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Heroic Tales Appendices v. 1.3.1
Heroic Tales Appendices v. 1.3.1
Heroic Tales Appendices v. 1.3.1
The word “creature” has been used throughout these appendices in case the facilitator choses to allow enemies to also use items,
skills, or any of the new combat rules in order to generalize both actor and target.
I am incredibly indebted to Squidhead Games for first publishing such a wonderfully elegant and adaptable system, and second
for being so ready with encouragement and advice.
APPENDIX LIST:
APPENDIX A………………..……………..………………………..……………… EXPANDED BESTIARY page 2
ACKNOWLEDGEMENTS page 51
CHANGELOG page 52
Bandits are found everywhere there are travelers, hoping to In large groups there is a chance of 1-2 on 1d6 that there
catch unaware those whose pockets are deep and security is will be a barrode shaman present, who can cast two
lax. Lacking any sort of true organization or formal training random easy to moderate effort level spells. Shamans are
in combat, bandits rely mostly on surprise and intimidation armed with spiked clubs.
to ensure their place in the world. Because there is no
assurance of great riches or reliability in their chosen way
of obtaining what they need, bandit packs tend to be small BASILISK
enough to remain sustainable through dry periods and
those times when they need to lay low. Size: Large
Health: 9
Bandits are desperate, but also believe that it is better to Attack: 3
live another day. If a bandit pack is reduced to half its Weapon: Bite OR Gaze
original size the facilitator should roll a check on 1d6; on a Armor: 1
success, the bandits will continue to fight in order to try Skills: None
and make some sort of gain, but on a failure the bandits Abilities: Stone Gaze (see description)
will flee for their lives. 9
Bears are feared everywhere due to their ferocity and A centaur is a strange hybrid of horse and man: they consist
surprising strength. They are found mostly in wooded areas of the body of a horse, but where the head of the horse
where there is sufficient prey to provide food, although would normally be there is instead the body of a human
some have been spotted in plains. Normally, bears limit (including from the waist up of a human). They are proud
themselves to associating with their immediate clans only, creatures who are easily provoked and slow to calm down
being solitary and territorial creatures. once angered.
A bear can grapple a target instead of attacking with its Given enough of a clear and straight path, a centaur will
claws; the target must successfully save or be immobilized charge their enemy, bearing down on them with their
and unable to attack until a successful strength check at spear. For this attack they roll at advantage.
disadvantage or they are freed by an ally. A bear will bite a
grappled foe with advantage.
BUGBEAR CHIMERA
Size: Medium Size: Large
Health: 7 Health: 11
Attack: 3 Attack: 3
Weapon: Long Sword/Battle Axe Weapon: Claws OR tail OR fire breath
Armor: 2 Armor: 1
Skills: None Skills: Tail 1
Abilities: Rally troops (see description) Abilities: Breath 1
A larger, fiercer cousin of the goblin, bugbears are often Chimera are composed of the pieces of several disparate
viewed as bullies and tyrants in goblin society. Typically animals: a lion with the head of a body extending from its
standing another foot to foot and a half taller than a typical back and a snake for a tail. This bizarre hybrid possesses all
goblin, a bugbear is also recognizable by their increased of the natural ferocity of each animal and is able to attack
hairiness and higher intelligence. They have their own different targets (within range) with its claws and tail. This
clans and societies, but often venture out in order to enables a chimera that is surrounded by enemies to use
establish themselves as the leaders of less formidable different attacks for each one.
goblin groupings. Normally their rule is maintained by
force and intimidation, leading goblins to resent them A chinera’s fire breath attacks enemies in a 15 foot cone.
greatly. Enemies who are stuck by the fire breath take damage and
in addition gain the aflame condition. Any foe struck by the
If commanding a force of goblins, a bugbear can revive 1d3 tail must save or be poisoned.
fallen goblins on a roll of 6 on 1d6. The revived creature has
half of their original hit points.
CILOGOLLID
Size: Medium (Bipedal) / Large (six-legged)
Health: 6 (Bipedal) / 8 (six-legged)
Attack: 2
Weapon: Pincers
Armor: None (Bipedal) / 1 (six-legged)
Skills: None
Abilities: None
Minor demons are upper-status members of the common Four footed and as large as a trio of carriages, dorrum can
class of demons. They typically carry out the orders of be detected by the rumbling of the ground as they
major demons when the task is deemed not worth their approach. Their hides are incredibly thick, and they
time. Like major demons the form, color, and size of minor possess a pair of large horns on the tip of their nose which
demons is not entirely consistent; what is consistent is the they use to gouge, crush, and smash whatever obstacles or
sense of unease and dread that accompanies them all. enemies lay in their path. Hunted to near extinction
because of the value of these horns, dorrum are not
A minor demon can summon a skeleton warrior to aid it in altogether common; notwithstanding, they are formidable
battle. This can be done up to three times per encounter. foes and each victory over them is a tale that is told with
The skeletons can be summoned within ten feet of the awe and wonder.
demon and will be able to attack any adjacent foes, but
must wait to move until the next round after they were Dorrum are rather slow and lumbering in close quarters,
summoned. but given enough space they can build up adequate speed to
completely overrun any tiny to large sized enemies that are
All demons are immune to all fire attacks, taking no in their path, so long as they maintain a straight course.
damage from them. However, any blessed items have Any and all creatures that are unfortunate enough to be in
advantage against a demon and do double damage. the path of a rushing dorrum must roll a save and will, in
addition to receiving damage from the attack, be in danger
of being trampled; a struck creature who fails a save will
DOG, RABID take three damage and be knocked ten feet away, making
them prone, and causing them to have disadvantage on
Size: Small
their next attack.
