TEXT:  
   
  LOW FANTASY GAMING 
  Low Magic. High Adventure.  
   
   
   
   
   
   
   
  Stephen J. Grodzicki 
  
   
  2 
   
  CREDITS 
   
  Author:  
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
  Female Bard on page 15, by illustrator Jon Usiak, copyright © 2016, used with 
  permission, all rights reserved. See more of Mr Usiak’s work at http://usiakart.com/  & 
  www.facebook.com/jonathan.usiak  
  Three potion bottles on page 151, by illustrator Patrick Collins, copyright © 2013 used 
  with permission, all rights reserved. See more of Mr Collins’ work at  
  http://gravityarchangel.deviantart.com/ 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under 
  licence, all rights reserved. 
  Some artwork copyright Marc Radle and Purple Duck LLC, used under licence, all 
  rights reserved. 
  Some artwork Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin 
  Games/Empty Game Studios, used under licence, all rights reserved. 
  Some artwork copyright 2015 Vagelio Caliva, used with permission, all rights reserved. 
  Some artwork copyright 2016 Matt Morrow, used with permission, all rights reserved. 
  Some artwork © 2016 Jacob E. Blackmon, used with permission. All rights reserved. 
  Some artwork © 2016 Scott Harshbarger, used with permission. All rights reserved. 
  Some artwork © 2016 Jeremy Mohler, used with permission. All rights reserved. 
  Some artwork copyright 2016 or earlier 123RF Limited, used under licence, all rights 
  reserved.  
  Some artwork copyright 2011 Marc Radle, used with permission. 
   
  Special  
  Thanks: 
  Special thanks to Jeremy Grodzicki, Dr Shaun Halovic and Ian Zammit for their 
  playtesting and constructive criticism, to Aaron “Quickleaf” Infante-Levy for his insights 
  into chases, Ken Filewood and Guillaume St-Pierre for their observations and editing 
  assistance, and my wife Steph for putting up with my late night typing ;) 
   
  Website: 
  https://lowfantasygaming.com/ 
   
   
  The official LFG site has some bite size overviews, a bunch of practical gaming links, 
  comments and questions page, and of course a link to download this free pdf. As at Sept 
  2016 it also has a link to my Patreon $1 Adventure Frameworks, which are basically 
  mini adventures for LFG campaigns. I’d love to hear your thoughts or comments. Stop 
  by sometime and let me know what you think.  
   
   
  
   
   
  3 
   
  CONTENTS 
   
  What is Low Fantasy Gaming  
            4                                 
  Core Features  
   
   
            5  
  How to Play 
   
   
   
            6 
   
  Creating a Character 
   
   
            8 
   
  Attributes 
   
   
   
            9 
  Str, Dex, Con, Int, Perc, Will, Cha 
          10 
   
  Luck 
   
   
   
                      11 
  Regaining Luck  
   
   
          11 
   
  Classes 
   
   
   
          12 
  Starting Gold 
   
   
   
          12 
  Barbarian 
   
   
   
          13 
  Bard 
   
   
   
          15 
  Fighter 
   
   
   
          17 
  Magic User 
   
   
   
          20 
  Rogue 
   
   
   
          23 
   
  Skills 
   
   
   
          26 
   
  Party Bonds 
   
   
   
          28 
   
  Races 
   
   
   
          30 
   
  Equipment 
   
   
   
          31 
  Common, Uncommon Equipment 
          31 
  Rare Equipment 
   
   
          32 
  Animals, Vehicles, Lifestyle, Services 
          35 
  Buildings & Construction 
   
          36 
  Melee Weapons 
   
   
          37 
  Ranged Weapons 
   
   
          39          
  Armour 
   
   
   
          39 
  Shields 
   
   
   
          40 
   
  Doing Things  
   
   
          41  
  Kinds of Checks, Attribute Checks 
          41 
  Modifiers, Contests, Representative & Group  
  Checks, Retries, Degrees of Success 
          42 
  Percentile Checks 
   
   
          43 
   
   
   
   
  Combat 
   
   
   
          44 
  Initiative, Turn Order, Delay Action,  
  Ready Action  
   
   
          44 
  Move 
   
   
   
          45 
  Action 
   
   
   
          46 
  Martial Exploits  
   
   
          47 
  Fighting Styles  
   
   
          50 
  Miscellaneous Factors  
   
          51 
   
  Injuries & Healing 
   
   
          53 
  Staggered, All Dead, Mostly Dead 
          53 
  Injuries & Setbacks 
   
   
          54 
  Short & Long Rests 
   
   
          56 
   
  Magic 
   
   
   
          57 
  Sensing Magic, Casting a Spell, Spell  
  Interruption, Dark & Dangerous Magic          57 
  Spell Duration, Illusions 
   
          61 
  Spell Lists 
   
   
   
          62 
  Spell Descriptions 
   
   
          65 
   
  GM Information  
   
   
          82 
  Aerial Combat & Falling 
   
          82 
  Advancement, Chases  
   
          83 
  Downtime 
   
   
   
          87 
  Dungeon Room Generator 
   
          88 
  Madness 
   
   
   
          91 
  Monsters 
   
   
   
          94 
  Monster List by Hit Dice 
   
          97 
  Morale, NPC Reactions  
   
        132 
  Traps 
   
   
   
        134 
  Treasure 
   
   
   
        136 
  Underwater Combat & Drowning 
        159 
  Wilderness & City Exploration  
        160 
  Random Encounters 
   
   
        160 
  Low Fantasy Settings 
   
   
        177 
   
  Index 
   
   
   
        178 
   
  Character Sheet  
   
   
        181 
   
  Open Game Licence 
   
   
        183 
   
   
   
          
  
   
  4 
   
  WHAT IS LOW 
  FANTASY GAMING? 
    
  Low Fantasy Gaming (“LFG”) is a tabletop role-
  playing game built for sword & sorcery 
  adventures in low magic worlds.  
   
