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Knave Tabletop Game Rules Guide

The document provides an introduction to Knave, an open-ended tabletop roleplaying game designed to emulate early D&D games from the 1970s. It emphasizes that Knave focuses on a traditional framework of characters exploring dangerous locations like dungeons and ruins, but that the rules are meant as a starting point and each group can tailor them as desired. It also includes a designer's commentary section to explain the design choices for the rules.
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
692 views43 pages

Knave Tabletop Game Rules Guide

The document provides an introduction to Knave, an open-ended tabletop roleplaying game designed to emulate early D&D games from the 1970s. It emphasizes that Knave focuses on a traditional framework of characters exploring dangerous locations like dungeons and ruins, but that the rules are meant as a starting point and each group can tailor them as desired. It also includes a designer's commentary section to explain the design choices for the rules.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Game Master Duties
  • Player Duties
  • Ability Scores and PC Creation
  • Carrying and Starting Equipment
  • Item Slots and Wounds
  • Checks
  • Leveling Up
  • Traveling
  • Weather
  • Signs
  • Delving
  • Shifts
  • Encounters
  • Hazards
  • Combat
  • Spellcasting
  • Spells
  • Generating New Spells
  • Divine Magic
  • Alchemy
  • Money & Gear
  • Warfare
  • Buildings
  • Downtime
  • Recruiting

Left front endpage - Rules Right Front endpage - Rules

summary summary
Splash image Title page

Draft 6 for Kickstarter


WORK IN PROGRESS
Table of contents Border art

Introduction
Knave is a tabletop adventure game, my contribution to a
game tradition begun by David Wesley, Dave Arneson
and E. Gary Gygax between 1969 and 1974. As such, it is
broadly compatible with the monsters, items, and
adventures created in that tradition.
Like its predecessors, Knave’s gameplay is fundamentally
open-ended. Its goal it to help groups portray a believable
otherworld that players can explore and interact with
through their characters, guided by the world’s internal
logic and Game Master’s rulings. Anything may be
attempted. Survival is not guaranteed.
Knave is also open-ended when it comes to its rules,
which are intended as a starting point to help get a group
off the ground. They focus on the traditional framework
in which characters set out from a safe haven into the
wild, explore dangerous ruins and dungeons for treasure,
and then return to the haven to recuperate. However,
nothing in these rules is sacrosanct. Within a year they
will probably look very different at your table, as your
group tailors them to fit the way you like to play. The
game is yours and no one else’s.
At the end of this book I have added a “designer’s
commentary” section, explaining why I wrote the rules
the way I did. I hope you find it useful when creating
your own.
immerse the players: Pull the players apply tactical infinity: Treat the
Game Master into the world by making it a living,
reactive, internally consistent place. Use
Player Duties game world as if it was real and turn every
aspect of it to your advantage. No detail is
Duties random tables and generators to keep
things fresh and surprising.
assist the game master: Show up on
time, bring snacks, learn the rules, keep
simply “flavor.” Anything (within reason)
can be attempted!
create locations to explore: A good session notes, draw maps, be ready for
location is seeded with treasures, traps, reveal the world: Give the players your turn, and communicate your long- scheme: Avoid risky plans that require
friends, foes, monsters, devices, secrets, plenty of information about what is term plans so the GM can have things you to roll dice. Instead, create plans so
problems without obvious solutions, and happening around them. When in doubt, prepared for the next session. bulletproof that success is certain. Use
powder-keg situations ready to explode. give them more. Without information, psychology, magic, allies, equipment, and
create a character: Work with the
Avoid linear environments and provide players cannot make choices. the environment to overcome obstacles
group to make sure your PC meshes with
multiple routes to most areas. signpost danger: The more dangerous rather than just your PC’s ability scores.
the campaign’s setting and tone. Give
flesh out the supporting cast: Give a thing is, the more obvious it should be. your PC distinctive features to make them think ahead: Remember that your
NPCs and monsters personalities, goals, Don’t penalize players for things they memorable, but don’t worry about actions can have long-term consequences
fears, loyalties and motivations, and could not have avoided. coming up with an elaborate backstory. and NPCs will remember what you’ve
entangle their lives together. reward smart plans: When players The game is about what happens in play, done. Rash or impulsive actions can come
figure out clever ways to bypass or not what came before it. Note that in back to haunt you.
let the players guide the action:
Never plan out a plot for the players to eliminate obstacles, don’t try to stop them. some games you can create a stable of fight dirty: Try to win fights before
experience. Players are unpredictable and In fact, consider making such plans multiple PCs that you switch between. they begin by rigging things in your favor.
a session’s outcome should be a surprise to automatically succeed. Creative problem play your character: You can describe Avoid conflicts where you don’t have the
everyone. solving is a core skill of the game, and your actions in first or third person; you upper hand. Combat in Knave is neither
parties that are good at it should prosper. can put on a voice, or not. It’s up to you. balanced nor fair, so assume that your
keep the game moving: Point to players character’s life is is at stake any time
and ask, “What are you doing? X, Y, or keep time records: Time is a resource Cooperate with the other players and
something else?” If necessary, appoint a for players, and wasting it should have avoid creating inter-party conflicts unless swords are drawn.
“caller” to summarize the players’ actions consequences. Make a calendar and track the other players agree to it. prepare to die: Embrace your PC’s
if they spend too much time debating. the days. What are other NPCs and take initiative: Set your own goals and death when it happens and roll up a new
factions up to while the players are make your own fun. Seek out adventure character to take their place. Losing a PC
use common sense: Most actions the adventuring? What threats are advancing?
PCs take should simply succeed or fail. rather than waiting for it to come to you. can be painful, but it makes for great
edit the rules: The rules are your Passive PCs can stall the game. stories, lets you try out new characters,
Avoid making them roll for everything. and can thrust the party into unexpected
make impartial and consistent
servant, not your master. If a rule isn’t ask questions: Information is the
working the way your group likes, talk to situations. Ultimately, the game is about
rulings: The players should be playing lifeblood of the game, so get as much of it
them about it and tailor things to fit. the adventures of the whole party, not
against the world, not against you. Roll as possible from the GM. In addition,
one character.
your dice out in the open and don’t fudge search rooms, learn languages, interrogate
the results. prisoners, consult sages, etc.
careers and starting equipment
1 acolyte: candlestick, censer, incense 51 jailer: padlock, 10’ chain, wine jug
2 acrobat: flash powder, balls, lamp oil 52 jester: scepter, donkey head, motley
3 actor: wig, makeup, costume 53 jeweler: pliers, loupe, tweezers
4 alchemist: acid, mortar/pestle, 6 vials 54 knight: lady’s favor, banner, signet ring
5 antiquarian: old coin, flag, lore book 55 kidnapper: chloroform, manacles, hood
6 arcanist: spell book, arcane robes, chalk 56 lawyer: fancy robe, law book, certificate
7 architect: plumb line, level, ruler 57 locksmith: crowbar, picks, padlock
8 assassin: crossbow, garrote, soft boots 58 mason: chisel, hammer, chalk
9 astrologer: star charts, almanac, telescope 59 merchant: scales, strongbox, bag of spice
10 baker: rolling pin, flour bag, lard block 60 miner: pickaxe, lantern, pet canary
11 bandit: mask, manacles, caltrops 61 musician: 3 instruments
12 barber: scissors, hair oil, straight razor 62 naturalist: fossil, insect case, geode
13 beast tamer: whip, gloves, leash 63 officer: shoe polish, medal, spyglass
14 beekeeper: honey, mask, smoke bomb 64 oracle: tea leaves, tarot deck, crystal
Ability Scores PC Creation 15 blacksmith: hammer, bellows, tongs
16 boatman: 10’ pole, instrument, paddle
65 orator: 100 marbles, bullhorn, wax tablet
66 painter: linseed oil, pigments, brushes
PCs have six abilities, each with scores record ability scores: Distribute 3 17 bookbinder: sewing kit, glue, quill/ink 67 peddler: bucket, 300’ twine, mirror
rated from 0 to 10. These scores are often points between your PC’s ability scores. 18 brewer: mash paddle, beer keg, hops 68 philosopher: staff, lantern, chalk
added to checks (p. XX). A PC’s highest More than 1 point can be placed in the 19 burglar: lockpicks, grappling hook, rope 69 physician: saw, scalpel, wine jug
ability scores helps determine the kind of same score. Or, let fate decide by rolling 20 butcher: cleaver, meat hook, bacon 70 pilgrim: staff, relic, letter of passage
character they are. 3d6, with each die adding 1 to the ability 21 candlemaker: 10 candles, lamp oil, wax 71 pirate: sextant, cannonball, grappling hook
22 carpenter: hammer, saw, box of nails 72 pit fighter: net, whip, wine jub
1. strength (str): The Fighter ability. score matching the number it rolled.
23 charlatan: costume, fake elixir, degree 73 playwright: quill/ink, skull, 10 candles
Added to melee attacks and checks Example: rolling 3-5-5 means CON (the 3rd 24 cobbler: leather roll, fancy shoes, tacks 74 poacher: animal scent, bow, 20 arrows
requiring power like climbing and lifting. ability) has 1 and WIS (the 5th ability) has 2. 25 coachman: whip, lockbox, oilskin coat 75 poet: stationary, bell, perfume
All other abilities have a score of 0. 26 cook: frying pan, salt, olive oil 76 priest: holy water, 10 stakes, prayer book
2. dexterity (dex): The Thief ability. 27 courier: oilskin bag, local map, lantern 77 prospector: 10 iron spikes, pickaxe, pan
Added to checks requiring agility and record secondary stats: PCs start at 28 courtier: perfume, wig, fan 78 puppeteer: confetti, puppet, sewing kit
reflexes like dodging, sneaking, picking level 1 with 0 XP. They have 10 + CON 29 cultist: dagger, ritual robes, amulet 79 rat catcher: cage, 10 rat traps, sack
pockets, sleight of hand, etc. item slots and d6 starting and maximum 30 cutpurse: knife, caltrops, sack 80 saboteur: air bladder, crowbar, bomb
3. constitution (con): The Adventurer Hit Points (HP). 31 dyer: 10’ pole, dyes, soap 81 sailor: beeswax, pullies, spyglass
32 explorer: sextant, spyglass, crampons 82 scout: signal flags, black grease, dice
ability. Important for every PC. Added to record careers: Roll or pick two
33 falconer: bird cage, gloves, whistle 83 scribe: lamp oil, quill/ink, sealing wax
checks to resist poison, intoxication, cold, careers from the list on the next page. You 34 fence: short sword, file, sealing wax 84 sculptor: chisel, clay, calipers
etc. PCs have 10+CON item slots and can gain those careers’ items, as well any of 35 fisherman: spear, net, fishing tackle 85 servant: sponge, silverware, poker
take 10+CON wounds before dying. the following that you can carry: 3d6×10 36 folklorist: prophecy, bones, scales 86 shepherd: crook, instrument, sling
4. intelligence (int): The Magic-User coins, 2 rations, a 50’ rope, 2 torches, any 37 gambler: rapier, card deck, dice 87 shipwright: drill, hammer, axe
ability. Added to checks requiring armor pieces (p. XX), any weapon (p. XX) 38 gamekeeper: sling, horn, rope ladder 88 singer: mirror, makeup, locket
and a quiver of 20 arrows. If the PC has 39 gardener: sickle, shovel, shears 89 smuggler: pulleys, rope, makeup
cunning, like crafting, lock picking,
any points in INT, they receive a random 40 grave robber: saw, crowbar, pulleys 90 soldier: tent, card deck, shovel
potion-making, etc. PCs can cast INT 41 gravedigger: shovel, pickaxe, bucket 91 spy: caltrops, poison, forged papers
spells per day. spell book (p. XX) for each point. PCs are
human by default. 42 groom: oats, horse brush, blanket 92 squire: torch, armor polish, trumpet
5. wisdom (wis): The Ranger ability. 43 guard: halberd, livery, horn 93 tailor: sewing kit, scissors, soap
Added to ranged attacks and wilderness finishing touches: Name your 44 headsman: axe, hood, garrote 94 tattooist: soot pot, needles, 10 candles
checks like foraging and navigating. character and describe them. You may use 45 herbalist: herbs, sickle, herb manual 95 thieftaker: bear trap, manacles, torch
the NPC random tables (p. XX) if you 46 hermit: staff, fungi, basket 96 thug: poison, knife, lamp oil
6. charisma (cha): The Cleric ability. need ideas to help flesh them out. 47 hunter: tent, bearskin, bear trap 97 torturer: drill, hourglass, 10’ chain
Added to social, initiative, and divine 48 innkeeper: ladle, candle, cauldron 98 trapper: bear trap, 300’ twine, bear pelt
intervention checks. PCs can have a 49 inquisitor: manual, vestments, pliers 99 watchman: lantern, trumpet, spear
maximum of CHA NPC companions. 50 investigator: journal, manacles, vial 00 woodcutter: axe, firewood, 50’ rope
modifiers: The GM can apply +5
Item Slots & Leveling Up Checks bonuses for each advantage and -5
penalties for each disadvantage that the
Wounds experience points: PCs are awarded 1
experience point (XP) for each coin (c)
When a creature attempts something
risky, they make a check by rolling a d20
rolling player has on a check. (Example
advantages: having a related career, a
slots: PCs have 10 + CON item slots to worth of treasure recovered from and adding one of their ability scores. If
clever approach, extra time, the right
record their equipment. Most items, dungeons and returned to civilization, their total meets or exceeds a target
tools, etc.)
including groups of small items that could split evenly between all PCs who assisted. number set by the GM, they succeed.
fit in one hand, take up one slot. Items A dungeon can be any kind of remote, social checks: In most cases, the
If a creature doesn’t have ability scores,
that require two hands take two slots. 500 dangerous environment ripe for looting outcome of social interactions can be
the GM can use its level instead. If the
coins use a full slot. 20 arrows in a quiver and exploring, such as castles, prisons, resolved with common sense and
creature seems like it would be bad at the
use a full slot. lairs, and tombs. If you are using a pre- roleplaying, but in a risky situation the
action, use half its level or zero instead.
made dungeon from another RPG that GM may call for a check. These are made
damage: Damage a PC receives is Don’t use checks to solve problems that using the PC’s CHA vs. the NPC’s WIS or
subtracted from their HP. Once their HP uses copper, silver, gold, and platinum the player could solve with some CHA, depending on the context.
reaches 0, each point of damage fills an coins (each worth 10 times the last), then
count each gold coin as 1c. creativity and critical thinking. Some Modifiers may be applied based on the
item slot with an appropriate wound actions may be impossible unless the PC target’s disposition and relationship to the
(stabbed, frozen, burned, etc.), from the leveling up: At certain XP thresholds, has the proper tools or training. PC, factional or moral alignment, the PC’s
highest slot to the lowest. Items in an PCs gain a level, which adds 1 to three
wounded slot must be dropped, or the PC different ability scores. These scores can setting the target number: Start phrasing, bribes, threats, etc.
will be immobilized. The GM may rule be picked by the player, chosen randomly, with 11 and then add a difficulty rating lore checks: Checks are not necessary
that an item in an injured slots is damaged or a combination of both. Each level also from 0-10 (5 by default). If the check is for a PC to recall lore. PCs automatically
or destroyed, if appropriate. allows the player to reroll their PC’s HP against another creature, the difficulty know all common knowledge and any
rating is equal to their relevant ability specialized knowledge covered by their
direct damage: Direct damage bypasses maximum using one additional d6. If the score or level. In an attack, the difficulty is careers. Any other knowledge must be
HP and adds wounds directly. This occurs rolled total is not greater than their last the target’s armor points (the target discovered in-game.
in situations where a creature’s combat maximum, add 1 to the last maximum.
number in this case is called Armor Class.)
skills would not protect them (e.g. when search checks: Hidden things are either
falling or attacked unawares). Monsters reversing checks: Checks in Knave are automatically discovered after enough
receive triple damage from direct damage, reversible, meaning that either side can be time is spent searching, or they cannot be
level xp total hp max title the one to roll. It is possible to play Knave found without taking in-game actions.
since they do not have item slots.
1 0 1d6 Wretch with only the players rolling checks. Obvious features of an area should be
death: PCs die when all of their slots are 2 2000 2d6 Lowlife described right away to PCs, and details
filled with wounds. Creatures without 3 4000 3d6 Hoodlum Example: a goblin trying to strike a PC could
4 8000 4d6 Fool add its level to the d20, trying to hit the PC’s should be described as players ask
slots, like monsters, simply die at 0 HP. questions and investigate. See pages XX
5 16000 5d6 Dastard Armor Class (11 + the PC’s armor points). Or,
healing: PCs’ hit points return to 6 32,000 6d6 Cad to reverse the roll, the PC could add their and XX for more information about
maximum each morning, as long as they 7 64,000 7d6 Gadabout armor points to the d20, aiming for a target searching dungeon rooms or wilderness
slept for two watches and ate a meal the 8 125,000 8d6 Rogue number of 11 + the goblin’s level. The odds of hexes.
night before. If they are in a safe haven 9 250,000 9d6 Jack the goblin hitting are the same either way.
they also heal one injury. 10 500,000 10d6 Knave
travel speed: PCs can move one six- lightning: Spooks animals and ignites
Traveling mile hex per watch, up to 3 times per day.
Each watch spent traveling after the third
Weather things. Generally does not strike PCs (3d6
damage) unless they are asking for it.
watches: While on a journey, days are changing the weather: At the start of
deals 1 direct damage to each PC unless wind: Carries scents and makes ranged
divided into six four-hour watches: three the game and whenever you roll the
they succeed at a CON check. Speed is attacks difficult. Can reduce visibility if
for day, three for night. Most major Weather result on the Journey Hazard
halved when traveling in darkness, rain or dust is present. Windstorms slow
actions (traveling, foraging, searching Die, roll on the appropriate table below.
through difficult terrain, or in severe movement, drown out sound, and blow
etc.) take one watch to complete. Use common sense when deciding on
weather. It is doubled when riding a things over.
the journey hazard die: At the end of how the weather affects PCs. See the
mount.
each watch, roll the Journey Hazard Die following suggestions. fog: Reduces visibility and disorients.
navigation: If the terrain or weather is
and apply the result. rain: Everything gets soaked. Heavy rain snow: Reduces visibility and slows
disorienting, the GM may require a WIS
reduces visibility, disorients, slows movement. Heavy snow also disorients.
check (rolled in secret) to see if the party
d6 journey hazard die results movement, drowns out sound, and creates
accidentally moves in a random direction. temperature: Hot and cold weather can
1 encounter: The party has an mud. May cause flooding and landslides if
exploring: The party can spend a watch increase the Hazard Die’s fatigue damage
encounter, usually rolled from a table it goes on for long enough.
exploring the area of a six-mile hex to to unprepared PCs. Freezing weather may
designed for the region or terrain type. hail: Reduces visibility, disorients, slows
automatically reveal any areas of interest cause damage every watch.
