are already lit in rooms
12
3,5,6 & 8. Light sources required in other rooms.
Villagers: Unwittingly stumbled on the plot. Xorgnix (Chaos) | LVL 6 | HLT 40 | DEF 14/DR3 | SKL d10 | TSR -
Tentacled chaotic horror, 4x Tentacles (d6, short), Grab/Crush
175
HEROES of ADVENTURE Character Sheet
PLAYER NAME
CHARACTER NAME
RACE
CLASS
LEVEL/XP
CURRENT MAX CURRENT MAX CURRENT MAX
D
SE
SU
ES
STR
176
BACKGROUND INFORMATION
PERSONA
BACKGROUND
ADVENTURING CAREER
NOTES
177
Rules
H E RO E S O F A DV E N T U R E
Compendium
Heroes of Adventure is a fantasy medieval adventure game inspired by classic
role-playing games of yesteryear.
The Heroes of Adventure Rules Compendium is a single volume publication
incorporating the Players Handbook, Referee’s Guide and Monster’s
Compendium and contains all the rules and information you need to play the
game.
DESIGN
THE NAMELESS DESIGNER
HTTPS://NAMELESS-DESIGNER.ITCH.IO/
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