  Rules Light 
  LFG is rules light, with a heavy emphasis on 
  Games Master (“GM”) rulings. It’s a hybrid of 
  old school and modern game design, based on 
  the 1d20 Open Game Licence. 
   
  Fast & Engaging Combat 
  Combat is designed to be fast and engaging, with 
  minimal waiting between turns. Creativity is 
  encouraged via martial exploits and magic.  
   
  Dangerous & Gritty   
  Battle is genuinely dangerous and every skirmish 
  takes a toll. The threat of serious injury or death 
  is never far away.  
   
  A “Realistic” World 
  LFG worlds tend to mimic our own classical or 
  medieval periods. Humans are the default player 
  race. Magic and fantastic monsters exist, but are 
  very rare.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dark & Dangerous Magic 
  Magic is not only rare, it is dark and inherently 
  dangerous. Sorcery is a power not meant for 
  mortals, and adventurers engage with it at their 
  peril.  
   
  Riches & Glory 
  LFG is about exploring the unknown; delving 
  into the lost places of the world to unearth new 
  mysteries. Player characters are not epic heroes 
  charged with saving the world; they are bold 
  adventurers seeking riches and glory.  
   
  Open World 
  LFG is made for short, episodic adventures in an 
  open world. Mechanics and random tables 
  support GM improvisation, empowering the 
  referee to handle any situation or side trek. 
     
  What LFG is Not 
  This book does not describe a new low magic 
  fictional setting. It is a generic ruleset for use with 
  published low magic worlds (some examples 
  appear at page 177) or a world of your own 
  creation. With some tweaking, LFG could handle 
  most fantasy settings, but the system assumes low 
  fantasy.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  5 
   
  CORE FEATURES
   
  For those familiar with 1d20 based fantasy role-
  playing games, LFG differs as follows:  
   
   
  5 classes only: Barbarian, Bard, Fighter, 
  Rogue & Magic User.  
   
   
  12
  th Level Maximum eliminates the most 
  powerful magic, and keeps the mightiest 
  monsters scary.  
   
   
  Roll equal or under attribute (with 
  modifiers) to resolve uncertain actions, 
  making every attribute point matter.  
   
   
  Willpower and Perception attributes 
  replace the Wisdom attribute.  
   
   
  Skills provide access to a Level based 
  Reroll Pool. 
   
   
  Diminishing Luck attribute that replaces 
  saving throws, and powers some martial 
  exploits.  
   
   
  Minor, Major and Rescue Exploits (on 
  top of damage, not in lieu) provide 
  creative combat options and moments of 
  greatness.  
   
   
  Dangerous Combat: dropping to zero hit 
  points is serious – 
   
  o Cure spells work more slowly 
  (1d3 
  minutes) 
  on 
  subjects 
  reduced to zero hit points. 
  o Long term Injuries & Setbacks 
  trigger 
  at 
  zero 
  hit 
  points 
  (assuming the adventurer isn’t 
  dead).  
  o Players test to see if a downed 
  adventurer is dead only after 
  combat has ended.  
   
   
  Party Retreat and Chase rules allow the 
  GM to throw whatever makes sense at 
  the 
  party, 
  without 
  worrying 
  about 
  “balanced” encounters.  
   
   
  5 minute Short Rests allow all classes to 
  recover hit points and class abilities 
  quickly, encouraging the party to push on 
  rather than camp.  
   
   
  Dark & Dangerous Magic tests, making 
  all spell casting inherently dangerous. No 
  at-will or resurrection magic. Magic users 
  are less reliant on spells, using one 
  handed weapons and light armour. 
   
   
  Rare magical items, with obvious and 
  discreet properties, that unlock as their 
  owners level up.  
   
   
  Online Play Support: a customized 
  character sheet is available for online 
  play at https://roll20.net/ 
   
   
  Rules as Guidelines. The GM is the final 
  authority on all LFG “rules”. Everything 
  herein is a guide only, and should be 
  tailored to fit the preferences of the GM 
  and players.  
   
   
   
   
  
   
  6 
   
  HOW TO PLAY 
   
  The basics of playing a tabletop RPG are very 
  simple. One player is known as the Games 
  Master (or “GM”); this player runs the overall 
  game and plays all the characters the other 
  players don’t (the Non Player Characters or 
  “NPCs”). For example, the GM plays the world’s 
  monsters, merchants, inn keepers and evil 
  sorcerers.  
   
  The other players control a single adventurer 
  each, also known as a Player Character or “PC”; 
  a Fighter, Barbarian, Rogue, Bard or Magic User. 
  The player characters are the central protagonists 
  in the game, like the main characters in a novel, 
  TV show or movie. 
   
  The game generally unfolds with the GM 
  describing the situation at hand, including where 
  the adventurers are and what they can see and 
  hear. The players then tell the GM what they 
  want their PCs to do. The GM decides whether 
  the attempted action succeeds, fails, or if some 
  dice need to be rolled to determine the outcome.  
   
  An example of play appears below.  
   
  GM (Steve): Okay, as you stroll down the alley 
  way, you hear a sudden squeal, then a body falls 
  from the sky above you, landing on the 
  cobblestones with a bloody thud!  
   
  Tom: What? A body? Where the hell did it 
  come from? 
   
  Nick: Is the guy dead? Is it a man or woman? 
  What are they wearing?  
   
  GM: The inn beside you is two storeys high. 
  Your torchlight just reaches the rooftop; you can 
  make out two humanoid shapes withdrawing 
  from the roof’s edge.  
   
  Tom: Hold up - as soon as I see the humanoids 
  on the roof, I throw my spear at one.  
   
   
  GM: OK, so Kruncor is throwing his spear. Tom, 
  make a Dex check to see if Kruncor reacts fast 
  enough before the figures disappear. Nick, to 
  answer your questions; the body is a man, in 
  wealthy merchant robes of red silk. Definitely 
  dead. <The GM rolls a secret Perception check 
  for 
  Hammond, 
  Nick’s 
  adventurer, 
  which 
  succeeds>. You notice he’s missing three fingers 
  on his left hand.  
   