The GM determines the encounter’s movement, and drowns out sound.
reaction, activity, distance from the (such as an overgrown ruin, a hidden
party, and if they are surprised (p. XX.) pool, etc.) that wouldn’t be noticed by 3d6 spring summer fall winter
2 fatigue: Each party member takes 1 simply passing through. 3 Light Snow Windy, Cool Light Snow Blizzard
damage unless they spend the next secret features: Secret features (such 4 Hail Clear, Cool Hail Heavy Snow
watch resting. Damage may be higher 5 Thunderstorm Hail Thunderstorm Snow, Wind
as buried treasure or a hidden door into a
6 Wind and Rain Thunderstorm Wind and Rain Light Snow
in severe weather or difficult terrain. mountain) should have corresponding 7 Heavy Rain Heavy Rain Heavy Rain Sleet
Ignore while camping. clues revealed by exploring the hex. They 8 Light Rain Light Rain Light Rain Light Rain
3 depletion: Roll a d6 for each can only be found by the PCs interacting 9 Light Rain Warm, Humid Light Rain Windy, Cool
perishable item (rations, monster parts, with the game world. 10 Cool Warm Cool Cool
etc.). On a 1 it has expired and must be foraging: Finding food takes a watch 11 Warm Hot Warm Cold
thrown out. 12 Cold Hot, Humid Cold Freezing
and requires a WIS check, with modifiers 13
4 weather: The weather changes (p. for weather, terrain, etc. On a success, a
Windy, Cool Windy, Warm Windy, Cool Windy, Cold
XX) or some local effect begins. 14 Windy, Cold Windy, Hot Windy,Cold Windy, Freezing
PC collects d6 rations. One ration fills an 15 Windy, Warm Windy, Cool Windy, Warm Foggy, Cool
5 sign: The party finds a sign of the next item slot. 16 Cool, Foggy Cool Cool, Foggy Foggy, Cold
encounter (p. XX) or a clue to a secret. 17 Cold, Foggy Cool, Foggy Cold, Foggy Foggy, Freezing
6 free: No effect. 18 Windstorm Windstorm Windstorm Windstorm
wilderness regions wilderness structures wilderness traits wilderness themes
1 Ashland 51 Lava Field 1 Abbey 51 Lighthouse 1 Amber 51 Lonely 1 Blessings 51 Mutation
2 Badland 52 Lava Tube 2 Altar 52 Logging Camp 2 Ashen 52 Misty 2 Blindness 52 Outsiders
3 Bamboo Forest 53 Loch 3 Amphitheater 53 Manor 3 Bewitching 53 Murmuring 3 Blood 53 Pageantry
4 Basalt Columns 54 Mangrove Swamp 4 Aqueduct 54 Market 4 Black 54 Mysterious 4 Bones 54 Paranoia
5 Bay 55 Marsh 5 Archive 55 Memorial 5 Blasted 55 Oozing 5 Books 55 Poison
6 Beach 56 Meadow 6 Asylum 56 Mill 6 Blessed 56 Overgrown 6 Brains 56 Priests
7 Bluff 57 Mesa 7 Bandit Camp 57 Mine 7 Blighted 57 Perilous 7 Chaos 57 Prophecy
8 Bog 58 Mire 8 Barn 58 Monastery 8 Bloody 58 Petrified 8 Children 58 Rats
9 Boulder Field 59 Moor 9 Battlefield 59 Monolith 9 Boiling 59 Phantasmal 9 Collapse 59 Refugees
10 Brook 60 Mountain 10 Bell Tower 60 Monument 10 Bright 60 Puzzling 10 Combat 60 Restless Dead
11 Butte 61 Mud Plain 11 Bonfire 61 Mosaic 11 Broken 61 Ravaged 11 Confusion 61 Revenge
12 Caldera 62 Oasis 12 Bower 62 Mule Track 12 Burning 62 Ravenous 12 Corpses 62 Riches
13 Canyon 63 Oil Seep 13 Brazier 63 Obelisk 13 Cerulean 63 Restless 13 Corruption 63 Rituals
14 Cave 64 Pass 14 Cairn 64 Orchard 14 Clouded 64 Savage 14 Creation 64 Rival Factions
15 Cliff 65 Pasture 15 Cart Track 65 Outpost 15 Cracked 65 Scorching 15 Criminal Activity 65 Sacrifice
16 Cloud Forest 66 Petrified Forest 16 Castle 66 Paved Road 16 Creeping 66 Screaming 16 Crows 66 Savage Fury
17 Coniferous Forest 67 Pit 17 Catacomb 67 Pen 17 Crimson 67 Shadowy 17 Cults 67 Secret Knowledge
18 Copse 68 Plateau 18 Chapel 68 Pilgrim Camp 18 Cursed 68 Shattered 18 Curses 68 Serpents
19 Crag 69 Pond 19 City 69 Pillar 19 Dark 69 Shifting 19 Death 69 Shadows
20Crater 70 Prairie 20Cistern 70 Port 20Dead 70 Shining 20Decay 70 Skulls
21 Creek 71 Quicksand 21 Convent 71 Prison 21 Desolate 71 Shivering 21 Disease 71 Slavery
22 Crossing 72 Rainforest 22 Crossroads 72 Pyramid 22 Divine 72 Shrouded 22 Divination 72 Slime
23 Crystals 73 Rapids 23 Dam 73 Refugee Camp 23 Doomed 73 Silent 23 Dragons 73 Smoke
24 Deciduous Forest 74 Ravine 24 Dirt Road 74 Road 24 Echoing 74 Silver 24 Drowning 74 Songs
25 Delta 75 Ridge 25 Dolmen 75 Ruin 25 Eerie 75 Singing 25 Echoes 75 Souls
26 Den 76 River 26 Dungeon 76 Shepherd Hut 26 Elder 76 Sinister 26 Eyes 76 Spiders
27 Dunes 77 Riverland 27 Farm 77 Shrine 27 Eldritch 77 Sinking 27 Faces 77 Stasis
28 Dust Bowl 78 Rockslide 28 Ferry 78 Signal Tower 28 Emerald 78 Sleeping 28 Feasting 78 Statues
29 Fen 79 Salt Flat 29 Festival 79 Stable 29 Endless 79 Sliding 29 Fog 79 Summoning
30 Fjord 80Salt Marsh 30 Fishing Hut 80Statue 30 Eternal 80Stoney 30 Gateways 80Survival
31 Floodplain 81 Savanna 31 Ford 81 Stone Bridge 31 Fallen 81 Stormy 31 Ghosts 81 Teeth
32 Gas Vent 82 Scree Slope 32 Forester Lodge 82 Stone Circle 32 Fearsome 82 Sunken 32 Gods 82 Tentacles
33 Geyser 83 Scrubland 33 Fort 83 Surveyor Camp 33 Fell 83 Swarming 33 Hands 83 Tests and Trials
34 Glacier 84 Sinkhole 34 Gallows 84 Tavern 34 Forbidden 84 Sweltering 34 Holy War 84 The Moon
35 Gorge 85 Spring 35 Garden 85 Temple 35 Forgotten 85 Thorny 35 Hunger 85 The Night
36 Grotto 86 Steppe 36 Garrison 86 Toll House 36 Forsaken 86 Thundering 36 Hunting 86 The Stars
37 Grove 87 Stream 37 Gate 87 Tomb 37 Frozen 87 Torrential 37 Imprisonment 87 The Sun
38 Gulch 88 Sulfur Spring 38 Gibbet 88 Tower 38 Ghostly 88 Twisting 38 Invasion 88 Thorns
39 Heath 89 Swamp 39 Graveyard 89 Town 39 Glittering 89 Unquiet 39 Invention 89 Trickery
40 Highland 90 Taiga 40 Hamlet 90 Trader Camp 40 Gloomy 90 Vanishing 40 Inversion 90 Tyranny
41 Hollow 91 Tar Pit 41 Hedge 91 Trail 41 Golden 91 Vast 41 Judgement 91 Vampires
42 Hoodoo 92 Thicket 42 Henge 92 Trap 42 Grim 92 Violet 42 Lies 92 Voids
43 Hot Spring 93 Tundra 43 Hermitage 93 Village 43 Haunted 93 Wandering 43 Light 93 Water
44 Ice Sheet 94 Valley 44 Hideout 94 Wall 44 Hidden 94 Watching 44 Locks 94 Whispers
45 Jungle 95 Volcanic Plain 45 Highway 95 Watchtower 45 Holy 95 Whispering 45 Madness 95 Wild Growth
46 Knoll 96 Volcano 46 Hunter’s Camp 96 Watermill 46 Infested 96 White 46 Memory 96 Wine
47 Lagoon 97 Wasteland 47 Hunting Lodge 97 Well 47 Iron 97 Withered 47 Mirrors 97 Winter
48 Lair 98 Waterfall 48 Inn 98 Windmill 48 Jade 98 Wondrous 48 Mob Rule 98 Wolves
49 Lake 99 Wetlands 49 Keep 99 Wizard Tower 49 Jagged 99 Writhing 49 Mouths 99 Worms
50 Lakebed 00Whirlpool 50 Library 00Wooden Bridge 50 Loathsome 00Yellow 50 Music 00Zealotry
crawling speed: 120 feet per turn. PCs
Delving spend most of this time standing still and
listening, testing surfaces, and drawing
Shifts Signs
turns: While dungeon delving, time is Create a custom list of shifts for your When the Hazard Die indicates a sign,
maps. At this speed, the PCs automatically
tracked in 10-minute segments called dungeons, or use the ideas below. first roll an appropriate random
detect traps and map their environment.
turns. Most actions (moving, searching, d8 dungeon shifts encounter and then decide what sign of
fighting, resting, etc.) take up one turn. walking speed: 2,400 feet per turn. PCs 1 gas: Hallucinogenic gas, smoke, that encounter they find. Use the table
are surprised by all encounters and spring incense, flammable gas, sleeping gas, below as inspiration. Alternatively, reveal
the dungeon hazard die: At the end of
all traps, but may still map. poison gas, dust, infectious spores, etc. a clue to something hidden nearby.
each turn, roll the Dungeon Hazard Die
and apply the result. running speed: 4,800 feet per turn. PCs 2 architecture: Ceilings, walls, or d6 sign types
are surprised by all encounters, spring all floors move, sections of the dungeon 1 creatures: Fleeing or injured prey,
d6 dungeon hazard die results traps, and cannot map their environment. revolve, slide, or tilt, doors open or hunters, worshipers, young offspring,
1 encounter: The party has an Candles are blown out. close, devices activate, traps rearm, eggs, the creature itself but in the
encounter, usually rolled from a table torches: Torches reveal general shapes dungeon shakes, rifts open, etc. distance, the creature’s shadow as it
designed for the dungeon. The GM within 40 feet, and details within 10 feet. 3 flow: Lava, water, sand, mud, acid, oil, flies overhead, etc.
determines the encounter’s reaction, slime, gravel, etc. 2 leavings: Fur, hair, droppings, scales,
activity, distance from the party, and if candles: Candles reveal general shapes 4 magic: Animation, transformation, feathers, blood, shed skin, regurgitated
they are surprised (p. XX.) within 20 feet, and details within 5 feet. light, darkness, etc. Use the magic pellets, food scraps, trash, carcasses,
2 fatigue: Each party member takes 1 They last for 8 hours. 10 candles fill a slot. tables (p. XX) for inspiration. dropped items, torn clothing, cold
damage unless the spend the next turn lanterns: As candles, but they cannot be 5 plants: Plants start to grow, wither, campfires, etc.
resting. The damage may be higher in blown out. rot, bloom, block or open passages, etc. 3 markings: Tracks, trails, broken
dungeons with particularly harsh darkness: In total darkness, checks 6 creatures: Insect swarm, monster branches, teeth marks, claw marks,
conditions. Ignore while resting. involving movement or coordination activity changes (use activity table), symbols, graffiti, signs of a struggle,
3 burn: Lit torches burn out. have a -10 penalty. PCs will be surprised aggression level changes, new faction elemental or supernatural effects, etc.
4 shift: The dungeon environment by all encounters, spring all traps, and or monster type appears, encounter 4 smells: The creature itself, droppings,
changes. If a dungeon doesn’t have any cannot map their environment. frequency changes, alliances shift, etc. lairs, residue, signaling or warning
obvious shifts, use minor effects like 7 sounds: Alarm, clanging, thumping, scents, etc.
searching: A turn spent searching a
sounds, temperature shifts, wind, scraping, grinding, rumbling, clicking, 5 sounds: Fighting, burrowing, nesting,
room reveals any non-obvious features (a
falling debris, apparitions, or vermin. drumming, total silence, etc. traveling, signaling, talking, singing,
statuette inside a drawer, a cracked tile,
5 sign: The party finds a sign of the next 8 dungeon weather: Scorching, hot, arguing, etc.
etc.) as well as any clues to secrets. In dim
encounter (p. XX) or a clue to a secret. cold, freezing, humid, rain, fog, light 6 structures: Nests, lairs, burrows,
light like candlelight, this takes two turns.
6 free: No effect. wind, strong wind, static charge, etc. campsites, fires, traps, etc.
dungeon form dungeon events rooms room details
1 Arena 51 Pristine 1 Arcane disaster 51 1 Alchemy room 51 Junk room 1 Alcohol 51 Ingredients
2 Asylum 52 Swamped 2 Army invasion 52 2 Alcohol cellar 52 Kennel 2 Alcove 52 Instrument
3 Aviary 53 Sunken 3 Cannibalism 53 3 Arboretum 53 Kitchen 3 Altar 53 Lantern
4 Bank 54 Crumbling 4 Civil war 54 4 Archery range 54 Laboratory 4 Armor 54 Map
5 Baths 55 Collapsed 5 Collapse 55 5 Arena 55 Lair 5 Balcony 55 Marble
6 Body 56 Overgrown 6 Crystal growth 56 6 Armory 56 Larder 6 Bars 56 Message
7 Building Room 57 Vandalized 7 Curse 57 7 Arsenal 57 Latrine 7 Bas-relief 57 Mine cart
8 Casino 58 Pilfered 8 Degeneration 58 8 Art gallery 58 Library 8 Basement access 58 Mirror
9 Catacombs 59 Eroded 9 Earthquake 59 9 Art studio 59 Lounge 9 Bath 59 Mosaic
10 Cave 60 Buried 10 Eruption 60 10 Atrium 60 Map room 10 Bed 60 Moss
11 Court 61 Flooded 11 Evil unearthed 61 11 Audience hall 61 Maze 11 Blood stain 61 Mural
12 Dungeon Room 62 Repaired 12 Experiments 62 12 Aviary 62 Meditation room 12 Bones 62 Nest
13 Forge 63 Repurposed 13 Explosion 63 13 Ballroom 63 Menagerie 13 Books 63 Painting
14 Garden 64 Decorated 14 Famine 64 14 Banquet hall 64 Mess hall 14 Brazier 64 Pews
15 Hideout 65 Expanded 15 Fire 65 15 Barracks 65 Mews 15 Broken glass 65 Pillar
16 Hotel 66 Rebuilt 16 Flooding 66 16 Baths 66 Museum 16 Cabinet 66 Pipes
17 Building 67 Dismantled 17 Fungus 67 17 Bed chamber 67 Music room 17 Cage 67 Pool
18 Laboratory 68 Cracked 18 Haunting 68 18 Brewery 68 Nursery 18 Candle 68 Portcullis
19 Library 69 Burned 19 Ice 69 19 Catacombs 69 Observatory 19 Carpet 69 Potion
20Market 70 Filthy 20Insanity 70 20Cave 70 Pantry 20Carvings 70 Refuse pile
21 Mine 71 Celebrated 21 Lava flow 71 21 Cell 71 Parlor 21 Cauldron 71 Repairs
22 Monastery 72 Revered 22 Magical sleep 72 22 Chapel 72 Pit 22 Chains 72 Roots
23 Museum 73 Fashionable 23 Melted 73 23 Chasm 73 Poison room 23 Chalk marks 73 Rubble
24 Nursery 74 Resurgent 24 Monster attack 74 24 Church 74 Pool 24 Chandelier 74 Shaft
25 Orphanage 75 Neglected 25 Mutation 75 25 Cistern 75 Prison 25 Chest 75 Shelf
26 Palace 76 Schismatic 26 Outsider attack 76 26 Cloakroom 76 Record room 26 Chimney 76 Sigil
27 Prison 77 Suppressed 27 Overgrowth 77 27 Concert hall 77 Ritual room 27 Coffin 77 Skeletons
28 Sewer 78 Restricted 28 Petrification 78 28 Conjuring room 78 Salon 28 Coins 78 Skylight
29 Ship 79 Hidden 29 Plague 79 29 Courtroom 79 Scriptorium 29 Collapsed ceiling 79 Smoke
30 Slave pit 80Unknown 30 Planar overlay 80 30 Courtyard 80Scullery 30 Collapsed floor 80Sofa
31 Temple 81 Disdained 31 Poison gas 81 31 Crematorium 81 Sculpture gallery 31 Collapsed walls 81 Spyhole
32 Theater 82 Feared 32 Resources gone 82 32 Crypt 82 Shop 32 Crawlspace 82 Stairs
33 University 83 Popular 33 Revolt 83 33 Dining room 83 Shrine 33 Crumbling ceiling 83 Stalactites
34 Vault 84 Mandatory 34 Risen dead 84 34 Divination room 84 Slaughterhouse 34 Crumbling floors 84 Statues
35 Zoo 85 Condemned 35 Too many traps 85 35 Dormitory 85 Smoking room 35 Crumbling walls 85 Stench
36 86 Ignored 36 War 86 36 Dressing room 86 Stables 36 Curtain 86 Stove
37 87 Forgotten 37 87 37 Embalming room 87 Storeroom 37 Dais 87 Symbol
38 88 Unfashionable 38 88 38 Fighting pit 88 Study 38 Dishes 88 Table
39 89 Heretical 39 89 39 Fissure 89 Summoning rm. 39 Display case 89 Tapestry
40 90 Loathed 40 90 40 Forge 90 Tapestry room 40 Dripping water 90 Thick dust
41 91 41 91 41 Fountain room 91 Theater 41 Dumbwaiter 91 Throne
42 92 42 92 42 Gallery 92 Throne room 42 Elevator 92 Toilet
43 93 43 93 43 Game room 93 Torture room 43 Fireplace 93 Tools
44 94 44 94 44 Garden 94 Training hall 44 Flowing water 94 Torch
45 95 45 95 45 Gatehouse 95 Treasury 45 Food 95 Torture device
46 96 46 96 46 Great hall 96 Trophy room 46 Fountain 96 Training dummy
47 97 47 97 47 Guardroom 97 Vault 47 Fungi 97 Trap door
48 98 48 98 48 Hall 98 War room 48 Furniture 98 Vines
49 99 49 99 49 Infirmary 99 Work pit 49 Graffiti 99 Wardrobe
50 00 50 00 50 Interrogation rm. 00Workshop 50 Incense 00Weapon
dungeon hazards dungeon tricks traps trap mechanisms
1 Acceleration 51 Metal jaws 1 Absorbs 51 Knowledge 1 Acid Arrow 51 Greased beam 1 Air pump 51 Lock
2 Acid 52 Mold 2 Activates 52 Light 2 Acid blast 52 Greasy Oil 2 Ball bearings 52 Mirror
3 Alarm 53 Molten gold 3 Ages 53 Locks / Unlocks 3 Aged 53 Guardian released 3 Barrel 53 Net
4 Alcohol 54 Molten iron 4 Alters abilities 54 Loses / Gains 4 Animate statues 54 Illusory Pit 4 Bars 54 Paddle
5 Arrows 55 Mud 5 Animates 55 Memory 5 Arrows 55 Ink Spray 5 Basket 55 Pendulum
6 Automatons 56 Nails 6 Anti-magic 56 Metagame 6 Axe Pendulum 56 Javelins 6 Beam 56 Pin
7 Avalanche 57 Needles 7 Appearing 57 Moves 7 Balance beam 57 Lightning Bolt 7 Bell 57 Pipes
8 Axes 58 Nooses 8 Attacks 58 Noise 8 Ball Bearings 58 Log Pendulum 8 Bellows 58 Pit
9 Bats 59 Obsidian shards 9 Banishes 59 One Way 9 Ball Pendulum 59 Maze of Darts 9 Belt 59 Platform
10 Blinding light 60 Ooze 10 Blesses 60 Opens 10 Bear Trap 60 Molten gold 10 Bow 60 Plug
11 Blood 61 Paint 11 Bonds 61 Petrifies 11 Blade Slash 61 Open pit 11 Breaks 61 Pneumatics
12 Boiling tar 62 Phosphorus 12 Changes 62 Pivots / Spins 12 Blinding spray 62 Open spiked pit 12 Bucket 62 Pole
13 Boiling water 63 Piano wire 13 Collapses 63 Planeshift 13 Boiling Pitch 63 Poison blades 13 Button 63 Portcullis
14 Cages 64 Piranhas 14 Conceals 64 Points 14 Boiling Steam 64 Poison darts 14 Cable 64 Pressure plate
15 Cold 65 Poison 15 Converts 65 Poisons 15 Boiling Water 65 Poison gas 15 Cage 65 Pulley
16 Crocodiles 66 Poison gas 16 Creates 66 Polymorph 16 Breakaway pit 66 Poison needle 16 Capstan 66 Rack and pinion
17 Crude oil 67 Quicksand 17 Curses 67 Precipitation 17 Cage falls 67 Prismatic Spray 17 Cartwheel 67 Rails
18 Crystal shards 68 Radiation 18 Darkness 68 Purifies 18 Caltrops 68 Rage gas 18 Catapult 68 Ramp
19 Darkness 69 Rage gas 19 Deactivates 69 Quest 19 Ceiling collapsing 69 Revolving Room 19 Chain pull 69 Ratchet
20Darts 70 Rats 20Decapitates 70 Releases 20Central latch pit 70 Rocks fall 20Chains 70 Reservoir
21 Deafening noise 71 Salt 21 Desaturates 71 Repels / Attracts 21 Chain lighting 71 Rolling boulder 21 Channel 71 Room
22 Disease 72 Sand 22 Detect 72 Replaces 22 Choking dust 72 Rolling cylinder 22 Claw 72 Scales
23 Drill 73 Saw 23 Devours 73 Reveals 23 Cone of cold 73 Scythe Pendulum 23 Clock 73 Scissor lift
24 Dust 74 Scissors 24 Directs 74 Reverses 24 Corrosive gas 74 Shrapnel Spray 24 Copper wire 74 Screw
25 Electricity 75 Sewage 25 Disappearing 75 Rises / Sinks 25 Crocodiles 75 Skeletons released 25 Corridor 75 Shackles
26 Exsanguination 76 Shredder 26 Disease 76 Rots 26 Crushing block 76 Sleep 26 Crane 76 Shaft
27 Fall 77 Sleeping gas 27 Disintegrates 77 Senses 27 Curse 77 Sleeping gas 27 Creature 77 Slide
28 Fear gas 78 Smoke 28 Distorts 78 Shifts 28 Darkness 78 Slime Spray 28 Crossbow 78 Sluice
29 Fire 79 Snakes 29 Divines 79 Shocks 29 Darts 79 Slope/Slide 29 Curtain 79 Sphere
30 Fire ants 80Snow 30 Drops 80Shoots 30 Deafened 80Smoke Cloud 30 Cylinder 80Spring
31 Force field 81 Spears 31 Duplicates 81 Shrivels 31 Decapitated 81 Spear Thrust 31 Dial 81 Stairs
32 Glass shards 82 Spiders 32 Enrages 82 Slides 32 Descending Blade 82 Spiders released 32 Door 82 Switch
33 Glue 83 Spikes 33 Entraps 83 Slopes 33 Disease 83 Spiders released 33 Drain 83 Tank treads
34 Grease 84 Spores 34 Explodes 84 Smells 34 Edge latch pit 84 Spirits unleashed 34 Drum 84 Tap
35 Guillotine blades 85 Steam 35 Fires 85 Smokes / Sparks 35 Electrical surface 85 Sulfur cloud 35 Fan 85 Thread
36 Hallucination gas 86 Stench 36 Floods 86 Spells / Magic 36 Enclosed in cage 86 Summon monster 36 Float 86 Trap door
37 Hammers 87 Stone block 37 Freezes 87 Sprays 37 Entangling Webs 87 Teeter-totter pit 37 Gears 87 Treadmill
38 Heat 88 Sulfur 38 Gas 88 Steals 38 Everything on fire88 Teleporter 38 Grate 88 Trigger
39 Heavy gas 89 Swords 39 Gravity 89 Suggest 39 Fear gas 89 Tipping Room 39 Hamster wheel 89 Tripwire
40 Hooks 90 Tar 40 Greed Producing 90 Summons 40 Rising lava 90 Trapdoor to cage 40 Handwheel 90 Trolley
41 Hot metal 91 Thin air 41 Heals 91 Switches 41 Rising tar 91 Trapped beam 41 Hook 91 Vacuum pump
42 Hot wax 92 Thorns 42 Illusion 92 Symbiotic 42 Rising water 92 Trapped open pit 42 Hourglass 92 Valve
43 Hydrogen 93 Undead 43 Imitates 93 Talks 43 Filling with sand 93 Turned to stone 43 Hydrogen balloon 93 Vice
44 Ice block 94 Vacuum 44 Implodes 94 Teleports 44 Flame bursts 94 Turned to wood 44 Jack 94 Walls
45 Ink 95 Vines 45 Ignorance 95 Time 45 Flaming oil 95 Unstable Beam 45 Ladder 95 Water pump
46 Lantern oil 96 Wasps 46 Incorporeal 96 Transmutes 46 Floor crumbling 96 Vipers released 46 Latch 96 Waterwheel
47 Lava 97 Water 47 Infects / Infests 97 Traps 47 Floor heats up 97 Wall of Fire 47 Ledge 97 Wedge
48 Logs 98 Webs 48 Insanity 98 Triggers 48 Floor rises up 98 Walls closing in 48 Lens 98 Weight
49 Magnet 99 Wet cement 49 Intelligent 99 Vents 49 Hidden quicksand 99 Weak beam 49 Lift 99 Winch
50 Mercury 00Wind 50 Invisible 00Wish 50 Force Field 00Weapon magnet 50 Light beam 00Windmill
encounter activities
Encounters 1 Ambushing 51 Harvesting
Use the following rules when the PCs 2 Arguing 52 Hauling
come across a random encounter. 3 Awarding 53 Healing
4 Beautifying 54 Hiding
distance from party: In confined 5 Befouling 55 Igniting
environments with limited visibility like 6 Begging 56 Infiltrating
dungeons, encounters appear 2d6 × 10 feet 7 Besieging 57 Initiating
from the PCs when their initial distance is 8 Birthing 58 Instructing
unclear. In the wilderness or other wide- 9 Blessing 59 Kidnapping
10 Brawling 60 Looting
open spaces, they appear 4d6 × 30 feet
11 Brewing 61 Mapping
away. 12 Building 62 Marrying
surprise: If an encounter occurs within 13 Burgling 63 Mourning
80 feet of the party, the closest PC should 14 Burying 64 Murdering
make a WIS check against the closest 15 Camping 65 Packing
encountered creature. If one side wins by 16 Capturing 66 Pardoning
17 Carving 67 Parleying
5 or more, they have surprised the other
18 Celebrating 68 Patrolling
side. The surprising side will act first in 19 Chasing 69 Performing
combat and gains a +5 bonus on all 20Cleaning 70 Planning
combat checks during the first round. 21 Clearing 71 Planting
activity: The current activity of the 22 Climbing  72 Playing
encountered creatures depends on the 23 Collecting 73 Praying
24 Competing 74 Preaching
creature type, environment, etc., but the 25 Convening 75 Processing
most important thing is to have them 26 Cooking 76 Questioning
doing more than just waiting for the PCs 27 Courting 77 Repairing
to arrive. It should feel like they have a life 28 Crafting 78 Rescuing
outside of the adventure. Use the table to 29 Cursing 79 Resting
the right as inspiration or roll on it, 30 Dancing 80Rioting
ignoring results that don’t make sense. 31 Defacing 81 Robbing
32 Defending 82 Sacrificing
reaction: If the encounter’s reaction to 33 Delivering 83 Scavenging
the party isn’t obvious, the GM may roll 34 Destroying 84 Scouting
2d6 on the following table to determine 35 Dousing 85 Searching
their attitude. Note that the PCs’ actions 36 Dressing 86 Selling
can cause this to change quickly. 37 Dueling 87 Singing
38 Dying 88 Sleeping
2d6 npc reaction 39 Eating 89 Summoning
2 Kill the PCs 40 Escaping 90 Surrendering
3 Injure or capture the PCs 41 Escorting 91 Swimming
4 Harass or rob the PCs 42 Excavating 92 Swindling
5 Insult, threaten, or command the PCs 43 Executing 93 Tending
6 Avoid the PCs 44 Feasting 94 Threatening
7 Ignore the PCs 45 Fighting 95 Tracking
8 Follow or observe the PCs 46 Fleeing 96 Trading
9 Greet the PCs 47 Foraging 97 Training
10 Share information with the PCs 48 Fortifying 98 Traveling
11 Perform minor favors the PCs 49 Gambling 99 Wandering
12 Ask to join the PCs’ party 50 Guarding 00Worshiping
power attacks: Before rolling for
Combat damage, PCs can decide to make a melee
attack a power attack, which doubles the
Hazards Spellcasting
initiative: Combat is broken into 10- fire: 1d6 direct damage per round. A spellbook takes up a whole item slot
number of damage dice rolled but breaks
second rounds, during which each side On fire: 2d6 direct damage per round. and contains a single spell. They cannot
the weapon.