Health: 2
Attack: 1
Weapon: Bite
Armor: None
Skills: None
Abilities: Grapple (see description)
DRAKE, RAPTOR
ELEMENTAL, AIR
Size: Small
Health: 4 Size: Medium
Attack: 2 Health: 8
Weapon: Bite Attack: 3
Armor: None Weapon: Wind Blast
Skills: None Armor: 1
Abilities: Smoke Breath (see description) Skills: None
Abilities: Hurricane Blast (see description)
Raptor drakes are small dragons, about the size of a large
dog, who rely on their quick running speed to take down Air elementals are physical manifestations of the power of
their enemies. Their usual mode of attack is snapping with the wind. To some they can seem to appear to be
their relatively large jaws although they would be able to whirlwinds or small tornados with branching limb-like
levy an attack with their forearms should the need arise. appendages. Air elementals can change their size at will
While raptor drakes cannot breathe fire like their larger between small, medium, and large, but receive no bonuses
cousins, they are able to produce prodigious amounts of or penalties to their health as a result of the change in size.
smoke from their mouths; so much is produced and so Normally they hurl battering blasts of wind at their
thickly that they can render a twenty five foot by twenty five enemies, but an air elemental can opt to knock down all
foot area completely obscured within seconds. Any creature adjacent enemies who have been foolish enough to
that is caught in the smoke is unable to see to attack. surround it with a concussive blast that spreads out rapidly
Normally the smoke dissipates after one combat round, but in all directions; any creature who cannot save against this
by this time the raptor drakes will have normally attacked attack receives 1 damage and is knocked down, also
from an angle that their prey could not see due to the receiving the prone condition.
smoke. Accordinglyraptor drakes tend to attack in small to
An earth elemental can sacrifice one attack die to cast alter EUFLARON
earth; if the target does not save successfully they will be
trapped by a mound of earth that springs up and engulfs Size: Medium
their legs, giving them the immobilized condition. The Health: 5
trapped creature can attempt one save at disadvantage at Attack: 2
the beginning of each of their turns to attempt to break out. Weapon: Vine
If they are successful (or if the elemental is defeated) they Armor: None
are freed and lose the immobilized condition. If the Skills: Vines 2
creature escapes before the elemental is defeated the Abilities: Blend in to environment (see description)
elemental will gain back the spent attack die.
The difference between flora and fauna is greatly blurred in
the case of euflaron: through some quirk of genetics a
ELEMENTAL, FIRE genus of plant evolved the ability to assume humanoid form
and become motile. These creatures tend to resent both
Size: Medium animals for their constant destruction of plants and their
Health: 8 habitats as well as plants for their inability to prevent the
Attack: 3 destruction. Typically in order to ambush any creature they
Weapon: Firebolt wish to attack, euflaron will retain their “natural” state
Armor: 1 which resembles nothing so much as a large tuft of grass; at
Skills: None the right time, however, they will spring from the ground
Abilities: Conflagration (see description) and assume their humanoid form. When they are
humanoid, a euflaron can grow out a pair of vines that it
A fire elemental has the appearance of a humanoid figure uses as whips.
that is composed entirely of flame. There is, in truth, a
physical essence at the core, but it is heavily buried inside
and guarded by the surrounding flames. They are
summoned by staff, scroll, or wand, requiring a
considerable amount of magical talent. Being largely
fire-based, fire elementals receive double damage from
water based attacks. However, again due to their
composition, anyone hit by an elemental or who is within 5
feet of the elemental must save successfully or receive the
aflame condition.
GHOST
GARGOYLE
Size: Medium
Size: Medium Health: 5
Health: 6 Attack: 2
Attack: 2 Weapon: Shriek OR Chill touch
Weapon: Claws OR Bite Armor: None
Armor: 1 Skills: None
Skills: Claws 1 Abilities: Incorporeal (see below)
Abilities: Hard Skin 3
Sad remnants of the once-living, ghosts haunt the spot
The skin of a gargoyle has much the same color and texture where their mortal form met its demise in futile attempts to
as stone. This, combined with their complete lack of ease the eternal pain they are doomed to endure. Their
reliance on air, water, or food and ability to remain non-corporeal nature allows them to pass through all
motionless, has resulted in them often being mistaken for manner of materials and to hide or flee when necessary. A
statues. Once in motion, however, a gargoyle poses a real ghost cannot normally interact with physical objects except
through intense focus and effort on their part. Normal
Size: Medium Through some happenstance of fate, gemini giants are born
Health: 6 conjoined, with one set of legs but a body that branches out
Attack: 2 to a pair of independent arms and heads. Not truly a single
Weapon: Claws entity but a merged pair, each head controls the one arm on
Armor: None its side. Because of this the arms can act independently and
Skills: Claws 1 attack one foe twice or two foes at once. Gemini giants are
Abilities: Paralysis (see description). known to bicker between themselves, which a wise
adventurer will use to their advantage.