  Mia: I crouch next to the body and search it. 
  Anything good?  
   
  Nick: Hey I was about to do that - we split 
  whatever she finds! 
   
  Tom: OK I made my Dex check with a 12, so I 
  react quick enough. I throw my spear, yelling out 
  “What the hell, berk!” … let’s see <Tom rolls his 
  attack and damage> … I hit AC 18, and damage is 
  8, assuming that’s a hit? 
   
  GM: Yep you easily hit, even with cover <the GM 
  knows the target’s AC is 12>. Your spear strikes 
  one of the figures, who yells out in pain… <the 
  GM rolls a Dex check, which fails> .., and he 
  topples off the roof, hitting the ground with a 
  horrible splat!  
   
  Tom: LOL! Classic Kruncor! 
   
  Nick: Yeah that’s the Kruncor we all know and 
  love. Right, I loot the new dead guy!  
   
  GM: OK then; Mia - you don’t find anything of 
  much value on the dead merchant. Interestingly 
  his money pouch has been cut from his belt. 
  Nick - the latest dead body is a man wearing 
  street rags, there’s a bloody knife, 3 gp in loose 
  coins and a money pouch with another 82 gp.  
   
  Nick: Haha oh yeah!  
   
  Mia: We’re splitting that!  
  
   
   
  7 
   
   
  GM: Tom - what does Kruncor do while Isla and 
  Hammond are looting? 
   
  Tom: Can I climb up the side of the inn?  
   
  GM: Of course you can. If you want to do it in a 
  hurry though you’ll need to make either a 
  Strength or Dex check, your choice. The athletics 
  skill applies if you have it.  
   
  Tom: Great, I’ll go Strength <rolls 1d20 and gets 
  19, but Kruncor’s Strength is 16, so the check is a 
  fail>. Ah damn it. But I’ve got the athletics skill, 
  so I can use a reroll – let’s see, it’s a 5, phew.  
   
  GM: Sweet! <the GM knows a roll of 5 means a 
  great success, as it is less than half Kruncor’s 
  strength score of 16). Kruncor scales the side of 
  the inn like a monkey, leaping from one 
  windowsill to another then hauling himself up 
  onto the tiled roof. You see a one eyed female in 
  street rags, menacing you with an iron baton. She 
  hisses at you in common: “New to these parts, is 
  ya? I’m with the …” 
   
  Tom: I grab her and throw her off the roof.  
   
  GM: What?  
   
  Tom: I grab her as she’s talking, and fling her off 
  the roof down to where Isla and Hammond are 
  waiting.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mia: Yep, Isla stands up and draws her 
  shortswords, ready for trouble. She knows what 
  Kruncor’s like. 
   
  GM: OK. Everyone roll initiative, we’re about to 
  start combat.  
   
  Game Dice 
  LFG uses several kinds of dice, identified by how 
  many sides they have. For example, a single six 
  sided die is referred to as “1d6”, while 4d6 means 
  roll four six sided dice and total the result. The 
  four sided die is “1d4”, eight-sided die is “1d8”, 
  ten-sided die is “1d10”, twelve-sided die is 
  “1d12”, and the twenty-sided die is “1d20”.  
   
  If you need to roll “1d100”, simply roll 1d10 
  twice using the first throw as the tens and the 
  second throw as the ones (eg, if you rolled 3 and 
  9, the result would be a 39). Finally, there is the 
  1d2 (roll 1d4, divide by two and round up), 1d3 
  (roll 1d6, divide by two and round up) and the 
  1d5 (roll d10, divide by two and round up).  
   
  Round Down 
  If a rule instructs you to divide an amount, the 
  convention is to round down unless indicated 
  otherwise.  
   
  
   
  8 
   
  CREATING A 
  CHARACTER 
   
  If you’re not the GM, you’ll need to create an 
  adventurer (a player character or “PC”) that you 
  control during the game. This generally involves 
  the following steps (not necessarily in this order): 
   
  (1) Make up a character name. 
   
  (2) Roll up Attributes (Strength, Dexterity, 
  Constitution, Intelligence, Perception, 
  Willpower and Charisma), and calculate 
  your Luck score. 
   
  (3) Choose a class (Bard, Barbarian, Fighter, 
  Magic User or Rogue). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4) Choose skills.  
   
  (5) Create a short background.
    
   
  (6) Roll for starting bonds with your party 
  allies.  
   
  (7) Roll starting gold and buy starting 
  equipment. 
   
  If your table is allowing adventurer races other 
  than human, you will also need to select a race.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  9 
   
  ATTRIBUTES 
   
  The seven core attributes of a character are 
  Strength (“Str”; physical power), Dexterity 
  (“Dex”; 
  quickness 
  and 
  coordination), 
  Constitution (“Con”; endurance and physical 
  grit), Intelligence (“Int”; smarts, knowledge, 
  problem solving), Perception (“Perc”; alertness 
  and observation), Willpower (“Will”; self-identity 
  and mental toughness) and Charisma (“Cha”; 
  influence and leadership).  
   
  A character’s attributes are determined as follows: 
   
  1. Each character starts with one automatic 
  score of 15. 
  2. Roll 4d6 totalling the highest three dice 
  (ie drop the lowest die). Make this roll six 
  times and note the results.  
  3. The player assigns each of the seven 
  numbers to a different attribute.  
   
  The humanoid maximum for any attribute is 18. 
  Magical or other effects might allow you to 
  exceed this maximum on occasion. 
   
  Alternative Methods 
  Some tables dislike random attribute generation 
  because some players might roll very high and 
  others very low. If you prefer a more even 
  starting point, you might consider: 
   
  I. 
  Using a pre-set array of your own 
  devising (eg: 16, 14, 13, 11, 10, 8, 7), or  
   
   
   
   
   
   
   
   
   
   
   
   
   
  II. 
  Allowing any player to use the array 
  rolled by any other player, but with a 
  small penalty (1-3 points at the GM’s 
  discretion), assigned as the player wishes. 
   