will have a turn to act. On a side’s turn, all Immersed in lava: instant death. be created or copied by PCs and must be
of its creatures, in any order, may move maneuvers: Maneuvers include
drowning: PCs can hold their breath for found whil exploring dungeons or stolen
(usually 40 feet) and take one other action, disarming, pushing, stunning, blinding, from other magic users.
30 seconds (3 rounds) for each point of
such as attacking, casting a spell, moving breaking gear, tripping, pickpocketing,
CON. After this, they pass out and must casting spells: Casting a spell takes one
again, attempting a maneuver, etc. Decide climbing, restraining, or anything else the
pass a CON check every round or die. action. Each spellbook can only be used
which side acts first by making a CHA vs. GM agrees is plausible. They can only
freezing: 1 direct damage per minute once per day, but PCs can use a number of
CHA check between the side’s leaders. cause damage indirectly (i.e. pushing an
unless the PC passes a CON check. spellbooks per day equal to their INT.
enemy off a ledge) and are resolved with
attacks: An attack is a check using the spells: 100 spells are included on pages
attacker’s STR (for melee) or WIS (for
an appropriate ability check. lightning: 3d6 direct damage.
XX-XX. When INT appears in their
ranged) vs. the target’s armor points. On a modifiers: Attack and maneuver checks falling: 1d6 direct damage per 10 feet descriptions, replace it with any number
hit, the attacker deals damage to the may gain +5 or -5 modifiers based on fallen, to a maximum of 10d6. up to the caster’s INT. This number
target. If an attack roll’s total is 21 or positioning, ganging up, weapon types,
thirst: Each day without drinking counts as the spell’s level. An “item” is an
higher, the attacker may choose to also aiming, visibility, cover, foe size, range,
applies a -5 penalty to all checks. After object able to be lifted with one hand, and
succeed at a free maneuver of their choice. surprise, elevation, etc. Careers do not
three days, pass a CON check every day or an “object” is anything up to human size.
If the d20 rolls a 1, the weapon breaks. grant modifiers to combat checks.
die. Assume that the PCs are finding Unless otherwise noted, all spells with
ranged attacks: Ranged attacks cannot morale test: When NPCs reach a water to drink as they travel, unless the ongoing effects last 10 minutes and have a
be made while in melee. If the target is in breaking point during a battle, they must they are in a very arid environment. range of 40 feet.
melee, the attack gets a -5 penalty. PC test their morale by rolling equal to or
sleep deprivation: Each day without chaos spellbooks: The GM can choose
ammunition should be tracked. under their morale rating on 2d6. If they
any sleep adds -5 to all checks. After two to use chaos spellbooks in their campaign,
roll over it, they rout or surrender. They
sneak attacks: Melee attacks against days without sleep, make a WIS check which are spellbooks that replace their
may reroll a failed test once per battle if
unsuspecting foes always hit and deal every watch or pass out for three watches spell with a random new spell at the first
their leader passes a CHA check. Breaking
direct damage. Attacks against truly (12 hours). dawn after the previous spell was cast.
points include after losing half their HP (if
defenseless foes automatically kill them. intoxication: Make CON check every These spells can be rolled from the spell
alone), after their first casualty, after half
damage: Hits deal damage equal to a roll of their forces are lost, after their leader is hour that a PC drinks alcohol. If they fail, list or randomly generated.
of the weapon’s damage die. If an enemy is killed, and after they are attacked by they become drunk and add -5 to all saves: When a spell targets an unwilling
weak to the type of damage being dealt, it something they fear. checks until the next day. If a creature fails creature, they may make DEX, CON, or
deals direct damage. If they are resistant to the CON check two hours in a row, they WIS check vs. the spell’s level to reduce its
it, it deals no damage. pass out for two watches (8 hours). effect (GM’s call).
then discard one of the rolled results until 23.earthquake: The ground begins 37.icy touch: A thick ice layer spreads
Spells they are all gone.
12.body swap: You switch bodies with a
shaking violently for INT minutes.
Structures may be damaged or collapse.
across a touched surface, up to INT×10ft
in radius.
1. adhere: INT objects become
creature you touch. If one body dies while 24.elasticity: Your body can stretch up 38.illuminate: A floating light moves as
extremely sticky.
the spell is ongoing, the other dies as well. to INT×10ft. you command.
2. animate object: INT inanimate
13.catherine: A woman wearing a blue 25.elemental wall: A wall of ice or fire 39.increase gravity: The gravity
objects obey your commands as best they
dress appears for INT hours. She will obey INT×40ft long, 5ft thick and 10ft high within INT×10ft triples.
can. It can walk 15ft per round.
polite, safe requests. rises from the ground. 40.invisible tether: INT objects
3. anthropomorphize: A touched
14.charm: INT creatures develop a liking 26.filch: INT visible items teleport to within 10ft of each other cannot be
animal either gains human intelligence or
for another creature and wish to befriend your hands. moved more than 10ft apart from each
human appearance for INT days.
it. 27.fog cloud: Fog spreads out in a other.
4. arcane eye: One of your eyes
15.command: A creature obeys a single, INT×10ft radius from you. 41.knock: INT locks unlock.
detaches and can fly around under your
INT-word command that doesn’t harm it. 28.frenzy: INT creatures erupt in a 42.leap: You can jump up to INT×10ft.
control. You can still see through it.
16.comprehend: You are fluent in all frenzy of violence. 43.liquid air: The air within INT×10ft
5. astral prison: An object is frozen in
languages for INT days. 29.gate: Open a gate to a random plane becomes swimmable.
time and space within an invulnerable
17.control plants: Plants within range of existence. 44.magic dampener: All magical effects
crystal shell.
obey you and gain the ability to move at 5 30.gravity shift: You can change the have their effects halved (does not affect
6. attract: INT+1 objects are strongly
feet per round. direction of gravity (for yourself only) duration, number of targets, or range.)
magnetically attracted to each other if
18.control weather: You may alter the INT times. 45.manse: A furnished house with INT
they come within 10 feet.
type of weather at will for INT watches. It 31.greed: INT creatures develop an rooms appears for 1 day. It has no food or
7. auditory illusion: You can create
takes 10 minutes to change weather types. overwhelming urge to possess a visible gear and does notcount as a safe haven.
illusory sounds that seem to come from a
19.detect magic: You hear magical auras item of your choice. 46.marble madness: Your pockets are
direction of your choice.
singing. Volume and harmony signify the 32.haste: INT creatures have their full of marbles, and will refill every round.
8. babble: INT creatures must loudly and
aura’s power and refinement. movement speed tripled. Lasts for INT rounds.
clearly repeat everything you think. They
20.disassemble: INT of your body parts 33.hatred: INT creatures develop a deep 47.masquerade: INT characters’
are otherwise mute.
may be detached and reattached at will, hatred of another creature and wish to appearances and voices become identical
9. beast form: You and your possessions
without causing damage. You can still destroy it. to a touched character.
transform into a mundane animal for up
control them. Lasts for up to INT days. 34.hear whispers: INT creatures can 48.miniaturize: You and INT other
to INT days.
21.disguise: You may alter the hear faint sounds clearly. touched creatures are reduced to the size
10.befuddle: INT creatures of your
appearance of L humanoid creatures for 35.hover: An object hover, frictionless, of a mouse.
choice are unable to form new short-term
INT hours as long as they remain 2ft above the ground. It can support the 49.mirror image: INT illusory copies of
memories for the duration of the spell.
humanoid. Attempts to duplicate other weight of up to INT humanoids. you appear under your control.
11. bend fate: Roll INT+1 d20s.
characters will seem uncanny. 36.hypnotize: A creature enters a trance 50.mirrorwalk: A mirror becomes a
Whenever you must roll a d20 after
22.displace: Make an object appears to and will truthfully answer INT yes or no gateway to another mirror that you
casting the spell, you must choose and
be up to INT×10ft from its actual position. questions you ask it. touched today.
51.multiarm: You gain INT extra arms. 64.raise spirit: The spirit of a dead under your control. It may be up to the When it returns, it appears in an
52.night sphere: An INT×40ft wide body manifests and will answer INT size of a palace and has full motion and unoccupied area nearest to where it left.
sphere of darkness displaying the night questions (if it knows the answers). sound. Lasts for INT days. 89.time rush: Time within the spell’s
sky appears. 65.read mind: You can hear the surface 78.spellseize: Cast this as a reaction to range moves 10× faster.
53.objectify: INT willing creatures thoughts of INT nearby creatures. another spell of level INT or less going off 90.time slow: Time within the spell’s
become inanimate objects of your choice. 66.repel: INT+1 objects are strongly to make a temporary copy of it that you range moves 10× slower.
54.ooze form: INT creatures become magnetically repelled from each other if can cast at any time before this spell ends. 91.true sight: You see through all
living jellies. they come within 10 feet of one another. 79.spider climb: You can climb surfaces nearby illusions.
55.pacify: INT creatures develop an 67.scry: You can see through the eyes of like a spider. 92.unravel: Make an INT check vs. the
aversion to violence. INT creatures you touched earlier today. 80.summon cube: You may summon or level of an ongoing spell. If you succeed,
56.phantom coach: A ghostly coach 68.sculpt elements: All inanimate banish a 5ft cube of earth 5 times per the spell is canceled. If you fail, the spell
appears until end of spell. It moves material behaves like clay in your hands. round. Lasts for INT rounds. Cubes must continues you cannot attempt again.
unnaturally fast over any terrain, 69.shroud: INT creatures are invisible be affixed to the earth or to other cubes. 93.upwell: A spring of seawater appears.
including water. until they move. 81.summon idol: A carved stone statue It produces 100ft2 of water per minute.
57.phobia: INT creatures become 70.shuffle: INT creatures switch places. up to 20 feet tall rises from the ground. 94.vision: You can add one object to
terrified of an object. Determine where they end up randomly. 82.swarm: You become a swarm of what INT creatures see.
58.pit: A pit 10ft wide and INT×10ft deep 71.silence: All sound is deadened within crows, rats, or piranhas. You only take 95.visual illusion: A silent, immobile
opens in the ground. INT×10ft of you. damage from area effects. illusion of your choice appears, up to the
59.primeval surge: An object grows to 72.sleep: d6 creatures of level INT or less 83.telekinesis: You may mentally size of a bedroom. It’s quite convincing.
the size of an elephant. If it is an animal, it fall into a light sleep. manipulate INT inanimate items as if you 96.ward: A silver circle 40ft across
is enraged. 73.smoke form: Your body becomes were holding them. Lasts for INT rounds. appears on the ground. INT things that
60.psychometry: The referee answers living smoke. 84.telepathy: You can project your you name cannot cross it.
INT yes or no questions about a touched 74.snail knight: 10 minutes after thoughts into and mind within INT×40ft. 97.web: Your wrists can shoot thick
object. casting, a knight sitting astride a giant 85.teleport: An object disappears and webbing.
61.pull: An object of any size is pulled snail rides into view. He is able to answer reappears on the ground in a visible, clear 98.whirlwind: You create a vortex of air
directly towards you with the strength of most questions related to quests and area up to INT×40ft away. INT×10ft wide that picks up and whirls
INT men for one round. chivalry, and may aid you for INT days if 86.thaumaturgic anchor: Object items. Can be used to deflect missiles.
62.push: An object of any size is pushed he finds you worthy. becomes the target of the next INT spells 99.wizard mark: Your finger can shoot
directly away from you with the strength 75.sniff: INT creatures can smell even cast within 120 feet of it. a stream of ulfire-colored paint. This
of INT men for one round. the faintest scents. 87.thicket: A thicket of trees and dense paint is only visible to you, and can be
63.raise dead: INT skeletons rise from 76.sort: Inanimate items sort themselves brush up to INT×40ft wide sprouts up seen at any distance, even through objects.
the ground to serve you. They can only according to INT categories you set. The over the course of one round. 100.x-ray vision: You can see through
obey simple orders. categories must be visually verifiable. 88.time jump: An object disappears as it INT feet of material.
77.spectacle: A clearly unreal but jumps INT×10 minutes into the future.
impressive illusion of your choice appears,
Spell Generation artwork names
Generating 1 Abrogast 51 Mizisto
2 Angvar 52 Mordandred
New Spells 3 Armolok
4 Asterwin
53 Nazmok
54 Nobtrik
The GM can generate new spell names by 5 Azerphon 55 Nothry
rolling on the spell formula table below. 6 Barbaloff 56 Noonund
Replace each bracketed word in the 7 Boglin 57 Nizmo
formula with a result from the matching 8 Borgarot 58 Obrigal
table on the following pages to create the 9 Byzby 59 Ornoza
spell name (the wording can be adjusted 10 Candula 60 Osrat
to sound better). The GM and players 11 Chalgot 61 Otilix
then work together to determine the 12 Cronibal 62 Pandelo
13 Cydinax 63 Panderbal
spell’s effects.