Ghouls are repulsive creatures who feast on the bodies of
the dead. For this reason they are often found in crypts and
graveyards, where their nourishment is most plentiful; this GNOLL
does not preclude them, however, from venturing out to
find a source of living beings to kill for future meals. Size: Medium
Health: 4
The scratch of a ghoul can infect a wounded creature, Attack: 2
resulting in paralysis: any creature who is struck by a ghoul Weapon: Sword
must save successfully or be paralyzed for 1d3 rounds. Armor: 1
Skills: None
Abilities: None
GIANT, FIRE
Gnoll are humanoids with the head of a wild beast. Due to
Size: Huge this, they are often most concerned with their own self
Health: 10 preservation and will stop at little to ensure their own
Attack: 3 continued survival. There are loose societies of gnolls that
Weapon: Strike OR firebolt spring up, but these are usually little more than a pack with
Armor: None a tense agreement to cooperate for a modicum of shared
Skills: None benefit between the members. Lacking the ability to engage
Abilities: Flaming strike (see below) in agriculture, gnolls tend to raid livestock from farms to
supply themselves with needed nourishment. They have
Giants are towering beings who see themselves as above practiced enough warfare over the years to employ
most other life (both literally and metaphorically). To them, meaningful tactics, although they are not overly well
most creatures that they encounter are little more than organized. It is especially noteworthy that a gnoll’s true
bugs, and they view them as such: insignificant, pesky, and concern is with its own safety and they will not put their
expendable. They are fearsome in war, and each reflects the lives on the line for their companions, but would prefer to
nature of where they grew up. flee to live another day when their force is reduced enough.
Oozes are viscous masses of plasma that have developed Small, winged creatures known for their mischief as much
motility and a dull sense of purpose. An ooze’s attack is as their magic, pixies inhabit areas in forests where the
corrosive enough to damage most organic material, but also mushrooms are plentiful and the hiding places are
can degrade metals and cloths. If using item durability, abundant. They prefer to attack from afar with their bows,
each successful hit from an ooze removes one durability but can engage in melee combat if necessary.
from an item in the possession of the stricken creature. If
not using item durability, roll 1d6: on a roll of a 1, an item Pixies can cast illusions that confuse their foes, who will
belonging to the stricken creature is destroyed. attack the illusion instead of them. Once the creature
attacks the illusion, the spell will end and the creature will
Cold attacks are especially effective against oozes, doing realize they have been fooled. Pixies are also capable of
double damage. charming a foe for 1d3 rounds.
ORC PONTIANAK
Size: Medium Size: Medium
Health: 6 Health: 5
Attack: 2 Attack: 3
Weapon: Long sword / Battleaxe / Spear / Short Bow Weapon: Claws
Armor: 1 Armor: 1
Skills: Swords 1, Axe 1, Spear 1 Skills: None
Abilities: Knockback (see description) Abilities: None
Orcs are vile humanoids with vaguely piglike features, Pontianak take the form of thin, pale women with long
blue-green skin, and a taste for conquest and warfare. With black hair and red eyes. The ghosts of women who have
imposing physiques seemingly bred for battle, orcs can endured great tragedy, they roam the countryside searching
sweep across large territories, bringing destruction in their for others to make suffer as much as they have. Their mere
wake. They are capable fighters with almost any weapon, presence is so terrifying that anyone who comes within ten
including using bows for long-ranged attacks. Most orcs feet of them must save successfully or receive the terrified
prefer to move in the cover of darkness, although they are condition. Pontianak attack with their extended fingernails
able to venture out in the sunlight without any real that are essentially six inch claws, slashing at the bodies of
repercussions. their victims.
Typically giant scorpions are created by dark magic. These Sometimes a particularly daring sorcerer will dabble in the
unnatural and unholy hunters roam the countryside in arts of necromancy, rearing up the skeletons of fallen
pursuit of a meal, snapping with their claws and striking warriors to do their fighting for them. These mindless,
with their poisonous stingers. shambling horrors do not fear death since they have
already tasted it and will fight until they can no longer
Any creature stung by the tail of a giant scorpion must function. Due to the fact that they no longer possess any
successfully save or be poisoned. A giant scorpion can also flesh or organs, ranged weapons have disadvantage, as do
grab a creature in one of its pincers while continuing to edged weapons. Whenever a skeleton is defeated in battle, a
attack with the other. If the save is failed, the creature is successful save will revive them.
considered grappled and may attempt a strength save at
disadvantage at the start of each of their turns to try and
break free. SKERRAXIS
Size: Medium
Health: 3
SERPOPARD Attack: 3
Weapon: Strike
Size: Medium Armor: 3
Health: 6 Skills: None
Attack: 2 Abilities: Enrage (see description)
Weapon: Bite
Armor: None A skerraxis is the embodiment of the rage, hatred, and
Skills: None malice of a conjurer, given form as a shadowy figure. Its
Abilities: Neck reach (see description) ethereal nature makes it both delicate and difficult to strike.
It tends to focus on those who are the weakest in a party,
In some strange or unholy manner, lost in the darkness of picking off the easier targets before overwhelming the
forgotten history, there was a crossing between a leopard more powerful foes.
and a serpent. The resulting creature has the body of a
leopard, a long serpent-like neck, and a leopard’s head. This If a skerraxis’ attack has 3 or more successes, the target
gives them the speed and agility of a leopard along with an must successfully save or become possessed momentarily
extended reach due to their long and lithe neck.
by the anger of the skerraxis, and will attack the nearest
ally (moving towards that ally if necessary) immediately on
Because of the length of their neck, serpopards can attacks
from ten feet away and the speed of their neck is such that their next turn.
any creature defending against them rolls at disadvantage
as long as they cannot close this distance; once they have
taken a position that is adjacent to the serpopard they will SNAKE, GIANT
attack as normal. The serpopard, of course, will do Size: Large
everything it can to maintain this distance. Health: 7
Attack: 2
Weapon: Bite
Armor: None
Skills: None
Abilities: Poison, constrict (see description)
TROLL Strange beasts with a bull’s head, six legs, and spikes for
feet, ushi-oni prey on those they find wandering on beaches
Size: Large or in other sandy areas. There are also whispers that they
Health: 9 can take human form, waiting at temple gates or in
Attack: 3 mountain paths to find unsuspecting victims. In any case,
Weapon: Club they relish killing and eating their victims by impaling
Armor: None them with their spiked feet and tearing them to shreds with
Skills: None their terrible teeth.