  Example 
   
  Default method: The first player starts with one 
  automatic 15, then rolls 4d6 (drop the lowest) six 
  times, resulting in final numbers of 15, 12, 10, 13, 
  13, 10 and 8. A second player scores 15, 12, 10, 
  9, 11, 12, 9. A third player scores 15, 16, 12, 6, 7, 
  9, 10. A fourth player scores 15, 11, 13, 10, 8, 7, 
  11. Each player keeps their own rolls and 
  allocates them to the seven attributes for their 
  adventurer.  
   
  Pre-set Array: The table decides to use a set array 
  of 16, 14, 13, 11, 10, 8, 7. All players allocate 
  these numbers to their attributes.  
   
  Anyone uses any array: Continuing the first 
  example, players 1 and 2 choose the first array, 
  and players 3 and 4 choose the third array. The 
  GM imposes a one point penalty for using 
  another player’s array. Players 2 and 4 must 
  reduce one attribute by one point. Player 2 ends 
  up with 15, 12, 10, 13, 13, 10 and 7 (reducing the 
  8 to a 7).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  If an attribute (except Luck, see later) applies a 
  modifier, use the bonus or penalty below:  
   
  SCORE 
  MODIFIER 
  3-4 
  -3 
  5-6 
  -2 
  7–8 
  -1 
  9–12 
  +0 
  13–14 
  +1 
  15-16 
  +2 
  17-18 
  +3 
  19+ 
  +4 or more 
   
  Strength (Str) 
  High Str means your adventurer is physically 
  strong, making it easier to perform acts of 
  physical power, and granting bonuses to attack 
  and damage rolls with melee weapons.  
   
  Dexterity (Dex) 
  High Dex means your adventurer is well 
  coordinated and has good reflexes, making it 
  easier to perform agility related actions, and 
  granting bonuses to attack and damage rolls with 
  ranged weapons, including thrown weapons. Dex 
  also affects your Armour Class (how hard you are 
  to hit) and your general capacity to avoid physical 
  danger. 
   
  Constitution (Con) 
  High Con means your adventurer is hardy, 
  physically resilient and difficult to kill, granting 
  bonus hit points and making it easier to resist 
  poison, disease and fatigue.  
   
  Intelligence (Int) 
  High Int means your adventurer is quick witted, 
  knowledgeable and has excellent problem solving 
  skills. A high Int adventurer gains additional 
  languages, has a broad depth of knowledge with 
  good recall, and is adept at separating truth from 
  untruth.  
   
  Perception (Perc) 
  High Perc means your adventurer is naturally 
  alert and observant, with excellent night vision 
  (compared to most humans) and acute hearing. 
  Perc affects an adventurer’s capacity to avoid 
  ambushes, detect traps and notice clues others 
  might miss, including body language cues.  
   
  Willpower (Will) 
  High Will represents robust self-confidence, 
  mental fortitude and drive, granting bonuses to 
  resist fear, charm, madness and other mind based 
  spells and effects. Will also governs the capacity 
  to rally between battles, allowing an adventurer to 
  fight harder for longer.  
   
  Charisma (Cha) 
  High Cha represents an inspiring persona with 
  strong natural charm and persuasiveness. A 
  charismatic adventurer finds it easier to influence 
  others, and gains bonuses to hireling morale. Cha 
  may also reflect physical beauty.  
   
   
   
   
   
   
   
   
   
  
   
   
  11 
   
  LUCK 
   
  Every adventurer has a special eighth attribute 
  called Luck. Primarily representing fate and good 
  fortune, 
  Luck 
  also 
  reflects 
  a 
  character’s 
  accumulated experience dealing with perilous 
  hazards and dangers. There are two kinds of 
  Luck rolls: Luck saves and Luck checks.  
   
  Luck saves are for resisting serious adverse effects 
  such as spells, traps, special monster attacks or 
  major environmental hazards (particularly those 
  with an area of effect). Luck saves are made in 
  response to an attack or active danger, as 
  opposed to an action you instigate, which are 
  generally covered by attribute checks.  
   
  Luck checks are primarily for major exploits and 
  rescues (see Combat), which rely on the Luck 
  resource to pull off.  
   
  Luck is a flexible and ephemeral quality however, 
  and it has some additional uses (eg: party wide 
  retreats from combat). Your table might devise 
  other uses for it. In playtesting for example, one 
  player made a Luck check to choose which kind 
  of creature he summoned via a Monster 
  Summoning  spell (rather than rolling randomly).  
   
  At the start of an adventure, a character’s Luck 
  attribute is equal to 10 + half their level (round 
  up). To make a Luck roll, roll 1d20 and apply 
  any modifiers. If the result is equal to or less than 
  the current Luck attribute, the test is successful. 
  Note that a character’s Reroll Pool (explained 
  later) is available for all Luck rolls. A successful 
  Luck roll means the character avoids the threat 
  (or lessens its effect), or performs the intended 
  martial exploit. 
   
  A Luck roll may be modified by an attribute 
  bonus or penalty, depending on the nature of the 
  attack or hazard. For example, an adventurer’s  
   
   
   
   
  Dex modifier applies to dodging out of the way of 
  a Lightning Bolt spell. In such a case the notation 
  would be a Luck (Dex) save.  
   
  Every time an adventurer succeeds in a Luck roll, 
  their Luck attribute is reduced by 1 point, to a 
  minimum of half their level (round up). Luck is 
  not reduced on a failed check.  
   
  Regaining Luck 
  Generally speaking, Luck returns at a rate of 1 
  point per long rest (see page 56).  
   
   
   
   
   
   
   
   
   
   
   
   
  Designer’s Thoughts 
  Although hit points, spells and other abilities tend 
  to replenish regularly, relying on Luck gets riskier 
  the longer an adventure goes on.  
   