14 Darja 64 Perdeo
Example: If a 10 was rolled, the formula 15 Dormog 65 Pevin
would be [Name]’s [Quality] [Element] 16 Dregwith 66 Quartat
[Form]. Replacing the words with random 17 Dulzant 67 Quasmir
18 Elmeer 68 Quilian
table results might generate “Asterwin’s
19 Eofast 69 Quinfan
Iridescent Tears Circle”. The player adjusts 20Evthalon 70 Redrak
this to “Asterwin’s Iridescent Circle of Tears” 21 Felonse 71 Roshmor
and suggests that this creates a shimmering 22 Fenundor 72 Rudishan
circle on the ground that causes anyone within 23 Folgun 73 Rumalto
it to begin weeping uncontrollably. The GM 24 Gelonvir 74 Sekeen
agrees, and clarifies that the circle is 10 × INT 25 Garzant 75 Sivinez
feet wide and that creatures within it must 26 Gathifex 76 Snilimar
pass a WIS check each round or add a -5 27 Gilux 77 Sofnu
28 Gyodo 78 Tasham
penalty to all checks that round. Creatures
29 Hashman 79 Tchamukal
that cannot cry will not be affected. 30 Helkhal 80Tenat
31 Hetemtul 81 Turminster
d6 spell formulae 32 Hoonai 82 Ukanel
1 [Element] [Form] 33 Ifit 83 Umbalem
2 [Effect] [Form] 34 Ildefad 84 Uneni
3 [Effect] [Element] 35 Imzirian 85 Urokar
4 The [Quality] [Element] [Form] 36 Irolo 86 Vanceus
5 The [Quality] [Effect] [Form] 37 Jarnon 87 Vermulsin
38 Jorkhal 88 Voriel
6 The [Quality] [Effect] [Element]
39 Kaldash 89 Voktorox
7 [Name]’s [Element] [Form] 40 Karneblin 90 Wallester
8 [Name]’s [Effect] [Form] 41 Kirtep 91 Wenton
9 [Name]’s [Effect] [Element] 42 Kisdal 92 Wiltrik
10 [Name]’s [Quality] [Element] [Form] 43 Krolgo 93 Xedu
11 [Name]’s [Quality] [Effect] [Form] 44 Leodelf 94 Xepheran
12 [Name]’s [Quality] [Effect] [Element] 45 Lexikrin 95 Xolark
46 Lestin 96 Yamorthrax
47 Lomard 97 Yandant
48 Majdin 98 Zanuptra
49 Mazifant 99 Zarugaz
50 Melkash 00Zilik
qualities effects elements forms
1 Resplendent 51 Cosmic 1 Absorbing 51 Imprisoning 1 Acid 51 Moss 1 Arc 51 Hive
2 Ingenious 52 Galactic 2 Accelerating 52 Infecting 2 Amber 52 Mud 2 Archer 52 Horn
3 Wondrous 53 Astrological 3 Amusing 53 Intoxicating 3 Ash 53 Nectar 3 Armor 53 Hound
4 Marvelous 54 Lunar 4 Animating 54 Irradiating 4 Beer 54 Oatmeal 4 Arrow 54 Incantation
5 Excellent 55 Solar 5 Armoring 55 Irritating 5 Bile 55 Obsidian 5 Aura 55 Jar
6 Orthodox 56 Stellar 6 Attracting 56 Levitating 6 Blood 56 Oil 6 Avalanche 56 Key
7 Supreme 57 Planetary 7 Avenging 57 Liquefying 7 Blossom 57 Paint 7 Axe 57 Knife
8 Superior 58 Celestial 8 Awakening 58 Maddening 8 Bone 58 Paper 8 Beacon 58 Knight
9 Remarkable 59 Lawful 9 Banishing 59 Menacing 9 Brass 59 Perfume 9 Beam 59 Loop
10 Whimsical 60 Chaotic 10 Beautifying 60 Mending 10 Brimstone 60 Petal 10 Beast 60 Mask
11 Magnificent 61 Crafty 11 Bewildering 61 Mesmerizing 11 Brine 61 Plague 11 Blade 61 Monolith
12 Grand 62 Artful 12 Binding 62 Mindreading 12 Butter 62 Poison 12 Blast 62 Mouth
13 Extraordinary 63 Canonical 13 Blinding 63 Mocking 13 Chalk 63 Pollen 13 Blob 63 Path
14 Prodigious 64 Primeval 14 Blossoming 64 Monitoring 14 Chaos 64 Quicksilver 14 Bloom 64 Pit
15 Ostentatious 65 Original 15 Burning 65 Multiplying 15 Clay 65 Radiation 15 Bolt 65 Pool
16 Fantastic 66 Advanced 16 Charming 66 Mutating 16 Cloud 66 Rain 16 Bubble 66 Pulse
17 True 67 Elder 17 Cleansing 67 Nauseating 17 Cold 67 Root 17 Cage 67 Pyramid
18 Exquisite 68 Primordial 18 Commanding 68 Nullifying 18 Crystal 68 Rot 18 Carriage 68 Ray
19 Phenomenal 69 Ancient 19 Communicating 69 Pacifying 19 Darkness 69 Salt 19 Chain 69 Rune
20Miraculous 70 Jocular 20Concealing 70 Persuading 20Death 70 Sand 20Chariot 70 Sanctuary
21 Foul 71 Bizarre 21 Condemning 71 Petrifying 21 Dream 71 Sap 21 Circle 71 Scream
22 Abominable 72 Unnatural 22 Consoling 72 Piercing 22 Dust 72 Shadow 22 Cloak 72 Serpent
23 Loathsome 73 Unorthodox 23 Corroding 73 Preserving 23 Flame 73 Silk 23 Cloud 73 Servant
24 Hideous 74 Subtle 24 Corrupting 74 Pummeling 24 Flesh 74 Slime 24 Coil 74 Shield
25 Ominous 75 Curious 25 Crushing 75 Putrefying 25 Foam 75 Smoke 25 Colossus 75 Skeleton
26 Odious 76 Mysterious 26 Darkening 76 Reflecting 26 Fog 76 Snow 26 Column 76 Skin
27 Dreadful 77 Peculiar 27 Dazzling 77 Refreshing 27 Frost 77 Soil 27 Cone 77 Song
28 Grotesque 78 Esoteric 28 Deafening 78 Regenerating 28 Fume 78 Soot 28 Crown 78 Spear
29 Unspeakable 79 Uncanny 29 Deciphering 79 Repelling 29 Fungus 79 Spark 29 Cube 79 Sphere
30 Noxious 80Eldritch 30 Diminishing 80Retrieving 30 Ghost 80Speed 30 Disk 80Spider
31 Dismal 81 Masterful 31 Disguising 81 Revealing 31 Glass 81 Spore 31 Dragon 81 Spike
32 Wretched 82 Legendary 32 Dispelling 82 Saddening 32 Glue 82 Steam 32 Elemental 82 Spray
33 Hateful 83 Psychedelic 33 Draining 83 Sanctifying 33 Gravel 83 Stench 33 Eye 83 Staff
34 Ghastly 84 Cryptic 34 Duplicating 84 Scrying 34 Hail 84 Stone 34 Fang 84 Steed
35 Insidious 85 Enigmatic 35 Electrifying 85 Sealing 35 Heat 85 Storm 35 Finger 85 Storm
36 Vile 86 Incomprehensible 36 Emboldening 86 Shielding 36 Honey 86 Straw 36 Fissure 86 Strike
37 Sinister 87 Unfathomable 37 Enlightening 87 Silencing 37 Ice 87 Sugar 37 Fist 87 Tangle
38 Baleful 88 Inscrutable 38 Enraging 88 Slicing 38 Incense 88 Syrup 38 Flood 88 Throne
39 Abnormal 89 Inexplicable 39 Enticing 89 Spawning 39 Ink 89 Taffy 39 Fly 89 Torrent
40 Horrible 90 Incomparable 40 Etherealizing 90 Stinging 40 Iron 90 Tar 40 Form 90 Touch
41 Royal 91 Iridescent 41 Excruciating 91 Strangling 41 Ivory 91 Tea 41 Fountain 91 Tree
42 Sacred 92 Splendid 42 Expanding 92 Summoning 42 Lava 92 Tears 42 Gate 92 Tunnel
43 Arcane 93 Preeminent 43 Foreseeing 93 Teleporting 43 Lead 93 Thorn 43 Gaze 93 Vortex
44 Thaumaturgic 94 Unsurpassed 44 Freezing 94 Terrifying 44 Leaf 94 Vine 44 Geyser 94 Wall
45 Otherworldly 95 Majestic 45 Fusing 95 Transmuting 45 Light 95 Void 45 Gloves 95 Wave
46 Fey 96 Detestable 46 Hardening 96 Transporting 46 Lightning 96 Water 46 Guardian 96 Web
47 Noetic 97 Pernicious 47 Haunting 97 Vaporizing 47 Marmalade 97 Wax 47 Halo 97 Wheel
48 Infernal 98 Grim 48 Healing 98 Warding 48 Memory 98 Wind 48 Hammer 98 Whip
49 Planar 99 Ancestral 49 Identifying 99 Wearying 49 Miasma 99 Wine 49 Hand 99 Word
50 Cerebral 00Primal 50 Illuminating 00Withering 50 Molasses 00Wood 50 Hawk 00Zone
physical afflictions mental afflictions magical disasters magical schools
1 Ages backwards 51 Insomnia 1 Always lies 51 1 All iron rusts 51 1 Abjuration 51
2 Always honest 52 Invisible Eyes 2 Always polite 52 2 Animals die 52 2 Air 52 Misdirection
3 Always whispers 53 Invisible Head 3 “Animal-form” 53 3 Animals mutate 53 3 Alchemy 53 Mist
4 Babbling 54 Kleptomania 4 Cannot count 54 4 Birds attack 54 4 Alteration 54
5 Bleeds seawater 55 Language switch 5 Cannot lie 55 5 City appears 55 5 Animal 55 Nature
6 Blurry vision 56 Limbs to tentacles 6 Faceblind 56 6 Deadly fog 56 6 Anti-magic 56 Necromancy
7 Can only caw 57 Lizard eyes 7 Fears birds 57 7 Dream plague 57 7 57 Oratory
8 Can’t stop singing 58 Loses d20 inches 8 Fears blood 58 8 Endless night 58 8 Archery 58
9 Caveman speech 59 Mead snob 9 Fears books 59 9 Endless rain 59 9 Armor 59 Planes
10 Chameleon Eyes 60 Monkey tail 10 Fears darkness 60 10 Endless storm 60 10 Artifice 60 Portals
11 Colorblind 61 Mouth smokes 11 Fears fire 61 11 Endless twilight 61 11 Bardic 61 Power
12 Coma 62 Must shed skin 12 Fears gold 62 12 Endless winter 62 12 Charm 62 Protection
13 Drooling 63 Mute 13 Fears horses 63 13 Fae return 63 13 Chromatic 63
14 Drunkenness 64 Narcolepsy 14 Fears iron 64 14 Forest appears 64 14 64 Rays
15 Dyscalculia 65 Can’t remember 15 Fears music 65 15 Forgetfulness 65 15 Conjuration 65 Reality
16 Dyslexia 66 Gets lost 16 Fears own hand 66 16 Graves open 66 16 Control 66 Reptiles
17 Overly emotional 67 No sense of time 17 Fears PC 67 17 Lamentations 67 17 67 Savage
18 Eyes on stalks 68 No taste buds 18 Fears rain 68 18 Maggots 68 18 Counterspells 68 Sea
19 Faceblind 69 Nocturnal 19 Fears rivers 69 19 Mass insanity 69 19 Creation 69 Servants
20Falls in love 70 One leg grows d6” 20Fears silence 70 20Mass mutation 70 20Darkness 70 Shadow
21 Fast hair growth 71 Owl Eyes 21 Fears sleep 71 21 Mass slumber 71 21 Death 71 Shapeshifting
22 Feverish 72 Pacifist 22 Fears sunlight 72 22 Meteor strike 72 22 Detection 72 Sight
23 Fish Eyes 73 Animal head 23 Fears the moon 73 23 Mirrors speak 73 23 Divination 73
24 Hovers 74 Speaks thoughts 24 Fears trees 74 24 No stars 74 24 Dragons 74 Sound
25 Followed by birds 75 Scorpion tail 25 “Genius” 75 25 Outsider enters 75 25 Dreams 75 Speed
26 Forked tongue 76 Two personalities 26 “Gorgeous” 76 26 People shrink 76 26 Earth 76 Stars
27 Totally numb 77 See-through skin 27 Hates violence 77 27 People vanish 77 27 77 Stasis
28 Gains 2d100 lbs 78 Shouts everything 28 “Invisible” 78 28 Plants wither 78 28 Emotions 78 Staves
29 Gains d20 inches 79 Silly Walk 29 “Invulnerable” 79 29 Portal opens 79 29 79 Stealth
30 Cannot smell 80Skin Boils 30 “Mon. Ability” 80 30 Rifts open 80 30 Enchantment 80Stones
31 Gill Slits 81 Skin color change 31 “Mon. Feature” 81 31 Shadows speak 81 31 Evocation 81 Storms
32 Goat eyes 82 Skin sags 32 “Monster Trait” 82 32 Space distorts 82 32 Extradimensional 82 Summoning
33 Goat legs 83 Skips everywhere 33 Must sing 83 33 Stones speak 83 33 Fear 83 Sun
34 Gorgon hair 84 Skull grows 34 New Personality 84 34 Total silence 84 34 Fire 84 Swords
35 Grows a beak 85 Translucent skin 35 Says thoughts 85 35 Tower appears 85 35 Flight 85 Teleportation
36 Grows antlers 86 Slimy skin 36 Sees dead people 86 36 Water to blood 86 36 Force 86 Theft
37 Grows cat tail 87 Smells like fish 37 87 37 87 37 Geometry 87 Time
38 Grows feathers 88 Snake tail 38 88 38 88 38 Hedge magic 88 Transmutation
39 Grows horns 89 Stuttering 39 89 39 89 39 Ice 89
40 Grows old 90 Suckers on hands 40 90 40 90 40 Illness 90 Trickery
41 Grows scales 91 Terrible taste 41 91 41 91 41 Illusion 91 Undead
42 Second face 92 The shakes 42 92 42 92 42 Insects 92
43 Grows shaggy fur 93 Third eye 43 93 43 93 43 Invocation 93 Vampirism
44 Grows spines 94 Tinnitus 44 94 44 94 44 Knowledge 94
45 Grows tusks 95 Tone-deaf 45 95 45 95 45 95 Walls
46 Hair falls out 96 Transparent Skin 46 96 46 96 46 Light 96 Water
47 Hallucinations 97 Vegetarianism 47 97 47 97 47 Memory 97 Weapons
48 Talon hands 98 Voice change 48 98 48 98 48 Mentalism 98 Weather
49 Hands swell up 99 Voice echoes 49 99 49 99 49 Metamagic 99 Wild magic
50 Crab claw hands 00Webbed hands 50 00 50 00 50 Mind control 00Witchery
domains symbols
01 Acid 51 Mountains 1 Antlers 51 Key
02Alchemy 52 Murderers 2 Arrow 52 Knot
03 Bees 53 Music 3 Axe 53 Lamp
04 Beggars 54 Oratory 4 Bear 54 Leaf
05 Betrayal 55 Performance 5 Bell 55 Lightning bolt
06 Birds 56 Poison 6 Bird 56 Lock
07 Blades 57 Priests 7 Blood drop 57 Mask
08Blood 58 Prisoners 8 Book 58 Moon
09 Blossoms 59 Rage 9 Boots 59 Nut
10 Children 60 Rain 10 Bow 60 Octopus
11 Clay 61 Revenge 11 Bowl 61 Ox
12 Clouds 62 Revolution 12 Branch 62 Pen
13 Commerce 63 Roads 13 Brazier 63 Pincer
14 Courage 64 Royalty 14 Cauldron 64 Pine cone
15 Cowards 65 Rust 15 Chain 65 Planet
16 Craftsmanship 66 Salt 16 Chariot 66 Rabbit
using relics: Relics add +5 to checks
Divine Magic where they are used against the Patron’s
enemies or in service of their goals.
17 Crows
18 Darkness
67 Sand
68 Secrets
17 Circle
18 Cloud
67 Rat
68 Ring
patrons: Patrons are powerful magical 19 Deserts 69 Serpents 19 Coin 69 Roots
beings (often incorporeal) who grant Relics can also be used to ask for direct aid 20Destruction 70 Silence 20Comb 70 Scorpion
related to a patron’s domains by vowing 21 Disease 71 Slaves 21 Constellation 71 Scales
some of their power to PC through the
some service in return. The GM may 22 Doors 72 Sleep 22 Crab 72 Scroll
use of relics. They might be petty gods, 23 Dreams 73 Smoke 23 Cross 73 Serpent
decide that the patron accepts the PC’s
saints, nature spirits, outsiders, etc. GMs 24 Duels 74 Soldiers 24 Crown 74 Shield
should treat patrons like NPCs, giving request, rejects it, bargains with them, or 25 Eagles 75 Spiders 25 Crystal 75 Sickle
them goals, enemies, personalities, and so that a CHA check is required to convince 26 Earthquakes 76 Swamps 26 Dagger 76 Skull
on. Each patron has one or two domains it them. Regardless of the outcome, each 27 Fire 77 Tailors 27 Deer 77 Snail
is most concerned with, either positively relic can only be used in this way once 28 Fish 78 The Blind 28 Diamond 78 Snowflake
or negatively. You can use the spell before it must be re-blessed at the patron’s 29 Forge 79 The Elderly 29 Dice 79 Spear
generator tables (p. XX) as inspiration shrine. 30 Fungi 80The Future 30 Doll 80Spinning wheel
31 Gluttony 81 The Grave 31 Eye 81 Spiral
when deciding on a patron’s powers. vows: Common vows include sacrificing 32 Gossip 82 The Harvest 32 Fangs 82 Square
shrines: Patrons have shrines dotted HP, slots, ability scores, money, weapons, 33 Greed 83 The Hearth 33 Feather 83 Staff
around the landscape. PCs may freely armor, or undertaking a mission for the 34 Healing 84 The Hunt 34 Fish 84 Star
communicate with a patron at their shrine patron (see the mission tables on p. XX). 35 Horses 85 The Law 35 Fist 85 Sun
assuming they have the patron’s favor and favor: PCs that takes actions contrary to 36 Hunger 86 The Sea 36 Flower 86 Sword
one of their relics. 37 Illusions 87 Thieves 37 Fountain 87 Talons
a patron’s goals or who do not fulfill their 38 Jealousy 88 Thorns 38 Fox 88 Tentacle
relics: Relics are magical items that are promises to their patron may incur 39 Language 89 Travelers 39 Frog 89 Throne
bound to the service of a particular disfavor. Disfavor could mean anything 40 Lava 90 Trees 40 Fruit 90 Tooth
patron, usually found in dungeons or at from a mild rebuke to the patron cutting 41 Libraries 91 Trickery 41 Gate 91 Torch
shrines. A relics might be a symbol of the off access until the PC has properly 42 Light 92 Truth 42 Goat 92 Tree
patron, a weapon, an article of clothing, atoned. In extreme cases, the patron could 43 Lightning 93 Tundra 43 Hammer 93 Triangle
smite the PC personally or send their 44 Love 94 Tunnels 44 Hand 94 Turtle
or even a piece of the patron’s body like
45 Luck 95 Vermin 45 Heart 95 Wave
their skull or hair. A PC’s item can also be followers after them. 46 Machines 96 Walls 46 Helmet 96 Web
converted into a relic through the patron’s On the other hand, PCs who take pains to 47 Madness 97 Wind 47 Hook 97 Whale
blessing. They always take up at least one stay in a patron’s favor and accomplish 48 Mazes 98 Wine 48 Horn 98 Whip
item slot. their goals may be rewarded with unique 49 Miners 99 Winter 49 Horse 99 Wings
blessings, additional relics, or followers. 50 Mirrors 00Wolves 50 Hourglass 00Wolf
potion effects
Alchemy 1 Telepathy 51 Smelling
harvesting: Harvesting a monster's 2 Telekinesis 52 Taste
body part requires 10 minutes and the 3 Clairvoyance 53 Eagle Vision
4 True Poison 54 Micro Vision
proper tools. The most useful organs are 5 True Glue 55 Lycanthropy
the ones that produce the monster's 6 True Acid 56 Levitation
special abilities, such as a dragon's lung 7 True Grease 57 Flight
(fire breathing) or a dragon's scales 8 Grow 58 Gravity
(fireproofing). Magical plants can also be 9 Shrink 59 Anti-Gravity
harvested, although they usually grow in 10 Healing 60 Repulsion
dangerous or lost locations. Body parts or 11 Rot 61 Clone
plants harvested take up at least one slot, 12 Love 62 Mutation
due to the packaging and fluids they must 13 Hate 63 Raise Dead
14 Rage 64 Heartlessness
be preserved in. 15 Fear 65 Silence
brewing: Brewing a potion requires a 16 Joy 66 Loudness
fire, a cauldron, ingredients, and one 17 Paranoia 67 Beast Speech
watch (four hours) of time. The player 18 Prophecy 68 Bird Speech
describes the effect and duration of the 19 Courage 69 Grub Speech
20Invisibility 70 Dead Speech
potion they are trying to make, along with
21 Strength 71 Fish Speech
the ingredients to be used (usually 22 Speed 72 Metal Speech
monster parts, but in theory they might 23 Jumping 73 Plant Speech
use any rare substances with the right 24 Climbing 74 Stone Speech
properties). If the GM approves the 25 Swimming 75 Hypnotism
attempt, the PC makes an INT check. The 26 Intangibility 76 Tongues
PC adds +5 to the check for each watch 27 Forgetfulness 77 True Sight
they spend working on the potion after 28 Petrification 78 Water Walk
the first, (+10 maximum). On a success, 29 Polymorph 79 Ventriloquism
30 Gills 80Youth
the potion is created. The parts are lost no
31 Webs 81 Age
matter the outcome. If the PC succeeds at 32 Claws 82 Mold Stone
the check by 10 or more, they have 33 Long Tongue 83 Mold Metal
created a recipe for that potion and no 34 Four Arms 84 Mold Flesh
longer need to make a brewing check to 35 Stinger 85 Beast-form
make it when using those exact 36 Zombie Blood 86 Bird-Form
ingredients. 37 Vampirism 87 Fish-Form
38 Burrowing 88 Vermin-Form
potion effects: Potions allow the 39 Cloudkill 89 Fire-form
drinker to produce a single significant 40 Understanding 90 Ice-form
magical effect. If the effect is ongoing (like 41 Dark Vision 91 Gas-form
invisibility) it lass for 10 minutes. Weak 42 X-Ray Vision 92 Ooze-form
ongoing effects may last for an hour or 43 Infravision 93 Heat-Proof
even a day if it is very weak. A drop of a 44 Ultravision 94 Cold-Proof
potion gives a clue as to its effects. If the 45 Sleep 95 Lightning Proof
players find or buy a potion you can either 46 False Life 96 Spell Proof
47 Career 97 Fire-Breath
use one of the effects to the right or
48 Grandeur 98 Ice-Breath
generate something using the magic 49 Gold Sense 99 Acid-Breath
tables. 50 Hearing 00Lightning Breath
consistencies tastes colors ingredients
1 Aerated 51 Mashed 1 Absinthe 51 Licorice 1 Acid Green 51 Lavender 1 Ancient liquor 51