Abilities: Sweep (see description)
The poison that is spit by an ushi-oni affects all creatures in
While a troll usually prefers to live in rocky terrain, keeping a ten by ten foot area, who must save or receive the
solitude with its family, they are also known to venture out poisoned condition.
for reasons only they can fathom. Trolls are large, strong,
and surprisingly agile. A troll’s sweep attack can hit up to
three adjacent targets, making ganging up on one a VALLAX
dangerous gambit.
Size: Tiny
Trolls also regenerate 1d3 health each round, and must be Health: 3
attacked with flame based magic or weaponry to be fully Attack: 1
defeated. Weapon: Bite
Armor: None
Skills: Bite 1
UGULIK Abilities: Blood drain (see description)
Size: Small Vallax are foul, winged creatures that swarm their enemies
Health: 4 and proceed to peck at them with their sharp, needle-like
Attack: 2 proboscises. Every time a Vallax does damage to a creature
Weapon: Dagger / Hand Axe it is healed for the amount of damage it dealt, up to its
Armor: None maximum amount of health. A vallax may also revive a
Skills: None fallen comrade with the blood it has removed from a target,
Abilities: Tunneling (see description) although this would require its entire turn to do so and it
would need to be at full health itself in order to do so.
Ugulik are small, subterranean humanoid creatures that
can tunnel with lightning speed underground through earth While vallax are not dangerous on their own, it is because
or stone. Thin, shriveled, and grey skinned with comically of the vast size of their swarms that they pose a threat.
pointed ears and oversized eyes, their humorous
appearance belies their treachery and will to mete out
harm to others. VAMPIRE
As they are so adept at tunneling, ugulik tend to make very Size: Medium
little noise as they carve their path, suddenly pouring out of Health: 15
a hole that has seemed to pop into existence in order to Attack: 3
waylay their target. A favorite tactic during battle is to Weapon: Long sword OR bite
tunnel underground, going from one spot to another and Armor: None
leaving pockets underground to collapse when enemies Skills: Swords 1
walk over them; this has the result of knocking the enemies Abilities: Blood drain, transform, and hypnotize (see
prone, thus open to attack. description)
Xanb are a strain of mushroom that has somehow Zithmari have the appearance of corpses due to their
developed consciousness and motility. Over time they have deathly pallor, utterly black eyes, and silver hair; however
also evolved the ability to defend themselves by swinging they move with blinding speed and have developed the
the two large thalluses that branch off from the main ability to bend electricity to their will. They are a proud
thallus. Due to their overall structure, the movement of a people and while not overtly hostile, will readily attack any
xanb is slow and deliberate, resulting in them staying in a who do not show them what they feel to be their due
relatively small territory over their lifetime. obeisance. Zithmari typically dress in white robes and little
else.
Xanb naturally release a cloud of spores to reproduce.
Because the spores cause a reaction in other creatures A zithmari can revive a fallen comrade by shocking their
when inhaled xanb have adopted the tactic of releasing the system back into health. The revived zithmari will have half
cloud when threatened. Instead of attacking, a xanb can of their original health.
spend its full turn releasing spores; any creature within a
ten foot radius must successfully save or be nauseated and
also be sluggish for 1d3 + 1 rounds. ZOMBIE
Size: Medium
If a xanb has released its spores, 1d3 + 3 tiny xanb (health 2
Health: 4
and attack 1) will spring up the next round in the area
Attack: 1
where the spores were released.
Weapon: Claw OR Bite
Armor: None
YANE Shield: None
Skills: Claw 1, Bite 1
Size: Medium Abilities: None
Health: 6
Attack: 2 Corpses raised by evil sorcerers as either protection or
Weapon: Claws OR Short Sword/Mace servants, zombies are relentless in their hatred of the
Armor: 1 living. Their creators’ spells have granted them additional
Skills: Sword 1, Mace 1 strength in their undeath, which they levy towards all who
Abilities: None stand in their way. They attack with slashing claws and bite
with sharpened teeth, trying desperately to satiate their
Lithe and graceful, yanes have the appearance of humans unquenchable hunger for flesh.
with a feline head. Typically covered in black and white fur,
there are others who possess all varieties of colors and A creature who has been killed by a zombie has a 1 in 6
patterns. Yanes tend to form small social groupings on chance of returning as a zombie within 24 hours.
which they rely for safety and security, but there are indeed
larger groups that form and create thriving communities.
Items marked as tools must be held in the hand in order to be Armorbane Hammer
used (sometimes two, if indicated). Items marked consumable Active, Weapon, Two Handed
have a limited number of uses (usually only 1 unless stated Should a creature use their armor or shield when attacked
otherwise). Items marked with a part of the body must be with this weapon and should the weapon activate, there is one
worn on that part or held in that part; a creature can only additional point cost to block the attack. If the armor has only
have one item on the head, shoulders, body, feet, and on the one point left or if a shield is used, it is bypassed completely
hands, but may wear as many trinkets as is reasonable. (while still losing the point).
Additionally they may hold one tool or weapon per hand;
weapons and tools are assumed to be single handed unless Bone Flute
noted otherwise.
Active, Tool, Two Handed
If not using facilitator rolls, any item that would put an enemy If activated while playing, this flute will summon 1d2
at disadvantage for attacks will reduce their attack rating by 1 skeletons who will fight for the creature that summoned them
to a minimum of 1; if an enemy was already at 1, reroll 1 until they are dead. The skeletons cannot be healed and will
failed die and if it comes up as a success, no hits were scored not revive if killed. The flute will only successfully activate
by that enemy. If it remains a failure then the enemy was able once per day.
to hit.