  Diminishing Luck is intended to serve several 
  purposes. Firstly, players must make choices 
  about when to use their Luck. Secondly, it 
  ratchets up the danger as the adventure 
  progresses. Thirdly, in conjunction with short 
  rests (see Injuries & Healing) and random 
  encounters, it incentivizes pressing on with an 
  adventure rather than looking for a place to 
  camp.  
   
  For longer adventures, or for tables who like to 
  engage in frequent side treks, you might consider 
  allowing Luck to replenish more quickly. 
  
   
  12 
   
  CLASSES 
   
  After determining Attributes and Luck, the next 
  step is to choose a class. There are five character 
  classes in LFG: Barbarian, Bard, Fighter, Magic 
  User and Rogue. Talk to your GM about 
  designing another class if you have something else 
  in mind.  
   
  Hit Points 
  Hit points represent a mix of physical injuries 
  and more intangible qualities such as fighting 
  spirit, combat training and experience, stamina 
  and luck. Much hit point damage is scrapes and 
  bruises, but if reduced to half maximum hit 
  points (known as “Staggered”), the character 
  shows significant signs of trauma. If reduced to 
  zero hit points, a character is knocked 
  unconscious or otherwise incapacitated, and may 
  die or suffer a longer term injury (see Injuries & 
  Healing).  
   
  All adventurers start at level 1 with maximum hit 
  points for their class. When advancing a level, 
  your hit points increase by your hit die roll, plus 
  the bonus indicated on the class tables. For 1
  st to 
  9
  th level, you also add your Con modifier (if any).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Example 
  A 1
  st level Barbarian with Con 16 (+2 modifier) 
  starts with 14 hit points (6+6+2). At 2
  nd level, the 
  player rolls a d6, scoring a 3, gaining a total of 11 
  (3+6+2) hit points, for a grand total of 25 hit 
  points at 2
  nd level. 
   
   
  Languages  
  Each adventurer begins the game knowing how to 
  read, write and speak their native language (plus 
  “common”) and a number of bonus languages 
  equal to their Int modifier. If your adventurer has 
  a negative Int modifier, that character never 
  learnt to read or write, and speaks only their 
  native language (and a smattering of “common”).  
   
  Starting Gold 
  Each character starts the game with 3d6 x 10 gold 
  pieces (“gp”), except for fighters who start with 
  5d6 x 10. This gold may be spent on items from 
  the Equipment chapter, or similar items with the 
  GM’s approval. Any unspent gold is retained to 
  spend during the game.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  13 
   
  Barbarian 
  You are a barbarian, a savage warrior from the 
  tundra, mountains, deep forests or sandy wastes. 
  You might be a Viking raider, a Conan like 
  behemoth or an Amazonian warrior woman.  
   
  Unlike the soft city dwellers, your exposure to the 
  harsh elements has equipped you with a primal 
  ferocity, 
  acute 
  instincts 
  and 
  formidable 
  endurance. You are well versed in the use of 
  weapons, but prefer armours that do not hinder 
  your natural athleticism. Most barbarians are 
  superstitious, illiterate, and have an abiding 
  distrust of magic. 
   
  Key Attribute:   
  Constitution.  
   
  Hit Points:  
  (1d6+6) per level (gains 
  4 hp/level after 9th). 
   
  Armor and Shields:  
  Light, Medium armour 
  and shields. 
   
  Weapons: 
   
  Any except crossbows. 
   
   
  Skills: 
  Animal Lore, 
  Wilderness Lore, plus 4 
  of the following: 
  Acrobatics, Athletics, 
  Apothecary, Deception, 
  Detection, Gather 
  Information, Insight, 
  Leadership, Persuasion, 
  Stealth. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BARBARIAN 
  ADVANCEMENT 
  Level 
  Hit Points 
  1d6+6 
  Attack 
  Bonus 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  4 
  4 
  5 
  5 
  5 
  6 
  6 
  6 
  7 
  7 
  7 
  8 
  8 
  8 
  9 
  9 
  9 
  10 
  +4 HP 
  10 
  11 
  +4 HP 
  11 
  12 
  +4 HP 
  12 
   
  
   
  14 
   
  Ferocious Rage (1st & 7th level)  
  As a barbarian you may harness a primal and 
  ferocious rage. You begin an adventure with one 
  use of this ability per level. You may regain 
  expended uses by taking short or long rests (see 
  page 56).  
   
  To enter or end a rage, you must declare such 
  during your turn, or you may trigger it in 
  response to suffering damage or being subjected 
  to a charm, fear or madness effect during 
  someone else’s turn.  
   
  Your rage lasts a number of rounds equal to your 
  Con modifier (if triggered after your turn, that 
  round doesn’t count). Your rage is loud and 
  guttural, ruining any chance of stealth. You may 
  speak, but most words are incomprehensible, and 
  you cannot cast spells.  
   
  Whilst raging, you gain a +2 bonus on Str and 
  Con checks, as well as attack rolls, damage rolls 
  and Luck saves. In addition you become immune 
  to, or suspend, charm, fear and madness effects, 
  and all damage you suffer is halved (including 
  damage that triggers a rage).  
   
  At 7
  th level, while raging, if you are reduced to 
  zero hit points, you may choose to make a Luck 
  (Con) save to be reduced to 1 hit point instead.  
   
  Wilderness Ranger (1st level) 
  The constant trials of the wilderness have 
  sharpened your survival skills. You have 
  advantage whenever you make a check related to 
  Wilderness Lore (see Skills). 
   
  Sixth Sense (2nd Level)  
  At 2
  nd level, you have survived long enough to 
  cultivate a sixth sense for hidden danger. You 
  have advantage when making checks to resist 
  ambush or surprise. 
   
  Unique Feature (3rd, 6th, 9th & 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your barbarian. Feel free to borrow 
  feats, class abilities, perks and so on from other 
  RPGs, modified to suit LFG. The advancement 
  need not be limited to traditional barbarian 
  themes, allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
  New Skill (4th & 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
  Killer Instinct (5th level) 
  At 5
  th level, you perfect your primal fighting 
  instincts. Your weapon attacks cause critical hits 
  on a natural 1d20 roll of 19-20, and any time 
  your weapon attack reduces a target to single digit 
  hit points (9 or less), the target is reduced to zero 
  hit points instead.  
   