2 Battery 52 Metallic 2 Allspice 52 Lime 2 Alabaster 52 Lilac 2 Animal 52
3 Blended 53 Motes 3 Almond 53 Loam 3 Amber 53 Lime 3 Blind eye 53
4 Boiling 54 Moving 4 Ammonia 54 Maple Syrup 4 Amethyst 54 Magenta 4 Boiled cat 54
5 Brackish 55 Muddy 5 Asparagus 55 Mead 5 Apricot 55 Mahogany 5 Book page 55
6 Bubbling 56 Murky 6 Bananas 56 Milk 6 Aquamarine 56 Maroon 6 Bottled fog 56
7 Buttery 57 Mushy 7 Basil 57 Mineral 7 Asparagus 57 Mauve 7 Coffin nail 57
8 Caramelized 58 Oily 8 Beer 58 Mint 8 Auburn 58 Milk White 8 Corpse’s hair 58
9 Chalky 59 Oozy 9 Berries 59 Mud 9 Aureolin 59 Moss Green 9 Crossroad dust 59
10 Chilled 60 Pasty 10 Black currant 60 Mustard 10 Avocado 60 Mustard 10 Cultist entrails 60
11 Chunky 61 Powdery 11 Blackberry 61 Nutmeg 11 Azure 61 Ochre 11 Edible Plant 61
12 Churning 62 Pudding 12 Blood 62 Oak 12 Baby Blue 62 Olive 12 Exotic spice 62
13 Clotted 63 Pulpy 13 Butter 63 Olive Oil 13 Beige 63 Opalescent 13 Killer’s hand 63
14 Coagulated 64 Pulsing 14 Camphor 64 Onion 14 Bone 64 Oxblood 14 King’s tooth 64
15 Condensed 65 Pureed 15 Candy 65 Orange 15 Bottle Green 65 Pea Green 15 Last breath 65
16 Congealed 66 Quicksilver 16 Caramel 66 Oregano 16 Bronze 66 Peach 16 Liar’s tongue 66
17 Cool 67 Reflective 17 Cardamom 67 Peach 17 Bubblegum 67 Peacock Blue 17 Lightning bolt 67
18 Creamy 68 Rippling 18 Cherry 68 Pears 18 Carmine 68 Pearl 18 Lodestone 68
19 Crystalized 69 Roiling 19 Chili Pepper 69 Pepper 19 Carrot 69 Periwinkle 19 Monk’s vow 69
20Curdled 70 Sandy 20Chives 70 Peppermint 20Acid Green 70 Pine Green 20Monster Feature 70
21 Dregs 71 Sappy 21 Chocolate 71 Phlegm 21 Cerise 71 Plum 21 Newborn’s cry 71
22 Effervescent 72 Scalding 22 Cinnamon 72 Pickle Juice 22 Cerulean 72 Primrose 22 Oil portrait 72
23 Filmy 73 Scummy film 23 Cloves 73 Pine 23 Champagne 73 Pumpkin 23 Phys. Element 73
24 Fizzing 74 Sediment 24 Coconut 74 Pistachios 24 Charcoal 74 Rainbow 24 Poisonous Plant 74
25 Flakes 75 Shining 25 Coffee 75 Plum 25 Chartreuse 75 Rose 25 Potion 75
26 Foaming 76 Silty 26 Copper 76 Pumpkin 26 Chestnut 76 Ruby 26 Pyre ember 76
27 Foggy 77 Simmering 27 Cranberry 77 Quince 27 Cinnamon 77 Russet 27 Queen bee 77
28 Frigid 78 Sizzling 28 Crude Oil 78 Rhubarb 28 Colorless 78 Rusty 28 Queen’s blood 78
29 Frosty 79 Slimy 29 Cucumber 79 Roast Duck 29 Coppery 79 Saffron 29 Ship’s barnacle 79
30 Frothy 80Slushy 30 Cumin 80Rose 30 Coral Pink 80Salmon 30 Star-metal 80
31 Gelatinous 81 Smoking 31 Curry 81 Rosemary 31 Creamy 81 Sapphire 31 Thief’s finger 81
32 Glimmering 82 Smoky 32 Dates 82 Rust 32 Crimson 82 Scarlet 32 Tomb flower 82
33 Gloppy 83 Soapy 33 Elderberry 83 Saffron 33 Cyan 83 Sepia 33 Val. Material 83
34 Glowing 84 Sparkling 34 Figs 84 Sage 34 Dove Grey 84 Shocking Pink 34 Wedding ring 84
35 Gluey 85 Steaming 35 Flowers 85 Salt Water 35 Dun 85 Silver 35 Widow’s tears 85
36 Grainy 86 Sticky 36 Garlic 86 Soap 36 Eggshell 86 Slate Blue 36 Wizard skull 86
37 Greasy 87 Swirling 37 Ginger 87 Soursop 37 Electric Blue 87 Smokey Grey 37 87
38 Gritty 88 Syrupy 38 Gooseberry 88 Spearmint 38 Emerald 88 Tangerine 38 88
39 Grounds 89 Tarry 39 Grapefruit 89 Sulphur 39 Flesh 89 Teal 39 89
40 Gummy 90 Thin 40 Grass 90 Tamarind 40 Fuchsia 90 Terracotta 40 90
41 Gunky 91 Throbbing 41 Herbs 91 Tea 41 Fuligin 91 Titian Red 41 91
42 Gurgling 92 Trembling 42 Honey 92 Tears 42 Golden 92 Tomato 42 92
43 Hissing 93 Turbulent 43 Honeysuckle 93 Thyme 43 Grape Juice 93 Turquoise 43 93
44 Humming 94 Vibrating 44 Horseradish 94 Tobacco 44 Heliotrope 94 Tyrian 44 94
45 Ichorous 95 Viscid 45 Huckleberry 95 Vanilla 45 Ice Blue 95 Ultramarine 45 95
46 Icy 96 Viscous 46 Hyacinth 96 Walnuts 46 Indigo 96 Umber 46 96
47 Jellied 97 Warm 47 Jasmine 97 Whiskey 47 Inky 97 Verdigris 47 97
48 Living 98 Watery 48 Leather 98 Wine 48 Invisible 98 Vermilion 48 98
49 Lukewarm 99 Whirling 49 Lemon 99 Wintergreen 49 Ivory 99 Violet 49 99
50 Lumpy 00Whistling 50 Lemongrass 00Wormwood 50 Kelly Green 00Viridian 50 00
adventure items miscellaneous items
1 Acid Flask 51 Iron tongs 1 Amulet 51 Lute
2 Animal scent 52 Lantern 2 Arrow 52 Lyre
3 Antitoxin 53 Large Sack 3 Arrowhead 53 Mace
4 Astrolabe 54 Lockpicks 4 Axe 54 Machine
5 Backpack 55 Lodestone 5 Bell 55 Mask
6 Bandolier 56 Magnifying lens 6 Belt 56 Mirror
7 Bear trap 57 Manacles 7 Boots 57 Necklace
8 Bedroll 58 Marbles 8 Bottle 58 Needle
9 Beeswax 59 Metal File 9 Bow 59 Net
10 Bell 60 Mortar and pestle 10 Bowl 60 Orb
11 Bellows 61 Mule 11 Box 61 Painting
12 Birdcage 62 Net 12 Bracelet 62 Pearl
13 Blank book 63 Padlock and key 13 Breastplate 63 Pen
14 Blanket 64 Pen and ink 14 Brooch 64 Phial
15 Block and tackle 65 Perfume 15 Candle 65 Pillow
16 Boltcutters 66 Pickaxe 16 Card 66 Pipe
transport: Mule (30c), Riding Horse
Money & Gear (1000c), War Horse (10,000c), Cart (50c),
17 Bottle
18 Bucket
67 Pitchfork
68 Piton
17 Censer
18 Circlet
67 Pipes
68 Purse
coinage: All costs are in coins (c). 10c is
Carriage (320c), Wagon (120c), Rowboat 19 Bullseye lantern 69 Pliers 19 Claw 69 Puzzle box
(50c), Fishing boat (requires 2 crew) 20Caltrops 70 Poison 20Cloak 70 Pyramid
the wage for a day of unskilled labor.
(500c), Sloop (requires 10 crew) (5000c), 21 Candle 71 Pole (10’) 21 Coin 71 Razor
common items: Found in any settlement. Caravel (requires 50 crew) (25,000c), 22 Chain 72 Rat 22 Comb 72 Ring
Rope, torch, saw, etc. (5c). Galleon (requires 200 crew) (125,000c). 23 Chalk 73 Rum 23 Compass 73 Rod
24 Chisel 74 Scissors 24 Conch 74 Rook
uncommon items: Found in towns or cost of living: Use the following table 25 Climbing hook 75 Sealing wax 25 Crown 75 Rope
cities. Lantern, bear trap, etc. (20c). when determining a PC’s lifestyle between 26 Compass 76 Sewing needle 26 Cup 76 Salve
rare items: Found only in cities. adventures. A social level’s monthly cost 27 Copper wire 77 Sextant 27 Doll 77 Scarf
Sextant, hourglass, astrolabe, etc. (100c+). of living is also a good guideline for bribes 28 Crowbar 78 Shovel 28 Egg 78 Scepter
and gifts for someone of that level. 29 Dice 79 Silk rope 29 Eye 79 Scissors
melee weapons: One-handed weapons: 30 Door ram 80Sledgehammer 30 Eyepatch 80Scroll
d6 damage, 1 slot (50c). Two-handed cost of living (per month) 31 Ear trumpet 81 Smokebomb 31 Fang 81 Shield
weapons: d8 damage, 2 slots (100c). destitute: Knaves, Beggars, Refugees, 32 Ether 82 Smoked goggles 32 Feather 82 Shoe
Outlaws (90c). 33 Fire oil 83 Soap 33 Figurine 83 Signet ring
missile weapons: Two hands, two slots,
poor: Servants, Laborers, Sailors, 34 Fishing hook 84 Spikes 34 Finger 84 Skull
d6 damage, 40’ range. Each multiple of 40’ 35 Flashbomb 85 Spyglass 35 Flute 85 Slippers
Farmers, Soldiers (300c).
after the first adds -5 to the check. 36 Flashpowder 86 Stake 36 Gauntlet 86 Snuffbox
humble: Innkeepers, Bakers, Butchers,
armor pieces: PCs can wear up to 7 Blacksmiths, Journeymen, Scribes, 37 Garlic 87 Steel mirror 37 Gem 87 Spear
pieces. Each uses one slot and grants 1 AP Carpenters, Priests, Mercenaries (600c). 38 Glue 88 Sundial 38 Glove 88 Staff
(7 AP or 18 Armor Class max). Shield 39 Grappling hook 89 Tent 39 Hammer 89 Strand
respectable: Armorers, Physicians, 40 Grease 90 Thick gloves 40 Handkerchief 90 Sword
(100c), Helmet (100c), Gambeson (300c), Merchants, Lawyers, Master Craftsmen
41 Hacksaw 91 Thurible 41 Hat 91 Thread
Chain shirt (900c), Breastplate (1800c), (1200c). 42 Hammer 92 Tinderbox 42 Helm 92 Tome
Arm plate (900c), Leg plate (900c). wealthy: Courtiers, Knights, Rich 43 Hand drill 93 Torch 43 Horn 93 Tooth
animals: Poultry (5c), Dogs, Pigs, Goats, Merchants, Bishops, Gentry (3000c). 44 Hemp rope 94 Trumpet 44 Hourglass 94 Torch
etc. (20c), Cows (100c), Falcons (1000c). minor noble: Barons, Vicounts, Counts, 45 Hog holder 95 Twine 45 Jar 95 Tuning fork
46 Hooded lantern 96 Vial 46 Key 96 Turnip
clothing sets: Poor (60c), Humble Earls, Cardinals (12,000c).
47 Hound 97 Waterskin 47 Knife 97 Wand
(120c), Respectable (240c), Wealthy major noble: Marquises, Princes, Dukes 48 Hourglass 98 Whetstone 48 Lamp 98 Whetstone
(600c), Minor Noble (2400c), Major (60,000c). 49 Incense 99 Whistle 49 Lens 99 Whistle
Noble (12,000c), Royal (120,000c). royal: Kings, Emperors (600,000c). 50 Iron pot 00Wolfsbane 50 Locket 00Wine
weapons armor pieces books item traits
1 Arming sword 51 Longsword 1 Arm wrap 51 Hounskull 1 Alchemy 51 1 Altered 51
2 Backsword 52 Lucerne hammer 2 Armet 52 Jack of plate 2 Art 52 2 Ancient 52
3 Bardiche 53 Mace 3 Arming doublet 53 Kettle hat 3 Astrology 53 3 Blessed 53
4 Baton 54 Machete 4 Aventail 54 Kettle helm 4 Blackmail 54 4 Bulky 54
5 Battleaxe 55 Man catcher 5 Banded mail 55 Kite shield 5 Charts & maps 55 5 Compact 55
6 Beheading sword 56 Maul 6 Barbute 56 Lamellar armor 6 Conspiracies 56 6 Consumable 56
7 Bill hook 57 Messer 7 Bark armor 57 Lamellar helm 7 Cookbook 57 7 Cultural value 57
8 Blowgun 58 Meteor hammer 8 Bascinet 58 Laminar armor 8 Criminals 58 8 Cursed 58
9 Blowpipe 59 Military fork 9 Besegew 59 Lantern shield 9 Divination 59 9 Damaged 59
10 Boar spear 60 Morningstar 10 Bevor 60 Leather armor 10 Etiquette 60 10 Disguised 60
11 Bolas 61 Nunchaku 11 Bishop’s mantle 61 Leather shield 11 Fashion 61 11 Draws enemies 61
12 Boomerang 62 Pickaxe 12 Bone armor 62 Leg wrap 12 Genealogy 62 12 Effect 62
13 Brass knuckles 63 Pike 13 Bouche shield 63 Legionary helm 13 Hagiography 63 13 Element 63
14 Bullet crossbow 64 Poleaxe 14 Breastplate 64 Lobster tail helm 14 History 64 14 Embellished 64
15 Butterfly sword 65 Push dagger 15 Brigandine 65 Mail coif 15 Journal 65 15 Encoded 65
16 Cestus 66 Ranseur 16 Bronze shield 66 Mantlet 16 Language 66 16 Exotic 66
17 Chain whip 67 Rapier 17 Buckler 67 Moroin 17 Laws 67 17 Extra-planar 67
18 Chakram 68 Recurve bow 18 Burgonet 68 Nasal helm 18 Letters 68 18 Famous 68
19 Claymore 69 Rondel dagger 19 Burlap armor 69 Padded coif 19 Lost empires 69 19 Forbidden 69
20Club 70 Rope dart 20Casque helmet 70 Pauldron 20Lost places 70 20Fragile 70
21 Crossbow 71 Sabre 21 Ceramic armor 71 Pavise shield 21 Love poems 71 21 Heavy 71
22 Cutlass 72 Sai 22 Cervellierre 72 Plackart 22 Monsters 72 22 Immovable 72
23 Dagger 73 Scimitar 23 Chapel de fer 73 Plank shield 23 Mythology 73 23 Impracticable 73
24 Dao 74 Scourge 24 Chausses 74 Poleyn 24 Odd customs 74 24 Indestructible 74
25 Deer horn knives 75 Shortbow 25 Close helm 75 Quilted armor 25 Oratory 75 25 Intelligent 75
26 Dirk 76 Shortsword 26 Coat of plates 76 Rawhide armor 26 Propaganda 76 26 Masterwork 76
27 Emeici 77 Shuriken 27 Codpiece 77 Rerbrace 27 Prophecies 77 27 Military value 77
28 Falchion 78 Sickle 28 Corinthian helm 78 Ring armor 28 Siegecraft 78 28 Non-human 78
29 Falx 79 Side sword 29 Couter 79 Rondache shield 29 Songs 79 29 Owned 79
30 Flail 80Sling 30 Crescent shield 80Rondel 30 State secrets 80 30 Partial 80
31 Flambard 81 Slingshot 31 Crested helm 81 Rope armor 31 Sword fighting 81 31 Political value 81
32 Flying claws 82 Spear 32 Cuisses 82 Round shield 32 Theology 82 32 Religious value 82
33 Gauntlet sword 83 Spetum 33 Culet 83 Sabatons 33 Treasures 83 33 Repaired 83
34 Gladius 84 Staff 34 Curiass 84 Sallet 34 War chronicle 84 34 Royal 84
35 Glaive 85 Stave sling 35 Falling buffe 85 Scale armor 35 Who’s who 85 35 Toxic 85
36 Halberd 86 Stiletto 36 Faulds 86 Silk armor 36 Witch-hunting 86 36 Vile 86
37 Hatchet 87 Swordstaff 37 Felt armor 87 Spangenhelm 37 87 37 87
38 Hook sword 88 Tanto 38 Fish skin armor 88 Thracian helm 38 88 38 88
39 Horsebow 89 Three-part staff 39 Frog-mouth helm 89 Spiked shield 39 89 39 89
40 Hunting knife 90 Throwing axe 40 Fur armor 90 Splint armor 40 90 40 90
41 Ice pick 91 Throwing knife 41 Gambeson 91 Straw armor 41 91 41 91
42 Javelin 92 Tiger claws 42 Gardbrace 92 Studded leather 42 92 42 92
43 Katana 93 Tonfa 43 Gauntlet 93 Targe shield 43 93 43 93
44 Katar 94 Trident 44 Gorget 94 Tasset 44 94 44 94
45 Kopesh 95 Wakizashi 45 Great helm 95 Tonlet helm 45 95 45 95
46 Kukri 96 War scythe 46 Greaves 96 Tower shield 46 96 46 96
47 Kunai 97 Warhammer 47 Hauberk 97 Vambrace 47 97 47 97
48 Lance 98 Warpick 48 Heater shield 98 Wicker armor 48 98 48 98
49 Lasso 99 Whip 49 Horn armor 99 Wicker shield 49 99 49 99
50 Longbow 00Zweihander 50 Horned helmet 00Wood armor 50 00 50 00
treasure items valuable materials clothing clothing traits
1 Alchemy recipe 51 1 Adamantine 51 Mammoth Tusk 1 Belt 51 1 Antique 51 Bells
2 Amulet 52 2 Alabaster 52 Moonstone 2 Blouse 52 2 Ceremonial 52 Emblem
3 Astrolabe 53 3 Amber 53 Morganite 3 Bodice 53 3 Decorated 53 Embroidered
4 Blueprints 54 4 Ambergris 54 Moss agate 4 Boots 54 4 Eccentric 54 Feathers
5 Calligraphy 55 5 Aquamarine 55 Mother of Pearl 5 Bracelet 55 5 Elegant 55 Fur Lined
6 Carpet 56 6 Aventurine 56 Narwhal Horn 6 Cape 56 6 Embroidered 56 Fur Trim
7 Compass 57 7 Azurite 57 Nephrite 7 Cincture 57 7 Fashionable 57 Gold Thread
8 Contract 58 8 Beryl 58 Obsidian 8 Cloak 58 8 Flamboyant 58 Jewels
9 Crown 59 9 Black Alabaster 59 Onyx 9 Coat 59 9 Foreign 59 Lace Trim
10 Crystal 60 10 Black Opal 60 Orichalcum 10 Doublet 60 10 Formal 60 Ornate Border
11 Deed 61 11 Black Pearl 61 Palladium 11 Dress 61 11 Muddy 61 Padded
12 Embroidery 62 12 Bloodstone 62 Pearl 12 Earing 62 12 Oversized 62 Patterned
13 Fine china 63 13 Bloodwood 63 Peridot 13 Eyepatch 63 13 Patched 63 Pearls
14 Fine liquor 64 14 Blue Amber 64 Petrified Wood 14 Gloves 64 14 Perfumed 64 Ruffles
15 Instrument 65 15 Blue Jade 65 Pink Sapphire 15 Gown 65 15 Rancid 65 Silver Thread
16 Magical book 66 16 Blue Opal 66 Platinum 16 Hat 66 16 Sigiled 66 Slashed
17 Microscope 67 17 Bone China 67 Polyhedroid Agate 17 Helmet 67 17 Stained 67 Spangled
18 Music box 68 18 Cairngorm 68 Porcelain 18 Hood 68 18 Threadbare 68 Spiked
19 Orrery 69 19 Carbuncle 69 Porcelain Jasper 19 Hose 69 19 Torn 69 Striped
20Painting 70 20Carnelian 70 Porphyry 20Kirtle 70 20Uniform 70 Tassels
21 Perfume 71 21 Cat’s Eye 71 Purpleheart Wood 21 Locket 71 21 71 Linen
22 Prayer book 72 22 Chalcedony 72 Quartz 22 Mask 72 22 72 Wool
23 Printing block 73 23 Cherry Amber 73 Quetzal Jade 23 Necklace 73 23 73 Felt
24 Rare textile 74 24 Cinnabar 74 Rainbow Agate 24 Ring 74 24 74 Leather
25 Royal robes 75 25 Citrine 75 Rainbow Jasper 25 Robe 75 25 75 Hemp
26 Saint’s relic 76 26 Crystal 76 Rainbow Obsidian 26 Sandals 76 26 76 Goat
27 Scrimshaw 77 27 Cyclops Agate 77 Redheart Wood 27 Scarf 77 27 77 Rabbit
28 Sextant 78 28 Dendritic Agate 78 Rose Opal 28 Shirt 78 28 78 Squirrel
29 Sheet music 79 29 Diamond 79 Rose Quartz 29 Shoes 79 29 79 Lace
30 Signet ring 80 30 Dragon Bone 80 Rosewood 30 Skirt 80 30 80 Cotton
31 Silverware 81 31 Ebony 81 Ruby 31 Slippers 81 31 81 Deer
32 Spices 82 32 Emerald 82 Sandalwood 32 Socks 82 32 82 Wolf
33 Spyglass 83 33 Fire agate 83 Sapphire 33 Stockings 83 33 83 Badger
34 Tapestry 84 34 Fire Coral 84 Sard 34 Trousers 84 34 84 Bear
35 Telescope 85 35 Fire Jasper 85 Serpentine 35 Tunic 85 35 85 Lamb
36 Treasure map 86 36 Fire Opal 86 Silver 36 Veil 86 36 86 Silk
37 87 37 Garnet 87 Snakewood 37 Vest 87 37 87 Chiffon
38 88 38 Gold 88 Spinel 38 88 38 88 Velvet
39 89 39 Heliodor 89 Star Iron 39 89 39 89 Mink
40 90 40 Hematite 90 Star Rose Quartz 40 90 40 90 Fox
41 91 41 Horn 91 Star Sapphire 41 91 41 91 Otter
42 92 42 Ironwood 92 Sunstone 42 92 42 92 Cashmere
43 93 43 Jet 93 Tiger’s Eye 43 93 43 93 Snake
44 94 44 Kingfisher Jade 94 Tigerwood 44 94 44 94 Seal
45 95 45 Koa Wood 95 Topaz 45 95 45 95 Leopard
46 96 46 Lapis Lazuli 96 Tourmaline 46 96 46 96
47 97 47 Lavender Jade 97 Turquoise 47 97 47 97
48 98 48 Lingum Vitae 98 Turtle Shell 48 98 48 98
49 99 49 Mahogany 99 Unicorn Horn 49 99 49 99
50 00 50 Malachite 00 Whale Ivory 50 00 50 00
constructing buildings: The table the stronger side will use during the
Buildings below shows the cost to build a 5 foot
square of different building types. Staffing
Warfare upcoming battle checks.
running a business: Businesses and units: Each of the following units cost • Up to 50% stronger: +2
a building costs 50% of its cost per year. • Up to 2x as strong: +4
other investments generally bring in d10% 100,000c per month and have same
of their cost each year in profit. room style cost fighting power. Scale the cost, power, and • Up to 3x stronger: +6
renting: Until they gain a lot of wealth, poor: Earth walls, thatched roofs, size of a unit proportionally. • Up to 4x stronger: +8
10 • More than 4x stronger: +10
PCs will probably rent most of the earth floors. • 1 master battle wizard
buildings they use. Common rooms (2c/ humble: Wattle and daub walls • 3 battle wizards 3: battle checks: The stronger side
night), Private rooms (10c/night). A with some bricks or field stone, 50 • 25 elite cavalry makes three checks using the above
whole building: (1% of its value/month). thatched roofs, reed floors. • 50 veteran cavalry bonus, aiming to get 11 or better.
respectable: Wood and brick • 100 trained cavalry 4: pick results: Each success allows the
buying buildings: The costs of the
walls with some stone, shingled 250 • 200 untrained cavalry stronger side to secretly pick one result
following buildings are approximate. The
roof, wood floors. • 50 elite foot soldiers or archers from the list below and each failure allows
building’s condition, importance, size, etc.
wealthy: Mostly stone walls • 100 veteran foot soldiers or archers the weaker side to secretly pick one result.
can dramatically affect its value.
with some wood and brick, • 200 trained foot soldiers or archers The same result can be picked multiple
shingled roof, wood floors. This is 1,000 • 400 untrained foot soldiers or archers times. Once all picks have been made,
building cost also the cost for a 5 foot cube of
Poor Hovel 100 stone when constructing walls. 1: tally fighting power: Sum the they are revealed and resolved.