Bracelet of Reach
The descriptor tags beyond active/passive can largely be Passive, Accessory, Trinket
ignored with few consequences in order to keep the game While wearing this bracelet, the user can use telekinesis to
simple, but they may introduce some interesting limitations pull small, light objects into their grasp. It does not affect
on players, and thus encourage creativity. anything further away than a yard or heavier than a dagger.
Brutal Hammer
Antidote Passive, Weapon, Two Handed
Add 1, 2, or 3 skill dice, depending on quality, when using the
Passive, Tool, Consumable brutal hammer for an attack.
When drunk, this immediately removes poison from the
imbiber’s system.
Bythax’s Coat of Pelts
Passive, Armor, Body
Attuned Sword Add 1 skill die when attacking any beast type monsters.
Passive, Weapon
Pick a specific enemy. This is now the enemy to which the Charm Bracelet
sword is attuned. When attacking that specific enemy add 1 to
Passive, Accessory, Trinket
3 additional skill dice, according to the quality of the sword, to
Adds 1 pip to a single skill die on any rolls that involve
the attack roll.
persuasion.
Accurate Mace
Climbing Gloves
Passive, Weapon
Passive, Accessory, Hands
Add 1 pip to 1 strength or mace skill die when using the
adds 1 to 3 skill dice, depending on quality, for a check that
accurate mace for an attack.
involves climbing.
Amber Eyeglasses
Cutlass of Krumora
Active, Accessory, Head
Passive, Weapon
On activation while searching or tracking, adds 1 pip to a skill
When the owner of this weapon is rendered unconscious in
die.
battle the cutlass will magically levitate and continue to
defend them until they are revived; at that point it will cease
flung back 15 feet. Enemies who hit a solid object take 1 Passive, Weapon
additional damage. This crossbow can shoot around objects and corners OR will
add 1 skill die if the target is directly in view and in range of
Spiked Shield the wielder.
Active, Armor, Consumable
Begins with 3 uses. When a creature uses this shield to block Vambraces of Ogre Strength
.
damage, roll a standard check; any successes count as damage Active, Accessory, Arms
to the attacking enemy (the shield still loses a point of These vambraces will, when activated, triple the amount of
durability). weight that the wearer can lift for five minutes. The strength
leaves immediately at the end of the five minutes, meaning
Splintering Axe that the wearer may be injured if they are still carrying a
significantly heavy load and the effect of the vambraces stops.
Passive, Weapon, Consumable (special)
Begins with 3 charges and the ability to grant 2 skill dice when
used. When this axe kills a creature the wielder can use one Vial for Holding Precious Things
charge to cause the axe to splinter and distribute any excess Passive, Tool
damage between up to two nearby enemies. Once the charges When opened and pointed at any object, that object will be
have been depleted the axe acts as a normal weapon (now absorbed into the vial and held until the vial is opened again
with a 1 skill die bonus). at which point the object will spill out and regain its original
shape and size. Held objects possess no weight while in the
Staff of Evil’s Bane vial. The vial can hold a maximum of one object.
Active, Weapon, Two Handed
Once per day, if activated, will attack all undead and evil Vial of Noxious Gas
enemies who can see the holy light that emanates from the Passive, Tool, Consumable
staff. Can otherwise be used as a regular bludgeoning weapon. When thrown on the ground, this vial will shatter and spread
a cloud with a 20 foot radius; any creature who enters or
begins their turn in the cloud must save at disadvantage or
receive the nauseated condition.
Wand of Fetching
Active, Tool, Consumable
Has 3 charges. When used this want will fire a magic rope that
wraps around the enemy, giving them the grappled condition,
and pulls the enemy adjacent to the wielder.
Wand of Flames
Active, Tool, Consumable
Has 3 charges of a create flame spell. Requires a successful
magic test to use, each successful use removes 1 charge.
Attacks with this spell give the aflame condition in addition to
any damage.
Touch means that the caster must be adjacent to the target in Addition of 1 skill die to 1 level per skill die, D
order to hit. Otherwise, the maximum range of the spell’s the cast check. not to exceed the
target area is given in its description. Unless otherwise normal 3 skill die
specified, the area of effect can be considered to be a single limit.
5x5 square and any damage that is inflicted by a spell is
calculated as if a normal attack were performed. Increase the range of the 1 level per each R
spell by the specified increment.
If the concept of enhancements (area of effect,range, etc.) or amount. This can be
the restrictions of spells become too cumbersome or added to a touch spell to
frustrating, just throw it all away and use the spells in the give it range.
most fun way possible. The only consideration should be to
Sustain an effect of the 1 level per round. S
not let things get out of hand, but as long as spell points go
spell by the specified
down from time to time this shouldn’t be a real problem.
increments.
If using this list, there should typically be a limit to the Add a point of damage 1 level. W
amount of spells the caster can have prepared at any one upon a successful attack.
time; a suggestion might be 2 spells per level in magic or This enhancement can
religion. It is up to the facilitator to rule if spells can be only be taken once.
switched out at will after long rests or if they must be
collected by study or apprenticeship. It is entirely possible for
one-time use scrolls to be found with spells inscribed on them
during the course of an adventure, or even to be purchased Spell List
from appropriate shops or shrines.
Magic Religion
Additionally, while the spells are listed as either being
“magic” or “religion”, this should not be taken as an absolute Arc Touch Bless Meal
statement that a character with points in religion could not
learn, for instance, molten blood. If that works for your table Conceal Bolt of Right
or story, let it happen!