  Second Attack (7th level) 
  At 7
  th level, you may spend a Reroll Die to make 
  a second attack that turn (if two weapon fighting, 
  you do not gain a second extra attack).  
   
  Chieftain (10th level)  
  At 10
  th level, you attract or take control of a tribe 
  of barbarians who swear fealty to you. As tribal 
  head, you may direct the tribe’s activities. Some 
  tribes mark out territories while others follow 
  shifting migration patterns. In either case, your 
  tribe develops an unmatched knowledge of the 
  relevant area.  
  
   
   
  15 
   
  Bard
  You are a bard, a charismatic wanderer; part 
  artist, diplomat and warrior, as skilled with blades 
  as you are with ballads. You might be a fearsome 
  skald, a celebrated performer or a master of 
  whispers. In your travels you draw knowledge 
  from all corners, forging alliances and extracting 
  secrets from those who should know better.  
   
  A bard’s influence fortifies the company, 
  strengthening bonds and the common will to 
  prevail. With the right words and deeds, the bard 
  elevates the party beyond the sum of its parts. 
   
  Key Attribute:  
  Charisma. 
   
  Hit Points:  
   
  (1d4+4) per level (gains  
  2 hp/level after 9th). 
   
  Armor and Shields:  
  Light, Medium armour  
  and shields. 
   
  Weapons: 
   
  Any. 
   
  Skills:  
   
  Choose any 7 skills.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BARD  
  ADVANCEMENT  
  Level 
  Hit Points 
  1d4+4 
  Attack 
  Bonus 
  1 
  1 
  0 
  2 
  2 
  1 
  3 
  3 
  2 
  4 
  4 
  2 
  5 
  5 
  3 
  6 
  6 
  4 
  7 
  7 
  5 
  8 
  8 
  5 
  9 
  9 
  6 
  10 
  +2 HP 
  7 
  11 
  +2 HP 
  8 
  12 
  +2 HP 
  8 
   
   
  
   
  16 
   
  Inspire Greatness (1st level)  
  Your unifying presence inspires the party to 
  moments of greatness. You begin an adventure 
  with one use of this ability per level. You may 
  regain expended uses by taking short or long rests 
  (see page 56).  
   
  When you use this ability (no action cost), 
  provided an ally is within 120 ft and can see or 
  hear you, you may grant your ally a bonus equal 
  to your Cha modifier on one roll. You may 
  choose to use this ability after seeing the result of 
  the roll. You may use this ability on your own 
  rolls provided you can see or hear an ally within 
  120 ft.  
   
  Silver Tongued (1st level)  
  Bards have the gift of the gab and are skilled in 
  the art of soliciting rumours, gossip and other 
  information. You have advantage when taking 
  actions related to the Persuasion or Deception 
  skill (choose one) and Gather Information, and 
  when conducting performances to entertain or 
  inspire. 
   
  Bardic Knowledge (2nd level) 
  By 2
  nd level, your studies have earned you an ear 
  for languages and a wide knowledge of different 
  cultures. You may make a Cha check to 
  understand or communicate in a language you 
  don’t formally know (speaking in short sentences 
  and comprehending the gist of what is said or 
  written). Additionally, you have advantage when 
  recalling lore relating to history, culture (including 
  myths and legends) and etiquette.  
   
  Unique Feature (3rd, 6th, 9th & 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your bard. Feel free to borrow feats, 
  class abilities, perks and so on from other RPGs, 
  modified to suit LFG. The advancement need 
  not be limited to traditional bard themes, 
  allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
  New Skill (4th & 8th level) 
  At 4
  th and 8
  th level, you gain one new skill. 
   
  Rare Fighting Techniques (5th level) 
  From 5th level, you employ a mix of rare and 
  unconventional fighting techniques, acquired 
  through study or travel. Your weapon attacks 
  cause critical hits on a natural 1d20 roll of 19-20.  
   
  Additionally, provided an ally is within 120 ft and 
  can see or hear you, they may reroll any fumbled 
  attack rolls (no Reroll die cost). You may use this 
  ability to reroll your own fumbled weapon 
  attacks, provided you can see or hear an ally 
  within 120 ft. 
   
  Rallying Shout (7th level)  
  At 7
  th level, once per round, you may spend a 
  Reroll die to permit an ally within 120 ft who can 
  see or hear you to reroll a failed weapon attack. 
  You may use this ability to reroll your own failed 
  weapon attack, provided you can see or hear an 
  ally within 120 ft.  
   
  Network of Informants (10th level)  
  At 10
  th level, you establish a network of contacts 
  with yourself at the centre. Your network spans 
  multiple cities and covers a broad spectrum of 
  society. The members tend to be an eclectic 
  bunch with skills and talents in most fields. As 
  principal, you set the network’s overall objectives 
  and direct its activities (as much as that is 
  possible). 
   
   
   
  
   
   
  17 
   
  Fighter 
  You are a fighter, a veteran warrior expertly 
  trained in weapons and armour. Perhaps you are 
  a mail clad knight, an agile spearman, or a sharp 
  eyed bowman. Fighters are versatile masters of all 
  weapons, switching between armaments and 
  fighting styles to best meet the foe at hand.  
   
  The fighter is the most heavily armed and 
  armoured adventurer in the game. You are 
  comfortable in the thick of battle, relying on 
  brawn, steel and superior skill to win the day. 
   
  Key Attributes:   
  Strength and/or  
  Dexterity.  
   
  Hit Points:  
   
  (1d5+5) per level (gains  
  3 hp/level after 9th). 
   
  Armor and Shields:  
  Any. 
   
  Weapons: 
   
  Any. 
   