Humble Cottage 1,000 minor nobles and castles: fighting power of each side’s units. At the • capture: An enemy NPC is captured.
Respectable House, Chapel 10,000 Stone walls, shingled roof, GM’s discretion, improve or reduce a • loot: A enemy item is looted.
Wealthy House, Guildhall, side’s fighting power based on its morale • slay: Slay 10% of the enemy army.
50,000 flagstone floors. Some use of 5,000
and positioning. Each side’s leader may • rescue: Cancel a “Capture” result.
Warehouse, Theater materials like glass and marble,
Church, Stone Tower 100,000 minor architectural flourishes.
make a CHA check to try and improve • guard: Cancel a “Loot” result.
Small Castle 2,000,000 major nobles: Stone walls, stone
their side’s power by 50%. If they fail, they • shield: Cancel a “Slay” result.
reduce it by 50%. The important thing is
Minor Noble’s Mansion, roof, tiled floors, glass windows, The side that picks the most results (no
8,000,000 50,000 not exact numbers but how strong each
Temple, Medium Castle high ceilings, significant matter how they are resolved) is the
side is relative to the other.
Large Castle 32,000,000 architectural flourishes. battle’s winner. The other side must
Major Noble’s Estate, royal: Marble walls, stone roof, 2: establish bonus: Determine how withdraw from the field.
100,000,000 much stronger the stronger side is than
Cathedral marble floors, glass windows, 100,000
Imperial Palace, Basilica 400,000,000 soaring ceilings, art everywhere. the weaker side. This provides the bonus
inn name (part 1) inn name (part 2) food form food ingredient
1 Amber 51 Musical 1 Adder 51 Lamp 1 Aged 51 Marinated 1 Acorn 51 Kidney bean
2 Bellowing 52 Muttering 2 Ant 52 Lantern 2 Bacon-wrapped 52 Mashed 2 Alligator 52 Lamb
3 Bitter 53 Mysterious 3 Axe 53 Lion 3 Baked 53 Melt 3 Almond 53 Leek
4 Black 54 Nervous 4 Barrel 54 Lute 4 Balls 54 Minced 4 Antelope 54 Lemon
5 Blazing 55 Nimble 5 Bear 55 Mackerel 5 Barbecued 55 Moldy 5 Apple 55 Lime
6 Bleak 56 Oozing 6 Beaver 56 Maid 6 Basted 56 Pan-fried 6 Artichokes 56 Lobster
7 Blessed 57 Petrified 7 Beetle 57 Mermaid 7 Battered 57 Pastry 7 Asparagus 57 Moose
8 Bloody 58 Prancing 8 Bell 58 Mole 8 Blackened 58 Patty 8 Bass 58 Mushroom
9 Blue 59 Purple 9 Boar 59 Monk 9 Blanched 59 Peppered 9 Bear 59 Mussels
10 Broken 60 Reckless 10 Bone 60 Moon 10 Boiled 60 Pickled 10 Beaver 60 Mutton
11 Broken 61 Righteous 11 Boot 61 Mule 11 Braised 61 Pie 11 Beef 61 Onion
12 Busy 62 Roaring 12 Bowl 62 Needle 12 Breaded 62 Poached 12 Beet 62 Orange
13 Cacophonous 63 Roasted 13 Bucket 63 Noose 13 Brined 63 Porridge 13 Bell pepper 63 Ox
14 Copper 64 Romantic 14 Bull 64 Orb 14 Broiled 64 Pudding 14 Bison 64 Partridge
15 Courageous 65 Ruby 15 Candle 65 Pearl 15 Broth 65 Quiche 15 Blueberry 65 Pea
16 Crimson 66 Salty 16 Cat 66 Pig 16 Browned 66 Rancid 16 Broccoli 66 Pear
17 Cunning 67 Scented 17 Claw 67 Pipe 17 Buttered 67 Raw 17 Brussels sprout 67 Perch
18 Dancing 68 Scorned 18 Cloak 68 Plow 18 Cake 68 Roasted 18 Cabbage 68 Pheasant
19 Dead 69 Seven 19 Cock 69 Post 19 Candied 69 Roll 19 Carp 69 Pork
20Disdainful 70 Shimmering 20Coin 70 Prince 20Canned 70 Salad 20Carrot 70 Possum
21 Drunken 71 Shivering 21 Comb 71 Queen 21 Caramelized 71 Salted 21 Catfish 71 Potato
22 Extravagant 72 Shrieking 22 Cow 72 Rat 22 Casserole 72 Sandwich 22 Cattail 72 Pumpkin
23 Fizzing 73 Sickly 23 Crow 73 Rose 23 Charred 73 Sausage 23 Cauliflower 73 Quail
24 Floating 74 Silent 24 Crown 74 Saint 24 Chilled 74 Sautéed 24 Caviar 74 Rabbit
25 Flying 75 Silver 25 Cup 75 Serpent 25 Chowder 75 Seared 25 Celery 75 Raccoon
26 Frosty 76 Singing 26 Door 76 Shoe 26 Cobbler 76 Seasoned 26 Cheese 76 Radish
27 Ghastly 77 Sleeping 27 Dragon 77 Shovel 27 Creamed 77 Shredded 27 Cherry 77 Raspberry
28 Ghostly 78 Smoking 28 Eagle 78 Skull 28 Crumble 78 Simmered 28 Chestnut 78 Rat
29 Glittering 79 Squeaky 29 Egg 79 Snout 29 Cubed 79 Slow-cooked 29 Chicken 79 Reindeer
30 Golden 80Stubborn 30 Elephant 80Sow 30 Cured 80Smoked 30 Clams 80Rhubarb
31 Graceful 81 Tainted 31 Fang 81 Spoon 31 Deep-fried 81 Soup 31 Corn 81 Salmon
32 Green 82 Terrible 32 Fish 82 Staff 32 Diced 82 Sour 32 Crab 82 Shrimp
33 Grotesque 83 Thirsty 33 Flea 83 Star 33 Drunk 83 Spiced 33 Crayfish 83 Snails
34 Harmless 84 Thirteen 34 Fork 84 Stone 34 Emulsified 84 Spit-Roasted 34 Cucumber 84 Snake
35 Heartless 85 Thorny 35 Giant 85 Sun 35 Fermented 85 Stale 35 Dandelion 85 Spinach
36 Helpful 86 Three 36 Griffin 86 Sword 36 Flambéd 86 Steamed 36 Duck 86 Squash
37 Hideous 87 Tipsy 37 Gristle 87 Thistle 37 Fondue 87 Stewed 37 Eel 87 Squirrel
38 Honeyed 88 Troublesome 38 Hare 88 Thorn 38 Frozen 88 Stir-fried 38 Egg 88 Strawberry
39 Howling 89 Two 39 Hart 89 Thread 39 Glazed 89 Strips 39 Eggplant 89 Sturgeon
40 Hungry 90 Vexing 40 Hawk 90 Throne 40 Grilled 90 Strudel 40 Elk 90 Tangerine
41 Jolly 91 Violet 41 Hen 91 Torch 41 Gruel 91 Stuffed 41 Goat 91 Tomato
42 Kindly 92 Wailing 42 Hog 92 Tower 42 Hash 92 Sugared 42 Goose 92 Trout
43 Last 93 Wandering 43 Hole 93 Unicorn 43 Hasty 93 Sun-dried 43 Grape 93 Turkey
44 Lazy 94 Wanton 44 Horse 94 Vulture 44 Honeyed 94 Tenderized 44 Grapefruit 94 Turnip
45 Loathsome 95 Whispering 45 Hound 95 Weasel 45 Iced 95 Toasted 45 Green bean 95 Turtle
46 Lovesick 96 Whistling 46 Jar 96 Whale 46 Inside-out 96 Turnover 46 Guinea pig 96 Veal
47 Loyal 97 White 47 Kettle 97 Wheel 47 Jellied 97 Undercooked 47 Ham 97 Venison
48 Melancholy 98 Wicked 48 Key 98 Whistle 48 Layered 98 Upside-down 48 Hare 98 Walnut
49 Merry 99 Wondrous 49 Knife 99 Wife 49 Live 99 Wind-dried 49 Hazelnut 99 Wild boar
50 Moldy 00Yellow 50 Lamb 00Worm 50 Loaf 00Wrapped 50 Hot pepper 00Yam
city district features city events street features buildings
1 Alchemy 51 Libraries 1 Alcohol ban 51 Manhunt 1 Aqueduct 51 Livestock 1 Academy 51 Locksmith
2 Alleys 52 Livestock 2 Armor ban 52 Mass arrests 2 Arcade 52 Long steps 2 Alchemist 52 Lounge
3 Aristocracy 53 Machines 3 Art trend 53 Mass conversion 3 Archway 53 Manure pile 3 Apothecary 53 Manor
4 Art galleries 54 Marketplaces 4 Assassination 54 Mass execution 4 Awnings 54 Mud 4 Archive 54 Marketplace
5 Asylums 55 Mausoleums 5 Beggar crowds 55 Mass expulsion 5 Balconies 55 Narrow 5 Armorer 55 Mason
6 Baking 56 Medicine 6 Begging ban 56 Mass pardon 6 Barricades 56 Nobility 6 Art dealer 56 Menagerie
7 Banking 57 Mercenaries 7 Blessing 57 Meat shortage 7 Benches 57 Oil spill 7 Asylum 57 Monastery
8 Baths 58 Military 8 Building collapse 58 Metal shortage 8 Bodies 58 Overgrown 8 Baker 58 Moneylender
9 Bats 59 Monasteries 9 Carnival 59 Military parade 9 Bonfire 59 Palanquins 9 Bank 59 Museum
10 Begging 60 Monuments 10 Conscription 60 Missionaries 10 Bricklayers 60 Pickpockets 10 Barber 60 Observatory
11 Bells 61 Museums 11 Consecration 61 Mourning 11 Bridge 61 Piles of rags 11 Bathhouse 61 Opera house
12 Brewing 62 Music 12 Construction 62 Mud 12 Broken glass 62 Pollen clouds 12 Blacksmith 62 Orphanage
13 Bridges 63 Oil 13 Coronation 63 New invention 13 Broken steps 63 Pool 13 Bookbinder 63 Outfitter
14 Bureaucracy 64 Opulence 14 Coup 64 Patrols 14 Canal 64 Posters 14 Bookseller 64 Park
15 Business 65 Perfume 15 Crime wave 65 Peace talks 15 Carpets 65 Roof access 15 Boyer 65 Physician
16 Butchery 66 Pleasure 16 Curfew 66 Pilgrims 16 Carriages 66 Roots 16 Brewery 66 Potter
17 Canals 67 Poultry 17 Delegation 67 Plague 17 Carts 67 Ropes 17 Butcher 67 Printer
18 Catacombs 68 Printing 18 Demolition 68 Political scandal 18 Catwalks 68 Roundabout 18 Candlemaker 68 Prison
19 Cats 69 Prisons 19 Discovery 69 Preaching 19 Checkpoint 69 Sand pile 19 Carpenter 69 Restaurant
20Courts 70 Punishment 20Dueling trend 70 Procession 20Children 70 Scaffolding 20Castle 70 Ropewalk
21 Crime families 71 Rats 21 Earthquake 71 Proclamation 21 Chimneys 71 Sewage 21 Catacombs 71 Saddler
22 Cults 72 Ravens 22 Election 72 Protests 22 Clergy 72 Sewer access 22 Chandler 72 Salon
23 Dancing 73 Refuse 23 Evil omens 73 Public debate 23 Climbable walls 73 Shrine 23 Cheesemaker 73 Sewers
24 Dining 74 Religion 24 Excavation 74 Public games 24 Clotheslines 74 Sinkhole 24 Clockmaker 74 Shipyards
25 Drinking 75 Rituals 25 Execution 75 Public prayer 25 Compost 75 Skybridge 25 Clothier 75 Shrine
26 Dueling 76 Roaches 26 Exodus 76 Refugees 26 Crates 76 Slime 26 Cobbler 76 Slaughterhouse
27 Fashion 77 Ruins 27 Fashion ban 77 Religious council 27 Crowd 77 Smoke 27 Cooper 77 Stables
28 Festivals 78 Sacrifices 28 Fashion trend 78 Religious scandal 28 Crumbling walls 78 Soot 28 Courthouse 78 Stockyard
29 Feuds 79 Science 29 Fasting 79 Religious war 29 Curtains 79 Spilled fruit 29 Criminal den 79 Stonecarver
30 Fish 80Shipyards 30 Feasting 80Rioting 30 Dead end 80Statues 30 Curiosity shop 80Tailor
31 Flies 81 Slavery 31 Fire 81 Sacrifice 31 Dusty 81 Steam 31 Dock 81 Tannery
32 Flowers 82 Slums 32 Flood 82 Schism 32 Entertainers 82 Steep roofs 32 Dyer 82 Tattooist
33 Foreigners 83 Smithing 33 Funeral 83 Serial killer 33 Fence 83 Steep streets 33 Fighting pit 83 Tavern
34 Fortifications 84 Smoke 34 Gambling ban 84 Siege 34 Flooding 84 Stepping stones 34 Fletcher 84 Taxidermist
35 Forums 85 Song 35 Gang war 85 Sinkhole 35 Food stalls 85 Street cleaners 35 Fortuneteller 85 Temple
36 Fountains 86 Spices 36 Grain shortage 86 Smoke 36 Fountain 86 Street criers 36 Furrier 86 Theater
37 Fruit 87 Spores 37 Guild war 87 Social scandal 37 Fresh paint 87 Street hub 37 Gallery 87 Tobacconist
38 Gambling 88 Steam 38 Heresy 88 Spice shortage 38 Fungi 88 Tarps 38 Gambling hall 88 Townhouse
39 Gangs 89 Stench 39 Holy day 89 Stench 39 Gardens 89 Teens 39 Garden 89 University
40 Gardens 90 Temples 40 House war 90 Street racing 40 Gas leak 90 Tents 40 Gatehouse 90 Veterinarian
41 Government 91 Textiles 41 Hysteria 91 Summoning 41 Gates 91 Thugs 41 Glassworks 91 Warehouse
42 Graveyards 92 Theaters 42 Iconoclasm 92 Surrender 42 Graffiti 92 Torches 42 Goldsmith 92 Watchtower
43 Guilds 93 Thievery 43 Immigration 93 Taxation 43 Gravel 93 Torn up street 43 Guildhall 93 Watchtower
44 Horses 94 Towers 44 Inquisition 94 Textile shortage 44 Guards 94 Trees 44 Haberdashery 94 Watermill
45 Hounds 95 Training 45 Insurrection 95 Tournament 45 Hay bales 95 Tunnel 45 Hospital 95 Weapon smith
46 Hunger 96 Trees 46 Invasion 96 Trial 46 Hot coals 96 Vermin swarms 46 Inn 96 Weaver
47 Industry 97 Universities 47 Jailbreak 97 Vandalism 47 Incense 97 Vines 47 Jeweler 97 Windmill
48 Inventions 98 Vultures 48 Kidnapping 98 Vermin 48 Ladders 98 Weapon stalls 48 Law office 98 Winery
49 Lanterns 99 Warehouses 49 Landslide 99 Weapons ban 49 Lampposts 99 Well 49 Leatherworks 99 Wizard’s Tower
50 Leisure 00Wizardry 50 Magic ban 00Wedding 50 Lanterns 00Wine spill 50 Library 00Workshop
faction name 1 faction name 2 factions faction traits
1 51 1 51 1 Actors’ guild 51 Merchant cartel 1 Bankrupt 51
2 52 2 52 2 Angelic army 52 Midwife union 2 Bureaucratic 52
3 53 3 53 3 Art movement 53 Militia 3 Charitable 53
4 54 4 54 4 Art school 54 Mining company 4 Confused 54
5 55 5 55 5 Assassins’ guild 55 Monastery 5 Connected 55
6 56 6 56 6 Bandit troop 56 Monster hunters 6 Corrupt 56
7 57 7 57 7 Banking corp 57 Mothers 7 Decadent 57
8 58 8 58 8 Barbarian horde 58 Mutants 8 Decaying 58
9 59 9 59 9 Bards’ guild 59 National church 9 Delusional 59
10 60 10 60 10 Beggars’ guild 60 Naval crew 10 Divided 60
11 61 11 61 11 Big game hunters 61 Necromancers 11 Dwindling 61
12 62 12 62 12 Burgling crew 62 Noble house 12 Efficient 62
13 63 13 63 13 Chimney sweeps 63 Officers’ club 13 Esoteric 63
14 64 14 64 14 Circus troupe 64 Oracles’ guild 14 Expanding 64
15 65 15 65 15 City council 65 Outlander clan 15 Hunted 65
16 66 16 66 16 City guard 66 Peacekeepers 16 Incompetent 66
17 67 17 67 17 Convent 67 Philosophy club 17 Incorruptible 67
18 68 18 68 18 Counterfeiters 68 Pirate crew 18 Insane 68
19 69 19 69 19 Courtier faction 69 Poachers 19 Insular 69
20 70 20 70 20Crafting guild 70 Social movement 20Manipulative 70
21 71 21 71 21 Crime family 71 Political party 21 Martial 71
22 72 22 72 22 Cult fanatics 72 Ranger squad 22 Personality 72
23 73 23 73 23 Debate society 73 Religious sect 23 Pious 73
24 74 24 74 24 Demonic army 74 Resistance 24 Popular 74
25 75 25 75 25 Deserter band 75 Royal army 25 Righteous 75
26 76 26 76 26 Dragon 76 Royal house 26 Ruthless 76
27 77 27 77 27 Druid circle 77 Scholar’s circle 27 Secret 77
28 78 28 78 28 Dungeoneer guild 78 School faculty 28 Subversive 78
29 79 29 79 29 Elite warriors 79 Secret society 29 Suppressed 79
30 80 30 80 30 Explorer’s club 80Sewer people 30 Threatened 80
31 81 31 81 31 Fencing school 81 Smuggling ring 31 Thriving 81
32 82 32 82 32 Fight club 82 Sports league 32 Unpopular 82
33 83 33 83 33 Fraternity 83 Sports team 33 Up-and-coming 83
34 84 34 84 34 Free company 84 Spy network 34 Wealthy 84
35 85 35 85 35 Gambling ring 85 Street artists 35 Well-prepared 85
36 86 36 86 36 Ghost society 86 Street gang 36 Xenophobic 86
37 87 37 87 37 Gladiator league 87 Street musicians 37 87
38 88 38 88 38 Gourmand club 88 Student union 38 88
39 89 39 89 39 Gravediggers 89 Terrorist cell 39 89
40 90 40 90 40 Healing order 90 Thieves’ guild 40 90
41 91 41 91 41 Heist crew 91 Trade company 41 91
42 92 42 92 42 Heretical sect 92 Urchin swarm 42 92
43 93 43 93 43 High council 93 Vampire clan 43 93
44 94 44 94 44 Hired muscle 94 Veteran society 44 94
45 95 45 95 45 Illuminati 95 Vigilante league 45 95
46 96 46 96 46 Inquisition 96 Warlock pact 46 96
47 97 47 97 47 Knightly order 97 Werewolf pack 47 97
48 98 48 98 48 Living machines 98 Witch coven 48 98
49 99 49 99 49 Local watch 99 Wizard school 49 99
50 00 50 00 50 Mad scientists 00Zombie horde 50 00
gambling: The player wagers some
Downtime money (up to a house limit) then the DM
rolls a d6. The player then makes a choice:
carousing: Carousing takes up a whole
either bow out and lose half of their
night and costs a PC d10×50c in villages,
wager or try to roll a d6 higher than the
d10×100c in towns, d10×200c in cities. It
DM’s roll. If they roll and succeed, they
also grants the PC XP equal to the amount
win double their wager. If they fail, they
spent. In the morning, succeed at a CON
lose everything they wagered.
check or roll a mishap.
d20 carousing mishaps research: Most cities contain sages who
1 You made a public fool of yourself. can answer esoteric questions,as long as
2 Take d3 direct damage from a fight. the party completes quests for them.
3 Pay d100c due to fines. career training: To gain a new career,
4 You are engaged to be married. a PC must find an expert in that career
5 Lose d1000c from gambling. and spend the required amount of time
Obnoxious groupies follow you and money.