Create Flame Clarified Sight
Spell Enhancements
Create Frost Compel
A caster may increase the difficulty of the spells in order to Crystal Chamber Cure Disease
enhance the spell in various ways. The spell increases by 1
level of difficulty (effort) per enhancement, not to exceed an Dampen Noise Cure Wounds
effort cost of 6; thus, if the spell is already at very hard
difficulty, a maximum of 1 enhancement may be done. It Forceful Gale Discern Truth
should be understood, however, that no matter how many
enhancements are added to a spell, only the effort level goes Form Illusion Divine Fear
up. Thus, if the optional cast point mechanic is being used,
the cost of the spell is unaffected by adding enhancements. Grease Spray Encourage
Holy Pressure Once the spell duration ends, anything that was levitating will
immediately fall to earth and be subject to falling damage if
Religion Moderate 15 Feet A/C/D
applicable.
A practitioner of religion can call forth a column of
supernatural weight with a ten foot radius that will impart the
The difficulty of the spell is according to the following chart:
exhausted condition to all creatures so long as they are within
the column. The column lasts for 2 rounds per level of
religion. Enhancements can be used to increase the range in Size of Difficulty
15 foot increments, the radius of effect in 5 foot increments, Object
and the duration in one round increments; additionally, one
enhancement can be used to make the exhaustion last for one Tiny Easy
round after any creature leaves the column. Due to the fact
Small to Moderate
Whisper
Magic Easy 50 feet D/R/S
By picturing a person clearly in their mind who is within
range of the spell, the caster can subvocalize and have that
person hear them clearly as if they were standing next to
them. That same person can respond by also subvocalizing
and be heard by the caster equally as clearly. Should the
caster desire, they can at any point picture another recipient
in their mind and converse with them in the same manner.
This spell lasts for 10 minutes per level in the magic skill.
Enhancement can increase the range in 50 foot increments or
extend the duration of the spell in 10 minute increments.
Whisk
Magic Moderate 30 feet D/R
By using this spell a caster can instantaneously transport a
creature from one place to another, so long as it is within
range. If the creature is hostile, it can attempt a save to avoid
being transported. Enhancements can increase the range in
30 foot increments.
Acrobatics Charisma
Applies to actions that involve jumping over obstacles,
Used when trying to get in another creature’s good graces or
tumbling, balance, or other similar movement. May also be
to change a creature’s attitude towards the skill holder.
included when rolling saves that would be considered
acrobatic, such as to avoid being knocked prone.
Claws
Applies when wielding claws in combat or to perform some
Alchemy
sort of task that would require using claws.
For use when attempting to mix ingredients together to form
a new chemical or compound. May also apply when trying to
ascertain the makeup of a chemical or compound. Climbing
Used when attempting to scale or climb walls or other
climbable features. A check should be made every other
Animal Knowledge
round to make sure that the creature can maintain their hold.
Applies when trying to understand the behavior of or recall
A facilitator can decide if an athletics skill would also apply in
information of a particular animal. It is up to the facilitator to
this case to help the creature avoid falling.
decide how broadly or narrowly to require specialization in
this skill; a good reasoning from a player, however, should
usually be enough to convince a facilitator that it would apply Cooking
to a particular field or subject. Applies when performing any action that relates to the
culinary world.
Athletics
Used for actions that require endurance or stamina. Does not Crafting
apply to acrobatics, climbing, or attacking. Used to create items that would not require a forge or other
such tools, such as decorations, tools, clothing, etc. Can be
used to improvise a needed item or tool on the spot, provided
Axes
the necessary materials are available.
Applies when wielding axes in combat or to perform some
sort of task that would require an axe.
Deception
Used to distract or otherwise mislead a creature. Might be
Bard Performance
able to cause a creature to do something slightly out of
Bards must choose their primary area of performance (such
character, but never anything that would run contrary to their
as stringed instruments, wind instruments, percussion, etc.)
core held beliefs.
so that they can use bard songs. They should add an
instrument in their area of choice to their inventory so that
they can perform music. Detect Traps
Used when attempting to detect the presence of traps in an
area. Does not improve the ability to disarm discovered traps.
Blacksmithing
Used when working with metal to form either weaponry,
armor, or utility items. Requires the appropriate tools and Diplomacy
workplace to perform the task, although not necessarily a Necessary to deal with leaders or nobility where mere
forge; if the facilitator decides that the right conditions have persuasion or deception would be futile; this can turn hard to
been met, that is all that is needed. convince figures of stature to help the skill holder, and may
even avoid a fight if done correctly.
Dodge Medicine
A useful skill when attempting to distance oneself from an Used when attempting to treat another creature’s wounds,
enemy without receiving a parting shot, for getting out of the treat medicine, stabilize a creature, or apply medicine. At the
way of ranged attacks, etc. facilitators discretion can be used in conjunction with the
alchemy skill when attempting to concoct a healing potion.
Dungeoneering
Used when trying to navigate or understand a dungeon Monster Knowledge
environment. Can give insight, assist in locating traps, or Helps a character to recall information about a monster they
recall a path if the party is lost. are facing, At the facilitator’s discretion may include
weaknesses, habits, or histories.
Engineering
Used to work on or maintain devices of a highly technical or Navigation
large scale nature. May even assist in helping to disarm traps. Applies when attempting to ascertain directions in the
wilderness or trying to locate a destination without a map.
Gambling
For use when playing games of chance to either cheat, Negotiating
succeed on skill alone, or otherwise push the outcome to the Used when haggling over prices or bartering. If agreed to by
desired results. Helpful when trying to gather information in the facilitator, may be used in conjunction with diplomacy or
a situation where gambling is taking place. persuasion for specific situations.
Hale Performance
Adds an additional health for each point in this skill. Used when attempting actions that would entertain or distract
others.