  Skills: 
  Leadership, Athletics, 
  plus 4 of the following: 
  Acrobatics, Arcane 
  Lore, Detection, 
  Apothecary, Gather 
  Information, General 
  Lore, Insight, 
  Persuasion, Stealth, 
  Deception, Traps & 
  Locks, Wilderness 
  Lore.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FIGHTER 
  ADVANCEMENT 
  Level 
  Hit Points 
  1d5+5 
  Attack 
  Bonus 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  4 
  4 
  5 
  5 
  5 
  6 
  6 
  6 
  7 
  7 
  7 
  8 
  8 
  8 
  9 
  9 
  9 
  10 
  +3 HP 
  10 
  11 
  +3 HP 
  11 
  12 
  +3 HP 
  12 
  
   
  18 
   
  Adaptable (1st level) 
  Your training and experience allows you to switch 
  weapons and fighting styles at a moment’s notice. 
  At 1
  st level, choose one of the below styles as your 
  default style. You may gain the benefits of your 
  default style at any time. When you gain a level, 
  you may substitute your default style for another 
  if you wish.  
   
  You begin an adventure with one use of this 
  ability per level. You may regain expended uses 
  by taking short or long rests (see page 56). When 
  you use this ability, substitute your default style 
  for any other style until the end of the current 
  combat, or until you switch to another style (you 
  may use this ability multiple times during the 
  same combat if you wish).  
   
  When you use this ability, you sheath, stow and 
  ready armaments (including a shield) at no action 
  cost. You must declare the use of this ability 
  during your turn. 
   
   
  Charger: When you take the charge 
  action, enemies do not gain advantage on 
  their attacks against you, and if you hit, 
  the target must make a Luck (Str) save or 
  be knocked prone. 
   
   
  Dual Weapons: If you are armed with 
  two single handed melee weapons, every 
  time you miss with your extra attack, you 
  gain +1 to hit (cumulative) on subsequent 
  extra attack rolls until it hits. 
   
   
  Opportunist: Once per turn, when you 
  reduce a foe to zero hit points with a 
  weapon attack, you may immediately 
  make one free melee or thrown attack. 
  You may declare the use of this ability 
  after reducing a target to zero hit points 
  (provided it is your turn). 
   
   
  Protector: You automatically succeed on 
  Dex checks to trigger rescue exploits, and 
  shields grant you +2 AC instead of +1.  
   
   
  Ranged: Targets lose up to 2 points of 
  AC bonus gained from cover, and if you 
  miss your target with a ranged or thrown 
  attack, you never reroll the attack against 
  an ally in the same melee. 
   
   
  Single Weapon: If you are armed with a 
  one handed weapon and your other 
  hand empty, you gain a +2 bonus to 
  initiative, interceptions, Luck (Dex) saves 
  and 
  reaction 
  based 
  Dex 
  checks 
  (including triggering rescue exploits).  
   
   
  Two Hander: If you use a melee weapon 
  two handed, you gain advantage when 
  rolling damage.  
   
   
  Rearguard: 
  You 
  adopt 
  defensive 
  manoeuvres, directing a tactical retreat as 
  you guide your allies to safety. All party 
  members gain advantage on any Party 
  Retreat tests (see page 45).  
   
  Deadly Strikes (1
  st level) 
  Your weapons expertise helps you land crippling 
  blows; your weapon attacks cause critical hits on a 
  natural 1d20 roll of 19-20. In addition, if your 
  weapon causes a special effect on a natural 19, 
  the effect also occurs on a natural 20. 
   
   
   
   
   
   
   
   
   
   
   
  Supplies (2nd level) 
  By 2
  nd level, you naturally anticipate and prepare 
  for dangers and obstacles that lie ahead. At any 
  time during an adventure, you may automatically 
  add 1d4 mundane items to your equipment list 
  
   
   
  19 
   
  (the items must have a common theme). For 
  example, you might gain additional coils of rope, 
  a grappling hook and climbing boots, a cache of 
  fire pots, and so on. Particularly expensive or 
  bulky items may not be permitted at the GM’s 
  discretion. After using this ability, you may not 
  use it again until you resupply at a village, town or 
  city (the GM might impose additional limits).  
   
  Unique Feature (3rd, 6th, 9th and 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your fighter. Feel free to borrow feats, 
  class abilities, perks and so on from other RPGs, 
  modified to suit LFG. The advancement need 
  not be limited to traditional fighter themes, 
  allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  New Skill (4th and 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
  Master of Arms (5th level) 
  At 5
  th level, your weapon attacks cause critical hits 
  on a natural 1d20 roll of 18-20. If your weapon 
  causes a special effect on a natural 19, the effect 
  also occurs on a natural 18 or 20. 
   
  Additionally, when you are hit by a weapon 
  attack, you may spend a Reroll die to force your 
  opponent to reroll their attack and use the lowest 
  result. 
   
  Second Attack (7th level) 
  At 7
  th level, you may spend a Reroll die to make a 
  second attack that turn (if two weapon fighting, 
  you do not gain a second extra attack).  
   
  Stronghold (10th level)  
  At 10
  th level, a fighter may raise a stronghold and 
  attract a body of loyal men-at-arms who will swear 
  fealty to him. Over time the keep might attract 
  villagers, and earn the fighter a title or rights to 
  collect taxes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
   
  Magic User 
  You are a magic user, a student of strange and 
  supernatural powers that are not well understood. 
  You might be a mysterious priestess, a dread 
  witchdoctor, or an eccentric sorcerer with a six 
  demon bag.  
   
  Magic is the most multi-faceted power in the 
  game: it can conjure lightning, invoke spirits, 
  beguile onlookers or mend wounds in the blink 
  of an eye. But there is a price to be paid, and no 
  spell is uttered lightly. Like any adventurer, the 
  magic user knows the value of a sharp blade and 
  steady arm.   
   
  Key Attribute:   
  Intelligence.  
   
  Hit Points:  
   
  (1d3+3) per level (gains  
  1 hp/level after 9th). 
   
  Armour and Shields: 
  Light armour. 
   