6
everywhere.
career types
7 You’ve made an enemy.
common: Careers requiring skills that
8 You have an ugly, prominent tattoo.
untrained people could perform (poorly).
You have -5 on all tests today due to a Gaining a simple career grants the PC a
9
hangover. +5 on related non-combat checks.
10 You have joined a local faction. Requires 1 month and 1000c.
Take d3 direct damage and lose d100c uncommon: Careers that require training
11
due to being robbed. to perform at all. Gaining a standard
12 You wake up in prison. career allows the PC to attempt related
13 The building is on fire! tasks. These careers can be trained a
Everyone expects you to complete a
14 second time to grant the PC a +5 on
mission due to outlandish boasts. related non-combat checks. Requires 3
You have a duel scheduled for the months and 5000c per training.
15
next dawn. rare: Careers requiring esoteric skills
16 You signed a shady contract. and carefully guarded knowledge. Gaining
17 A stranger’s corpse is on the floor. a rare career allows the PC to attempt
18 You’ve made an enemy of a faction. related tasks. These careers can be trained
19 All your belongings have been stolen. a second time to grant the PC a +5 on
You meet a new companion who related non-combat checks. Requires 1
20
wants to join your party. year and 30,000c per training.
Wage: 600c/month for common experts,
Recruiting 1200c/month for uncommon experts,
2400c/month for rare experts, level: 1,
hirelings: Hirelings assist with unskilled
HP: d8, item slots: 10, morale: 7.
dungeon crawling tasks like carrying
torches and hauling treasure. They will Common experts: Baker, Boatman, Butcher,
not do dangerous tasks like fighting or Cook, Fisherman, Gardener, Puppeteer, etc.
disabling traps and will hang back from Uncommon experts: Acrobat, Actor,
the rest of the party. d10 hirelings are Blacksmith, Bookbinder, Carpenter, Hunter,
available in a village, 3d10 in a town, and etc.
10d10 in a city. Reroll every month.
Rare experts: Alchemist, Arcanist, Oracle,
Wage: 300c/month, level: 0, HP: 1, AP: 1, Courtier, Cultist, Assassin, Falconer, etc.
item slots: 10, morale: 4.
companions: Companions are generated
Examples: Torchbearers, porters, etc. like a PC, do not make morale checks, and
mercenaries: Mercenaries are hired will fight to the death for their employer
soldiers who will not follow PCs into if required. GMs should generate a
dungeons, but will otherwise fight for number of unique companions ahead of
them. They are generally hired in as time for the PCs to encounter or recruit.
security in wilderness exploration or as They take a half share of any treasure and
soldiers. d6 mercenaries are available in a XP found and can gain levels over time.
village, 3d6 in a town, and 10d6 in a city. They will only follow PCs of a higher
Reroll every month. level. A PC’s CHA sets their maximum
number of companions.
Wage: 600c/month, level: 1, HP: d6, AP:
4, item slots: 10, morale: 8. Wage: ½ share of treasure and XP, level:
1, HP: d6 per level, item slots: 10, morale:
Examples: Swordsmen, bowmen, pikemen, etc.
n/a.
experts: Experts are professionals who
will only provide services within their
area of expertise. They will follow PCs
into dungeons, but will not fight or put
themselves at risk beyond what their
career requires. Common experts are
found in any settlement, uncommon
experts are only found in towns and cities,
and rare experts are only found in cities.
male names female names surname part 1 surname part 2
1 Alaric 51 Jasper 1 Adelaide 51 Ingrid 1 Adder- 51 Hart- 1 -bald 51 -ling
2 Aldous 52 Jeremiah 2 Agnes 52 Ione 2 Apple- 52 Haver- 2 -barrow 52 -lish
3 Alton 53 Jiles 3 Alma 53 Iris 3 Ash- 53 Hedge- 3 -batch 53 -lock
4 Archibald 54 Jules 4 Anastasia 54 Isabetta 4 Bab- 54 Hither- 4 -beck 54 -long
5 Arne 55 Kenric 5 Anika 55 Isolde 5 Bag- 55 Honey- 5 -berg 55 -low
6 Arthur 56 Leif 6 Annora 56 Jacquette 6 Bar- 56 Horn- 6 -bert 56 -ly
7 Balthazar 57 Leopold 7 Astrid 57 Jeanne 7 Barrow- 57 Hux- 7 -blood 57 -man
8 Bard 58 Leoric 8 Barsaba 58 Jessamine 8 Basker- 58 Kettle- 8 -bold 58 -march
9 Bartholomew 59 Lothar 9 Beatrix 59 Jilly 9 Beau- 59 Kings- 9 -bone 59 -mark
10 Bartlett 60 Lucian 10 Bethel 60 Lavinia 10 Beetle- 60 Lang- 10 -bottle 60 -marl
11 Basil 61 Merrick 11 Bianca 61 Lisbet 11 Berry- 61 Love- 11 -bottom 61 -marsh
12 Baxton 62 Milo 12 Blanche 62 Madelena 12 Bird- 62 Mander- 12 -bridge 62 -meer
13 Benedict 63 Mordred 13 Bodil 63 Margot 13 Brandy- 63 Middle- 13 -buck 63 -mond
14 Bennett 64 Mortimer 14 Bridget 64 Marian 14 Brax- 64 Mug- 14 -burn 64 -mont
15 Beorn 65 Neville 15 Brunhilde 65 Marigold 15 Bright- 65 Nether- 15 -bury 65 -mor
16 Bertram 66 Odel 16 Calypso 66 Matilda 16 Brindle- 66 Never- 16 -by 66 -morn
17 Burchard 67 Ogden 17 Catalina 67 Melisande 17 Bull- 67 Obling- 17 -caster 67 -nick
18 Cadman 68 Orion 18 Cecilia 68 Millicent 18 Bux- 68 Pember- 18 -chester 68 -ny
19 Caspian 69 Orvyn 19 Celeste 69 Minerva 19 Caven- 69 Penning- 19 -child 69 -port
20Chadwick 70 Osric 20Charlotte 70 Morgan 20Chelten- 70 Pens- 20-church 70 -ridge
21 Clovis 71 Oswald 21 Cleopha 71 Nerissa 21 Chester- 71 Pinker- 21 -cliff 71 -row
22 Conrad 72 Paschal 22 Clotilde 72 Odette 22 Chuff- 72 Porten- 22 -cloth 72 -sea
23 Corbett 73 Percival 23 Clover 73 Olga 23 Chum- 73 Quill- 23 -coat 73 -set
24 Crispin 74 Peregrine 24 Colette 74 Olivia 24 Clod- 74 Rath- 24 -cott 74 -shot
25 Cyprian 75 Piers 25 Constance 75 Orchid 25 Cobble- 75 Sack- 25 -dish 75 -sop
26 Cyrus 76 Quentin 26 Damaris 76 Pepper 26 Cotten- 76 Sallow- 26 -ditch 76 -spoon
27 Daegal 77 Randolf 27 Daphne 77 Petra 27 Cress- 77 Salt- 27 -doff 77 -staff
28 Denis 78 Redmaine 28 Demona 78 Philomena 28 Crom- 78 Scor- 28 -down 78 -stoke
29 Destrian 79 Reinhold 29 Desirae 79 Phoebe 29 Crump- 79 Sedge- 29 -fax 79 -stone
30 Drogo 80Rex 30 Ella 80Piety 30 Cumber- 80Silver- 30 -feld 80-ten
31 Eldon 81 Ricard 31 Elsbeth 81 Poppy 31 Dela- 81 Slither- 31 -fent 81 -thorpe
32 Ellis 82 Roland 32 Esme 82 Portia 32 Dig- 82 Smit- 32 -fer 82 -throp
33 Elric 83 Ruffus 33 Eulalia 83 Rosalind 33 Dreg- 83 Snod- 33 -field 83 -ton
34 Emil 84 Silas 34 Euphemia 84 Rose 34 Drol- 84 Souther- 34 -foot 84 -tooth
35 Erasmus 85 Stilton 35 Eydis 85 Sabina 35 Dun- 85 Stew- 35 -force 85 -top
36 Faustus 86 Stratford 36 Fern 86 Sif 36 Ever- 86 Stir- 36 -fort 86 -vane
37 Felix 87 Sylvio 37 Fiora 87 Sigourney 37 Farthing- 87 Swine- 37 -fry 87 -velt
38 Finn 88 Tenpiece 38 Fleur 88 Sigrid 38 Feather- 88 Tar- 38 -gale 88 -ville
39 Finnian 89 Thaddeus 39 Florence 89 Silence 39 Ferns- 89 Temple- 39 -grass 89 -wald
40 Fitzhugh 90 Torsten 40 Francesca 90 Sybil 40 Fitz- 90 Tide- 40 -grave 90 -wark
41 Florian 91 Tristan 41 Gertrude 91 Tabitha 41 Gam- 91 Tread- 41 -green 91 -wart
42 Fox 92 Urban 42 Giselle 92 Trillby 42 Gas- 92 Under- 42 -grove 92 -watch
43 Galileo 93 Valentin 43 Godiva 93 Ulfhild 43 Gird- 93 Vander- 43 -ham 93 -water
44 Giles 94 Valerian 44 Guinevere 94 Ursula 44 Gos- 94 Weather- 44 -hill 94 -well
45 Godfrey 95 Virgil 45 Heloise 95 Vivian 45 Grey- 95 Wester- 45 -hope 95 -whistle
46 Godwin 96 Warrick 46 Henrietta 96 Wendy 46 Grim- 96 Wex- 46 -lack 96 -wick
47 Grimwald 97 Waverly 47 Hester 97 Willow 47 Grug- 97 Whit- 47 -lain 97 -wood
48 Hamlin 98 Webster 48 Hippolyta 98 Winifred 48 Half- 98 Wither- 48 -land 98 -worm
49 Hannibal 99 Wilkin 49 Honora 99 Yvette 49 Hard- 99 Withing- 49 -less 99 -worth
50 Hildebrand 00Wymond 50 Imogene 00Zora 50 Harrow- 00Wy- 50 -lin 00-worthy
personality traits physical traits professions hobbies
1 Always Bored 51 Klutz 1 Acid Scar 51 Missing Finger 1 Abbot 51 Interpreter 1 Archaeology 51
2 Anxious 52 Know-it-all 2 Angular Face 52 Missing Foot 2 Acolyte 52 Jailer 2 Art collecting 52
3 Arrogant 53 Knows Everybody 3 Aquiline Face 53 Missing Hand 3 Acrobat 53 Jester 3 Bad fiction 53
4 Blunt 54 Logical 4 Arrow Scar 54 Missing Leg 4 Adviser 54 Jeweler 4 Calligraphy 54
5 Bossy 55 Love-struck 5 Athletic 55 Missing Teeth 5 Alchemist 55 Juggler 5 Card games 55
6 Braggart 56 Manic 6 Bad Eyesight 56 Mute 6 Alewife 56 Knight 6 Clockwork 56
7 Bully 57 Melancholic 7 Bald 57 No Eyebrows 7 Apothecary 57 Lady 7 Collecting cats 57
8 Can-do Attitude 58 Misanthrope 8 Beautiful 58 Noose Scar 8 Archer 58 Locksmith 8 Cuisine 58
9 Chatterbox 59 Miserly 9 Birthmark 59 Oily 9 Artisan 59 Mariner 9 Dark lore 59
10 Chipper 60 Morbid 10 Bite Mark 60 Pageboy Hair 10 Artist 60 Merchant 10 Dog breeding 60
11 Chummy 61 Naive 11 Blade Scar 61 Patrician Face 11 Baker 61 Minstrel 11 Embroidery 61
12 Competitive 62 Narcissist 12 Blind 62 Perfect Posture 12 Beggar 62 Monarch 12 Exercise 62
13 Compulsive Liar 63 Nerd 13 Blunt Face 63 Perfumed 13 Blacksmith 63 Moneylender 13 Falconry 63
14 Condescending 64 Never Gives Up 14 Bony 64 Piercings 14 Bookbinder 64 Monk 14 Fashion 64
15 Conniving 65 Obsessive 15 Braided Hair 65 Pointed Face 15 Brewer 65 Musician 15 Fishing 65
16 Courageous 66 Over-Cautious 16 Brawny 66 Ponytail 16 Burglar 66 Orphan 16 Foreign cultures 66
17 Cowardly 67 Paranoid 17 Bristly Hair 67 Pox Scars 17 Circus performer 67 Outlander 17 Gardening 67
18 Creep 68 Patriotic 18 Broken Nose 68 Ripped 18 Carpenter 68 Outlaw 18 History 68
19 Cryptic 69 Pedantic 19 Burn Scar 69 Ritual Scar 19 Composer 69 Page 19 Horseracing 69
20Debonair 70 Perfect Manners 20Bushy Brows 70 Rosy Face 20Cook 70 Peddler 20Hunting 70
21 Decadent 71 Perfectionist 21 Childish Face 71 Rotten Teeth 21 Count 71 Pilgrim 21 Instrument 71
22 Ditz 72 Pious 22 Chiseled Face 72 Round Face 22 Courtier 72 Poacher 22 Knitting 72
23 Dogmatic 73 Power-hungry 23 Claw Scar 73 Rugged 23 Cutpurse 73 Poisoner 23 Lawn games 73
24 Droll 74 Prejudiced 24 Coiffed 74 Scrawny 24 Doctor 74 Priest 24 Mountaineering 74
25 Eloquent 75 Prickly 25 Corpulent 75 Shaggy Hair 25 Dogcatcher 75 Prince 25 Opera 75
26 Epicurean 76 Proselytizer 26 Craggy Face 76 Sharp Teeth 26 Dramaturge 76 Privateer 26 Painting 76
27 Fanatic 77 Righteous 27 Crooked Teeth 77 Shriveled 27 Duke 77 Ratcatcher 27 Poetry 77
28 Femme Fatale 78 Rigid Discipline 28 Cropped Hair 78 Silky Hair 28 Earl 78 Scholar 28 Puzzle-solving 78
29 Fiercely Loyal 79 Ruthless 29 Curly Hair 79 Sinewy 29 Eunuch 79 Scribe 29 Riddling 79
30 Flamboyant 80Sadist 30 Deaf 80Slender 30 Executioner 80Sellsword 30 Science 80
31 Flirt 81 Sarcastic 31 Delicate 81 Slicked Hair 31 Falconer 81 Ship’s Captain 31 Sculpture 81
32 Folksy 82 Self-pitying 32 Delicate Face 82 Slouched 32 Farmer 82 Shopkeeper 32 Sketching 82
33 Formal 83 Serene 33 Dreadlocks 83 Smelly 33 Fence 83 Smuggler 33 Smoking 83
34 Generous 84 Skeptical 34 Filthy Hair 84 Square Face 34 Fisherman 84 Soldier 34 Theater 84
35 Germaphobe 85 Slacker 35 Flabby 85 Squint 35 Fishwife 85 Spy 35 Weaving 85
36 Glutton 86 Slovenly 36 Flat Face 86 Statuesque 36 Fortuneteller 86 Squire 36 Whiskey 86
37 Gossip 87 Snitch 37 Freckles 87 Stout 37 Galley slave 87 Student 37 87
38 Gullible 88 Snob 38 Furrowed Face 88 Sweaty 38 Gambler 88 Swindler 38 88
39 Hard-boiled 89 Sophist 39 Gaunt 89 Tattooed 39 Gardener 89 Tailor 39 89
40 Holds a Grudge 90 Spacey 40 Gold Tooth 90 Tiny 40 General 90 Tavern Wench 40 90
41 Honorable 91 Superstitious 41 Hard Of Hearing 91 Topknot 41 Gladiator 91 Thespian 41 91
42 Hothead 92 Terrible Memory 42 Hulking 92 Towering 42 Governess 92 Tomb Robber 42 92
43 Humorless 93 Thick 43 Lanky 93 Twisted Lip 43 Gravedigger 93 Torturer 43 93
44 Idealistic 94 Toady 44 Lantern Jaw 94 Very Long Hair 44 Horse breeder 94 Trapper 44 94
45 Imperious 95 Totally Unreliable 45 Limp 95 Warts 45 Guard 95 Urchin 45 95
46 Impulsive 96 Truthful 46 Lumpy Face 96 Wavy Hair 46 Gypsy 96 Vagrant 46 96
47 Insecure 97 Uptight 47 Luxurious Hair 97 Weathered Face 47 Herbalist 97 Viscount 47 97
48 Intense 98 Whiner 48 Missing Arm 98 Willowy 48 Hermit 98 Vizier 48 98
49 Jealous 99 Windbag 49 Missing Ear 99 Wiry 49 Hunter 99 Wigmaker 49 99
50 Jerk 00Wisecracking 50 Missing Eye 00Wispy Hair 50 Innkeeper 00Young Lady 50 00
assets/secrets liabilities / secrets relationships mannerisms
1 Authority 51 1 Addiction 51 Addicted 1 Adviser 51 1 Anecdotes 51
2 Avoids detection 52 2 Alcoholic 52 Artificial 2 Blackmailer 52 2 Breathy 52
3 Calls in favors 53 3 Corrupt ally 53 Assassin 3 Business partner 53 3 Chuckles 53
4 Charming 54 4 Coward 54 Bankrupt 4 Business rival 54 4 Clipped 54
5 Cooks the books 55 5 Decadent 55 Beholden 5 Buyer 55 5 Cryptic 55
6 Erases evidence 56 6 Forbidden love 56 Counterspy 6 Captor 56 6 Deep voice 56
7 Excellent liar 57 7 Gambler 57 Cultist 7 Client 57 7 Drawl 57
8 Extremely rich 58 8 Glutton 58 Demigod 8 Confidant 58 8 Enunciates 58
9 Faction-leader 59 9 Greedy 59 Evil lineage 9 Debtor 59 9 Flowery speech 59
10 Faction-member 60 10 Heretic 60 Exile 10 Disciple 60 10 Gravelly voice 60
11 Feared 61 11 Huge debts 61 Fence 11 Guardian 61 11 Highly formal 61
12 Fortified base 62 12 Imposter 62 Fugitive 12 Henchman 62 12 Hypnotic 62
13 Gorgeous 63 13 Insanity 63 Ghost 13 Idol 63 13 Interrupts 63
14 Hears rumors 64 14 Jealous 64 Has a child 14 Informant 64 14 Laconic 64
15 Huge family 65 15 Leaves evidence 65 Heretic 15 Master 65 15 Laughs 65
16 Huge library 66 16 Many enemies 66 High born 16 Mentor 66 16 Long pauses 66
17 Impersonator 67 17 Misinformed 67 Huge fortune 17 Nemesis 67 17 Melodious 67
18 Interrogator 68 18 Money trail 68 Illusion 18 Offspring 68 18 Monotone 68
19 Knows a guy 69 19 Narcissist 69 Insurrectionist 19 Parent 69 19 Mumbles 69
20Knows a way in 70 20Needs medicine 70 Low born 20Patron 70 20Narrates 70
21 Launders money 71 21 OCD 71 Married 21 Political rival 71 21 Overly casual 71
22 Learned 72 22 Paranoid 72 Mind-controlled 22 Prisoner 72 22 Quaint sayings 72
23 Local celebrity 73 23 Partyer 73 Misfortune 23 Protégé 73 23 Rambles 73
24 Local knowledge 74 24 Poor equipment 74 Monster hunter 24 Quarry 74 24 Random facts 74
25 Loyal henchmen 75 25 Protective 75 Non-human 25 Right hand 75 25 Rapid-fire 75
26 Middling oracle 76 26 Scandalous 76 NPC 26 Romantic rival 76 26 Rhyming 76
27 Nothing to lose 77 27 Softhearted 77 Polygamist 27 Servant 77 27 Robotic 77
28 Owns the guards 78 28 Strict routines 78 Protects relic 28 Sibling 78 28 Slow speech 78
29 Powerful spouse 79 29 Superstitious 79 Scandalous birth 29 Social rival 79 29 Speechifies 79
30 Procures gear 80 30 Suspicious 80Secret police 30 Spouse 80 30 Squeaky 80
31 Pulls the strings 81 31 Temper 81 Serial killer 31 Stalker 81 31 Street slang 81
32 Secret lab 82 32 Trusting 82 Smuggler 32 Suitor 82 32 Stutters 82
33 Sells contraband 83 33 Vulnerable base 83 Spy 33 Supplicant 83 33 Talks to self 83