Hiding
Applies when attempting to avoid discovery while remaining Perception
still. Applies when attempting to assess the situation in one’s
surroundings, including noticing hidden or secret items. Does
not apply when attempting to gain insight into another
Intimidation
creature.
For situations when a creature cannot be convinced by guile
or reason.
Persuasion
Used when trying to convince another creature of some fact
Knives
or idea. Will never convince a creature to perform an act that
Applies when wielding knives in combat or to perform some
runs contrary to their core beliefs or values, and will not
sort of task that would require a knife.
convince a creature to harm another creature they would
otherwise not harm. Can apply in or out of combat.
Languages
Applies when attempting communication with a creature that Picking Locks
speaks a language other than the one that the player character
Used when trying to open any lock without the proper key.
would normally know.
Requires a set of lock picks or thieve’s tools.
Maces Polearms
Applies when wielding maces in combat or to perform some
Applies when wielding polearms in combat or to perform
sort of task that would require a mace.
some sort of task that would require a polearm.
Staves
Read Person Applies when wielding staves in combat or to perform some
Applies when attempting to gain insight into another sort of task that would require a staff.
creature’s motives, feelings, or emotions. Can also be applied
to larger groups of individuals to get a general idea of the
Stealth
overall attitude of the group.
Applies when attempting to avoid notice while moving.
Recall Information
Strength
For use when attempting to recall information in the
Used when performing any task in which strength would
applicable field. It is up to the facilitator to decide how
provide a measurable advantage such as lifting, holding,
broadly or narrowly to require specialization in this skill; a
pushing, pulling, etc. Does not apply to attacks or dodges.
good reasoning from a player, however, should usually be
enough to convince a facilitator that it would apply to a
particular field or subject. Survival
Used when trying to overcome situations that immediately
Reflexes threaten a creature’s life.
Used for any action that would require a quick reaction such
as dodging a hazard, grabbing a falling object, or otherwise Swimming
moving with speed; the facilitator can decide if reflexes would Applies when swimming or performing another task in water.
be applied when trying to dodge an attack. Does not increase
athletic or acrobatic ability.
Swords
Applies when wielding swords in combat or to perform some
Religion sort of task that would require a sword.
The specific skill used by a cleric to call upon their god’s
powers for influence in the form of spells or priestly magic.
Streetwise
The skill of those who interact with the seedier inhabitants of
Repair cities. Can be used to help convince members of the criminal
Applies when repairing items, weapons, or armor that has world or underground societies to cooperate with the player
had its durability depleted. If agreed to by the facilitator, character, or to know information that would be considered
forging or crafting may be combined with this skill for criminal.
appropriate repairs.
Swashbuckling
Resilient For swinging on ropes, vaulting over obstacles, or other such
Applies when rolling a save against conditions such as poison, actions reminiscent of sword fighting in classic Hollywood
weakened, unconscious, etc. films.
Riding Thaumaturgy
Used when riding on horseback to help drive or navigate the When a player has this skill, they may attempt to recharge a
horse. May also apply to actions that are attempted while on consumable wand or staff that still has at least 1 charge left.
horseback, such as attacking or otherwise interacting with the They may only make one attempt per day, and may never
environment. bring the staff or wand above its initial charges. A character
without this skill may not make the check.
Sleight of Hand
Used when attempting to perform any task where subtlety or Throwing
deception is involved using the hands. Does not apply when Applies when throwing an object whether weapon or not. Can
attempting to pick locks or disarm traps. be used in or out of combat, and is subject to facilitator
Tracking
Used when trying to find the trail of a target or follow a fleeing
target. The facilitator can decide if the tracking trait would
help a creature find a hidden or even invisible creature. Can
also apply when trying to find game in the wild.
Unarmed Combat
Applies when attacking with bare fists or feet. When used in
conjunction with the brawling skill gives particular advantage
to fighting unarmed.
Chilled
A chilled creature must successfully save or drop any items
they have in their hands; in addition they will attack with
Hastened Sluggish
When a creature is hastened they are able to perform one A sluggish creature can only perform one action per turn. The
additional action per turn. sluggish condition can be removed through magical means or
an uninterrupted period of rest.
Immobilized
An immobilized creature cannot move until they remove the Terrified
immobilized condition, whether through escaping the A terrified creature can only cower in fear during their turn.
immobilizing cause or through healing of an immobilizing They are unable to attack or otherwise interact with their
injury. They are still able to perform an attack action, immediate environment. If a terrified creature is able to keep
although save rolls are done at disadvantage. the object of their terror out of their view for two rounds they
will lose the terrified condition.
Invisible
When invisible, all attacks towards the creature are rolled at Unarmed
disadvantage and without any skill dice. In addition, a When a creature is unarmed they must make all strikes with
maximum of 1 health may be received. their bare hands or with their feet. They are unable to use any
skills for any weapons , plus they do no more than 1 damage
Nauseated on a successful hit, no matter how many successes they roll
A nauseated creature is at disadvantage for all rolls as long as (unless they have the brawling and/or unarmed combat skill).
they remain nauseous. In order to remove the condition they B. Any creature who has natural weapons, such as claws,
must spend their turn heaving in order to get their stomach teeth, spikes, etc. cannot be unarmed.
back under control. A creature who is engaged in active
combat cannot clear their stomach, but must wait until they Unconscious
are not being actively attacked. An unconscious creature can perform no actions on their
turn, including save rolls. They are unaware of anything that
Obsessed happens around them and will remain unconscious until
When a creature is obsessed, they must only focus on the revived either by magic or other practical means as agreed by
designated item for 1d3 + 2 rounds and will ignore everything the facilitator.
else around them; they will not move or attack, but instead
remain fixated and staring at the object of their obsession. Weakened
Removing the object of obsession or covering their view for A weakened creature is at disadvantage for all attack and
two rounds will immediately end the obsessed condition. strength checks. The weakened status will end if cured by
magic or after a full day’s rest.