34 Smuggles goods 84 34 Wanted 84 Time traveler 34 Supplier 84 34 Trails off 84
35 Spy network 85 35 Weak-willed 85 Transformed 35 Sweetheart 85 35 Very loud 85
36 War hero 86 36 Widely despised 86 War criminal 36 Unrequited love 86 36 Whispers 86
37 87 37 87 37 87 37 87
38 88 38 88 38 88 38 88
39 89 39 89 39 89 39 89
40 90 40 90 40 90 40 90
41 91 41 91 41 91 41 91
42 92 42 92 42 92 42 92
43 93 43 93 43 93 43 93
44 94 44 94 44 94 44 94
45 95 45 95 45 95 45 95
46 96 46 96 46 96 46 96
47 97 47 97 47 97 47 97
48 98 48 98 48 98 48 98
49 99 49 99 49 99 49 99
50 00 50 00 50 00 50 00
npc/faction goals missions mission obstacles mission rewards
1 A better life 51 Advise leader 1 Advise 51 Hide 1 51 1 Ancient lore 51
2 Acceptance 52 Avoid detection 2 Annoy 52 Honor 2 52 2 Animal ally 52
3 Acquire item 53 Awaken being 3 Appease 53 Humiliate 3 53 3 Army 53
4 Craft item 54 Collect artifacts 4 Apprehend 54 Impersonate 4 54 4 Blessing 54
5 Destroy faction 55 Construct base 5 Arrest 55 Impoverish 5 55 5 Blueprints 55
6 Destroy item 56 Control faction 6 Assault 56 Impress 6 56 6 Cultural artifact 56
7 Enlightenment 57 Control politics 7 Avenge 57 Incite 7 57 7 Enemy weakness 57
8 Fame 58 Create artifact 8 Awaken 58 Infiltrate 8 58 8 Faction ally 58
9 Found faction 59 Create monster 9 Banish 59 Ingratiate 9 59 9 Forewarning 59
10 Freedom 60 Defeat faction 10 Befoul 60 Insult 10 60 10 Guide 60
11 Glory 61 Defend borders 11 Befriend 61 Investigate 11 61 11 Holy relic 61
12 Impress NPC 62 Defend leader 12 Blackmail 62 Kidnap 12 62 12 Influential ally 62
13 Infamy 63 Destroy artifacts 13 Bless 63 Kill 13 63 13 Instructions 63
14 Infiltrate faction 64 Destroy being 14 Bribe 64 Locate 14 64 14 Jewels 64
15 Justice 65 Destroy villain 15 Burgle 65 Overthrow 15 65 15 Key 65
16 Kidnap NPC 66 Enforce law 16 Burn 66 Pacify 16 66 16 Lost formula 66
17 Lead faction 67 Enrich members 17 Buy 67 Patrol 17 67 17 Machine 67
18 Learning 68 Entertain 18 Challenge 68 Plant 18 68 18 Magic item 68
19 Locate NPC 69 Exchange goods 19 Charm 69 Poison 19 69 19 Magical ally 69
20Love 70 Hear rumors 20Chart 70 Prank 20 70 20Map 70
21 Mastery 71 Indulge tastes 21 Construct 71 Prosecute 21 71 21 Marital ally 71
22 Power 72 Infiltrate faction 22 Control 72 Protect 22 72 22 Masterpiece 72
23 Reach location 73 Map the wild 23 Convince 73 Purge 23 73 23 Monster ally 73
24 Rescue NPC 74 Overthrow order 24 Cripple 74 Pursue 24 74 24 Oracle 74
25 Resolve dispute 75 Preserve lineage 25 Cure 75 Raid 25 75 25 Piles of loot 75
26 Restore faction 76 Preserve lore 26 Curse 76 Replace 26 76 26 Planar portal 76
27 Reveal a secret 77 Produce goods 27 Deceive 77 Rescue 27 77 27 Prophecy 77
28 Revenge 78 Promote arts 28 Deface 78 Retrieve 28 78 28 Renown 78
29 Sabotage faction 79 Promote craft 29 Defraud 79 Reveal 29 79 29 Spell 79
30 Serve a deity 80Purge traitors 30 Deliver 80Reward 30 80 30 Transformation 80
31 Serve evil 81 Sell services 31 Destroy 81 Rob 31 81 31 Transport 81
32 Serve faction 82 Share knowledge 32 Discredit 82 Ruin 32 82 32 Treasure Item 82
33 Serve ideology 83 Spread beliefs 33 Dismantle 83 Sabotage 33 83 33 Uncovered plot 83
34 Serve leader 84 Summon evil 34 Distract 84 Seduce 34 84 34 Valuable Material 84
35 Serve the needy 85 Survive 35 Dissuade 85 Sell 35 85 35 Vision 85
36 Wealth 86 Transport goods 36 Drown 86 Smuggle In 36 86 36 Weapon 86
37 87 37 Duel 87 Smuggle Out 37 87 37 87
38 88 38 Duplicate 88 Spread Rumor 38 88 38 88
39 89 39 Entertain 89 Spy On 39 89 39 89
40 90 40 Entrap 90 Sue 40 90 40 90
41 91 41 Escape 91 Summon 41 91 41 91
42 92 42 Escort 92 Survive 42 92 42 92
43 93 43 Establish 93 Take Over 43 93 43 93
44 94 44 Extort 94 Teach 44 94 44 94
45 95 45 Follow 95 Threaten 45 95 45 95
46 96 46 Fortify 96 Throw a party 46 96 46 96
47 97 47 Frame 97 Torment 47 97 47 97
48 98 48 Frighten 98 Transform 48 98 48 98
49 99 49 Haunt 99 Transport 49 99 49 99
50 00 50 Heal 00Wipe Out 50 00 50 00
Monsters Bestiary
creating monsters: Use the tables on bandit: AP 2 (AC 13), LVL 1, HP 4, ATK
the following pages to generate ideas for 1 (damage by weapon), MOV 40’, MRL 8,
monsters, or just use monsters from other NA d8 (3d10). Prefer to ambush.
traditional adventure games, which are skeleton: AP 1 (AC 12), LVL 1, HP 4,
fully compatible with Knave. The ATK 1 (damage by weapon), MOV 20’,
examples in the following bestiary serve MRL 12, NA 3d4 (3d10). Silent. Immune
as a guide. to biological or mental affects.
monster stats: Monsters only have a orc: AP 2 (AC 13), LVL 1, HP 4, ATK 1
few statistics to keep track of: (damage by weapon), MOV 40’, MRL 6,
• armor: Like PCs, Monsters have NA 2d4 (d6×10). Takes -5 in full sun.
Armor Points ranging from 0 to 10. The owl bear: AP 3 (AC 14), LVL 5, HP 20,
target number needed to hit that ATK 2 claws (d8) and 1 bite (d8), MOV
monster (Armor Class) is equal to 40’, MRL 9, NA d4 (d4). Deals +2d8
AP+11. Both are given for a monster in damage when both claws hit one target.
case players want to reverse the roll.
• level: A monster’s level represents the rust monster: AP 6 (AC 17), LVL 5, HP
number of d8s rolled to determine its hit 20, ATK 1 (dissolves metal), MOV 40’,
points (or you can simply multiply the MRL 7, NA d4 (d4). Attracted to metal.
level by 4 or 5). A monster’s level is also gelatinous cube: AP 0 (AC 11), LVL 4,
the default ability score that you add to HP 16, ATK 1 (2d4 and paralyze for 2d4
all checks it makes. If a monster seems turns on a failed CON check), MOV 20’,
like it would be bad at a check, use half MRL 12, NA 1 (0). Immune to lightning
of its level or zero instead. In other and cold. Has +5 on surprise checks.
traditional adventure games, a monster’s dragon: AP 9 (AC 20), LVL 10, HP 40,
level is sometimes called its Hit Dice. ATK fire breath (90’ cone, damage equals
• attacks: The number and types of HP), or 2 claws (1d8) and 1 bite (4d8),
attacks the monster can perform in one MOV 30’ (80’ flying), MRL 10, NA d4
round, along with the amount of (d4). Enjoys flattery.
damage each attack can deal.
• movement: The number of feet a troll: AP 4 (AC 15), LVL 7, HP 28, ATK
monster can move in a combat round. 2 talons (d6) 1 bite (d10), MOV 40’, MRL
Usually 40’, the same as PCs. 10, NA d8 (d8). Fears fire. Recovers 3 HP/
• morale: Ranges from 2 to 12, with 7 round. Revives 2d6 rounds after death.
being the average. The higher the Fire or acid damage lowers its max HP.
rating, the less likely the monster is to mimic: AP 2 (AC 13), LVL 7, HP 28, ATK
flee during combat. 1 pseudopod (3d4), MOV 30’, MRL 9, NA
• number appearing: How many of 1 (0). Mimics objects. +5 on surprise
these monsters are encountered checks. Sticky.
together, when this is not specified by basilisk: AP 4 (AC 15), LVL 6, HP 24,
the GM or the adventure. The first ATK 1 bite (d10) 1 gaze (petrify if CON
number is for dungeons, the second is check is failed), MOV 20’, MRL 9, NA d6
for the wilderness. (d6). Characters take -5 to attacks when
avoiding its gaze.
animals scents sounds monster parts
1 Ant 51 Jellyfish 1 Acid 51 Licorice 1 Banging 51 Moaning 1 Antennae 51 Long Tongue
2 Anteater 52 Leech 2 Alcohol 52 Lysol 2 Barking 52 Muttering 2 Antlers 52 Loose Skin
3 Ape 53 Lion 3 Almond 53 Manure 3 Bashing 53 Pattering 3 Baleen 53 Mandibles
4 Badger 54 Locust 4 Ammonia 54 Medicinal 4 Beeping 54 Popping 4 Bat Wings 54 Mane
5 Bat 55 Lynx 5 Baby 55 Mildew 5 Bellowing 55 Pounding 5 Beaver Tail 55 Mantis Arms
6 Bear 56 Mantis 6 Balsamic 56 Mint 6 Bleating 56 Puffing 6 Blowhole 56 Monkey Tail
7 Beaver 57 Mastodon 7 Banana 57 Mold 7 Breathing 57 Purring 7 Blubber 57 Mouse Ears
8 Bee 58 Mockingbird 8 Barnyard 58 Musk 8 Buzzing 58 Rattling 8 Boar Tusks 58 Mucus
9 Beetle 59 Mole 9 Bitter 59 Nutmeg 9 Cackling 59 Ripping 9 Bushy Tail 59 Otter Tail
10 Boar 60 Monkey 10 Blood 60 Old Books 10 Cawing 60 Roaring 10 Butterfly Wings 60 Oyster Shell
11 Bulldog 61 Moose 11 Bread Dough 61 Old Socks 11 Chanting 61 Rumbling 11 Carapace 61 Pelican Bill
12 Butterfly 62 Moth 12 Brine 62 Olive Oil 12 Chewing 62 Rustling 12 Carapace 62 Pig Snout
13 Camel 63 Mouse 13 Burnt Hair 63 Onion 13 Chiming 63 Scrabbling 13 Cat Tail 63 Pig Tail
14 Cat 64 Mule 14 Burnt Plastic 64 Orange 14 Chirping 64 Scraping 14 Chameleon Eyes 64 Pincers
15 Centipede 65 Octopus 15 Burnt Rubber 65 Ozone 15 Chittering 65 Scratching 15 Claws 65 Plates
16 Chameleon 66 Otter 16 Burnt Sugar 66 Paint 16 Choking 66 Screeching 16 Cobra Hood 66 Plumage
17 Cobra 67 Owl 17 Burnt Toast 67 Peanut Butter 17 Chomping 67 Shrieking 17 Comb 67 Proboscis
18 Cockroach 68 Ox 18 Camphor 68 Peat Moss 18 Clacking 68 Shuffling 18 Compound Eyes 68 Pseudopod
19 Constrictor 69 Panther 19 Caramel 69 Pine 19 Clanging 69 Singing 19 Crab Shell 69 Quills
20Cougar 70 Pig 20Cedarwood 70 Pineapple 20Clattering 70 Sizzling 20Crane Beak 70 Rat Tail
21 Cow 71 Pony 21 Cherry 71 Popcorn 21 Clicking 71 Skittering 21 Crest 71 Scales
22 Coyote 72 Porcupine 22 Chlorine 72 Rain 22 Clinking 72 Slapping 22 Cricket Legs 72 Scorpion Tail
23 Crab 73 Possum 23 Chocolate 73 Resinous 23 Cracking 73 Slithering 23 Detachable Tail 73 Segments
24 Crane 74 Rabbit 24 Cigarette Ash 74 Rose 24 Crackling 74 Slithering 24 Digging Claws 74 Shaggy Hair
25 Cricket 75 Raccoon 25 Coffee 75 Rotten Eggs 25 Crawling 75 Slurping 25 Dragonfly Wings 75 Short Fur
26 Crocodile 76 Rat 26 Cologne 76 Rotten Meat 26 Creaking 76 Smacking 26 Duck Bill 76 Siphon
27 Crow 77 Reindeer 27 Cookies 77 Rotting Fruit 27 Croaking 77 Snapping 27 Eagle Wings 77 Snail Shell
28 Cuckoo 78 Rooster 28 Coppery 78 Seaweed 28 Crunching 78 Snarling 28 Elephant Tusks 78 Spikes
29 Donkey 79 Salamander 29 Cut Grass 79 Sewer 29 Dripping 79 Sniffing 29 Exoskeleton 79 Spines
30 Dragonfly 80Scorpion 30 Damp 80Skunk 30 Fizzing 80Snorting 30 Eye Stalks 80Spinnerets
31 Duck 81 Seal 31 Dog Breath 81 Sour Milk 31 Flapping 81 Spitting 31 Falcon Beak 81 Spotted Fur
32 Eagle 82 Shark 32 Dumpster 82 Spicy 32 Fluttering 82 Splashing 32 Fangs 82 Squid Beak
33 Eel 83 Sheep 33 Earth 83 Spruce 33 Galloping 83 Squawking 33 Fins 83 Stinger
34 Elephant 84 Slug 34 Eucalyptus 84 Stagnant 34 Gnashing 84 Squeaking 34 Fly Wings 84 Striped Fur
35 Elk 85 Snail 35 Exhaust 85 Stale Beer 35 Gnawing 85 Squelching 35 Frog Legs 85 Stubby Tail
36 Falcon 86 Sparrow 36 Fish 86 Stinky Cheese 36 Grating 86 Stomping 36 Gills 86 Suction Cups
37 Firefly 87 Spider 37 Formaldehyde 87 Strawberry 37 Grinding 87 Swishing 37 Gliding Flaps 87 Talons
38 Fox 88 Squid 38 Garlic 88 Sulfur 38 Groaning 88 Swooshing 38 Hooves 88 Tendrils
39 Frog 89 Squirrel 39 Gasoline 89 Sweat 39 Growling 89 Thudding 39 Horns 89 Tentacles
40 Goat 90 Tiger 40 Ginger 90 Tea 40 Grunting 90 Thumping 40 Horse Tail 90 Toucan Beak
41 Goose 91 Toad 41 Gunpowder 91 Thyme 41 Gulping 91 Ticking 41 Humming Wings 91 Trunk
42 Hare 92 Turtle 42 Hamster Cage 92 Tobacco 42 Gurgling 92 Trotting 42 Humps 92 Turtle Shell
43 Hart 93 Viper 43 Hay 93 Turpentine 43 Hissing 93 Wailing 43 Large Ears 93 Udder
44 Hawk 94 Vulture 44 Herbal 94 Vanilla 44 Hooting 94 Wheezing 44 Large Eyes 94 Walrus Tusks
45 Hedgehog 95 Walrus 45 Honey 95 Vinegar 45 Howling 95 Whimpering 45 Large Incisors 95 Warts
46 Hornet 96 Weasel 46 Hops 96 Violets 46 Humming 96 Whining 46 Long Body 96 Wattle
47 Horse 97 Whale 47 Incense 97 Vomit 47 Jabbering 97 Whipping 47 Long Ears 97 Webbed Feet
48 Hound 98 Wolf 48 Lavender 98 Wet Cardboard 48 Jangling 98 Whirring 48 Long Legs 98 Webbed Hands
49 Hummingbird 99 Wolverine 49 Leather 99 Wet Dog 49 Keening 99 Whistling 49 Long Neck 99 Whiskers
50 Jackal 00Worm 50 Lemon 00Wood Smoke 50 Licking 00Yelping 50 Long Snout 00Wool
monster traits monster abilities monster behavior monster weaknesses
1 Amphibious 51 1 Absorbing 51 1 Ambush 51 1 Bells 51
2 Bloated 52 2 Acid blood 52 2 Call for support 52 2 Birdsong 52
3 Brittle 53 3 Anti-magic 53 3 Capture 53 3 Children 53
4 Soft 54 4 Blinding 54 4 Charge 54 4 Cold 54
5 Clay-like 55 5 Breath weapon 55 5 Climb foes 55 5 Cold Iron 55
6 Colossal 56 6 Camouflaging 56 6 Compel worship 56 6 Competition 56
7 Crystalline 57 7 Duplicating 57 7 Create barrier 57 7 Conversation 57
8 Decaying 58 8 Electric 58 8 Deceive 58 8 Deformity 58
9 Silky 59 9 Entangling 59 9 Demand duel 59 9 Flattery 59
10 Ethereal 60 10 Ethereal Effect 60 10 Disorient 60 10 Flowers 60
11 Ever-young 61 11 Exploding 61 11 Encircle 61 11 Gifts 61
12 Eyeless 62 12 Flying 62 12 Evade 62 12 Gold 62
13 Fearless 63 13 Gaze weapon 63 13 Gang up 63 13 Heat 63
14 Fluffy 64 14 Hypnotizing 64 14 Gather strength 64 14 Holy Icon 64
15 Fungal 65 15 Impervious 65 15 Go berserk 65 15 Holy Water 65
16 Gelatinous 66 16 Invisible 66 16 Harry 66 16 Home Cooking 66
17 Geometric 67 17 Life-draining 67 17 Hurl foes 67 17 Insanities 67
18 Hardened 68 18 Magnetic 68 18 Immobilize 68 18 Mirrors 68
19 Illusory 69 19 Mimicking 69 19 Manipulate 69 19 Mistletoe 69
20Intelligent 70 20Mind-Reading 70 20Mock 70 20Moonlight 70
21 Iridescent 71 21 Paralyzing 71 21 Monologue 71 21 Music 71
22 Luminous 72 22 Phasing 72 22 Order minion 72 22 Methods 72
23 Many-headed 73 23 Effect 73 23 Protect leader 73 23 Phylactery 73
24 Mechanical 74 24 Poisonous 74 24 Protect self 74 24 Phys. Elements 74
25 Element 75 25 Radioactive 75 25 Scatter foes 75 25 Puzzles 75
26 Planar 76 26 Reflective 76 26 Stalk 76 26 Riddles 76
27 Reflective 77 27 Regenerating 77 27 Steal from foes 77 27 Rituals 77
28 Rubbery 78 28 Shapeshifting 78 28 Swarm 78 28 Silver 78
29 Shadowy 79 29 Spellcasting 79 29 Target insolent 79 29 Sunlight 79
30 Sharp 80 30 Stealthy 80 30 Target leader 80 30 Tears 80
31 Skeletal 81 31 Strangling 81 31 Target nearest 81 31 True Name 81
32 Slimy 82 32 Super-strength 82 32 Target richest 82 32 Val. Materials 82
33 Sticky 83 33 Telekinetic 83 33 Target strongest 83 33 Weak Spot 83
34 Stinking 84 34 Teleporting 84 34 Target weakest 84 34 Weapon Items 84
35 Tiny 85 35 Vampiric 85 35 Toy with foes 85 35 Wine 85
36 Translucent 86 36 Wall-Crawling 86 36 Use terrain 86 36 Wormwood 86
37 Legless 87 37 87 37 Cannibalize 87 37 87
38 Many Legs 88 38 88 38 88 38 88
39 Many Eyes 89 39 89 39 89 39 89
40 Many Arms 90 40 90 40 90 40 90
41 Shriveled 91 41 91 41 91 41 91
42 Weakened 92 42 92 42 92 42 92
43 Flexible 93 43 93 43 93 43 93
44 Stretchy 94 44 94 44 94 44 94
45 95 45 95 45 95 45 95
46 96 46 96 46 96 46 96
47 97 47 97 47 97 47 97
48 98 48 98 48 98 48 98
49 99 49 99 49 99 49 99
50 00 50 00 50 00 50 00
Designer’s
Commentary
Character Sheet Character Sheet
Left Back endpage - Rules Right back endpage - Rules
summary summary
Back Cover

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