Poisoned
A poisoned creature makes all attacks/save rolls at
disadvantage and loses 1 health per round. At the beginning
of each of their turns they are allowed to roll a save check at
disadvantage; a success means the end of the poisoned
condition. Magic or items that would heal poison will end the
poisoned condition. Poisoned will also end once the creature
is at 1 health.
Subduing Damage
If a creature wishes to take an enemy captive, rather than kill
them, they must do final damage to the enemy as subduing
damage. This is typically with a blunt weapon, the flat of a
blade, or with fists or feet. Subduing damage is done without
skill dice and does half of the rolled damage (rounded up). It
may be necessary for a creature to perform many subduing
attacks in succession in order to avoid unintentionally killing
their intended prisoner. Any creature who is subdued
immediately receives the unconscious condition and will
awaken in 5d6 minutes (unless other measures are taken to
stir them awake).
Sometimes two creatures may want to do the same action at To roll a 1d2, roll 1d6 and count 1-3 as 1, 4-6 as 2.
the same time (such as both trying to grab for the same
object), or else they might be both attempting action as that
are in direct opposition to each other (i.e. one holding a door
shut while the other attempts to open it, one creature -Critical Hits Table-
attempting to sneak past another who is actively looking for
unwanted intruders, or 1-2 on first die:
For player facing roles, roll a check as necessary, and subtract Due to the force of the attack, the target creature is
4
one success for half of the creature’s attack value - rounding knocked prone.
down - plus one additional die for every level the opposing
creature has in an applicable skill that might oppose the Receiving the attack is so draining that the target
5
desired action (for instance, an orc has an attack rating of 2 creature gains the sluggish condition for 1d2 rounds.
With a rush of adrenaline, the attacking creature gains Missing wildly, the creature strikes themself with their
1 an additional attack for this round, but without any 2 own weapon; roll for damage normally and take half
skill dice. of the number of successes (for a minimum of 1)
Their target creature is so demoralized that any Because of some tricky terrain, the creature sprains an
2 attacks towards the attacking creature by the current 3 ankle (or other approximate body part), becoming
target are done at disadvantage. immobilized for 1d2 rounds.
Due to the speed of the attack, neither armor nor The creature’s attack bounces off their target and
shield can be used against this attack. If the target 4
3 strikes themself for 1d2 damage.
creature has no armor or shield then they take an
additional 1d2 damage. This attack fails so spectacularly that the next attack
5 on the creature has advantage due to their utter
This blow strikes the target creature’s eyes, giving the embarrassment.
4 target creature the blinded condition for the next 1d2
rounds. Images of their teacher or mentor frowning in
6 disappointment haunt the creature; they have
The force of this attack knocks the target creature disadvantage on the next 1d2 attacks.
back 10 feet; if the target creature hits ANY physical
5
object (including other creatures), they stop and take 3-4 on first die:
an additional 1 damage.
In the heat of battle the creature’s shield becomes
This blow lands to the head, giving the target creature 1 damaged and loses one durability. If they have no
6
the dazed condition for the next 1d2 rounds. shield they simply take 1 additional damage.
5-6 on first die: As a result of battle fatigue, the creature gains the
2
exhausted condition for 1d2 rounds.
In utter fear of their attacker, the target creature is
1 immobilized for 1d2 rounds and cannot perform any A bug flies up the creature’s nose; they have the
3
parting shots for those rounds. nauseated condition for 1d2 rounds.
The attacking creature gains 1 grit (not to exceed the Extreme muscle fatigue sets in: the creature’s next
2 4
limit of grit they can have). attack does half damage.
Feeling that the attack is totally unfair, the target The creature receives a blow to the head and they have
3 5
creature gains the enraged condition for 1d2 rounds. the dazed condition for the next 1d2 rounds.
Exhausted, the target creature gains the weakened Some kicked-up dirt gets into the creature’s eyes,
4
condition for 1d2 rounds. 6 giving them the blinded condition for the next 1d2
rounds.
5 The target creature takes an additional 1d2 damage.
5-6 on first die:
The attacking creature is energized by their success;
6 roll a standard check, and on a success the attacking Thanks to a misstep, the creature falls and gains the
1
creature heals 1 damage. prone condition.
A random item drops out of the creature’s pack or Magic Spell Costs
5
backpack.
In order to make the use of magic a bit more costly (and thus
The creature hallucinates an image of their greatest
6 more precious), the following chart can be used for cast point
fear, gaining the frightened condition for 1d2 rounds.
costs when appropriate, in lieu of only going down one point.
Surprise
The following monsters and their stats are the creations and
property of Rocket Dog Games:
-Version 1.3.0-
Revised:
Cover Art
Fixed:
Various Typos
-Version 1.3.0-
Added:
1 Skill (Bard Performance)
1 Item (Potion of Magic)
*Bard Songs*
Revised:
1 Item (Armorbane Hammer=
-Version 1.2.1-
Added:
1 Condition (Dazed)
Removed:
Multiple attacks for monsters
Revised:
Various monster skills
1 item (Melissa’s Basket)
Knockback details
-Version 1.2.0-
Added:
3 Creatures (Llorana, Qallupilluit, Serpopard)
*Magic Spells*
Removed:
Monster shield stats
Revised:
Various monster health values
Order of appendices
-Version 1.1.0-
Added:
*Additional Mechanics*
-Version 1.0.1-
Added:
1 Magic Item (Gadol’s Lucky Topaz)
2 Combat Moves (Disengage, Parting Shot)