  Weapons: 
  One handed weapons,  
  light crossbows, sling. 
   
  Skills: 
  Arcane Lore, Insight 
  plus 4 of the following: 
  Animal Lore, Athletics, 
  Apothecary, Deception, 
  Detection, Gather 
  Information, General 
  Lore, Persuasion, 
  Stealth, Wilderness 
  Lore.  
   
  Spell Casting (1st level) 
  A 1
  st level magic user knows one spell, plus a 
  bonus number of spells equal to her Int modifier, 
  which the player choses from the 1
  st level spell list 
  (see the Magic chapter). Each level thereafter the 
  magic user learns a number of spells equal to her 
  Int modifier as chosen by the player (up to the 
  highest level the caster knows, per the 
  advancement table below).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If a magic user finds any scrolls or spell books 
  while adventuring, she may learn one extra spell 
  (from the scroll or book) when advancing a level. 
  Once per level a caster may also substitute one 
  known spell for another spell. 
   
  When learning spells that unleash or affect 
  specific elements, for example Fireball, the magic 
  user may learn an elemental variant instead, for 
  example, Frostball. 
   
  At the beginning of an adventure, you may cast a 
  number of spells, of each spell level, as shown on 
  the 
  advancement 
  table. 
  You 
  may 
  regain 
  expended spell uses by taking short or long rests 
  (see page 56). You choose which of your known 
  spells to cast at the time of casting. Casting a spell 
  requires concentration; if the magic user suffers 
  any damage before her turn, she may not cast a 
  spell that round.  
  
   
   
  21 
   
  Example 
  At the start of an adventure, a 5
  th level magic user 
  may cast four 1
  st level spells, two 2
  nd level spells, 
  and one 3
  rd level spell. When advancing from 5
  th 
  level to 6
  th level, with Int 16 (+2), the caster learns 
  two new spells, chosen from the 1
  st, 2
  nd or 3
  rd level 
  lists. If the magic user found a scroll of 1
  st to 3
  rd 
  level, she may also learn one spell from the scroll.  
   
   
  On a particular day, the magic user might cast 
  Sleep four times, Levitate twice and Fireball, or 
  she might cast Magic Missile, Shield twice, Sleep, 
  Levitate, Hold Person and Fireball. Remember 
  that if the magic user suffers any damage before 
  her turn, she may not cast a spell that round.  
   
   
  MAGIC  USER 
  ADVANCEMENT  
  SPELL CAST PER DAY 
  Level 
  Hit 
  Points 
  1d3+3 
  Attack 
  Bonus 
  1st 
   
  2nd 
   
  3rd 
   
  4th 
   
  5th 
   
  6
  th 
   
  1 
  1 
  0 
  2 
   
  – 
   
  – 
   
  – 
   
  – 
   
  – 
   
  2 
  2 
  1 
  3 
   
  – 
   
  – 
   
  – 
   
  – 
   
  – 
   
  3 
  3 
  2 
  3 
   
  2 
   
  – 
   
  – 
   
  – 
   
  – 
   
  4 
  4 
  2 
  4 
   
  2 
   
  – 
   
  – 
   
  – 
   
  – 
   
  5 
  5 
  3 
  4 
   
  2 
   
  1 
   
  – 
   
  – 
   
  – 
   
  6 
  6 
  4 
  4 
   
  3 
   
  2 
   
  – 
   
  – 
   
  – 
   
  7 
  7 
  5 
  4 
   
  3 
   
  2 
   
  1 
   
  – 
   
  – 
   
  8 
  8 
  5 
  4 
   
  3 
   
  3 
   
  2 
   
  – 
   
  – 
   
  9 
  9 
  6 
  4 
   
  3 
   
  3 
   
  2 
   
  1 
   
  – 
   
  10 
  +1 HP 
  7 
  4 
   
  4 
   
  3 
   
  2 
   
  2 
   
  – 
   
  11 
  +1 HP 
  8 
  4 
   
  4 
   
  3 
   
  3 
   
  2 
   
  1 
   
  12 
  +1 HP 
  8 
  4 
   
  4 
   
  4 
   
  3 
   
  2 
   
  2 
   
   
   
   
   
   
   
  
   
  22 
   
  Attuned Mind (2nd level)  
  Every magic user develops a strong sense of 
  arcana and resistance to attacks on her mental 
  state, including charm, fear, madness, and so on. 
  Practitioners have advantage when resisting mind 
  related attacks and when detecting magic.  
   
  Unique Feature (3rd, 6th, 9th and 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your magic user. Feel free to borrow 
  feats, class abilities, perks and so on from other 
  RPGs, modified to suit LFG. The advancement 
  need not be limited to traditional magic user 
  themes, allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
  New Skill (4th and 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
  Battle Magic (7th level) 
  At 7
  th level, you may reroll any or all spell damage 
  dice, or reroll the number of targets affected by a 
  spell. Each individual die to be rerolled costs one 
  Reroll die. 
   
  Tower (10th level) 
  At 10th level, a magic user may build a tower for 
  herself to house her library, laboratory and so on. 
  She will attract a mixed bag of mercenaries, 
  strange servants, an apprentice, and perhaps even 
  a few monsters. This motley crew will follow her 
  orders for as long as they dare.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  23 
   
  Rogue 
  You are a rogue, a lurker in the shadows, gifted in 
  acrobatics, stealth and sleight of hand. You might 
  be a brave scout, a sly thief, a deadly assassin or a 
  haughty pirate. In any guise, agility and cunning 
  are the rogue’s hallmarks.  
   
  Lightly armoured, you rely on speed and guile to 
  keep you from harm, employing a range of tricks 
  and deceits to maintain the upper hand. When 
  you strike, your sword comes without warning, 
  dropping opponents before they realise the true 
  threat on the battlefield.  
   
  Key Attributes:   
  Dexterity. 
   
  Hit Points:  
   
  (1d4+4) per level (gains  
  2 hp/level after 9th). 
   
  Armor and Shields:  
  Light armour. 
   
  Weapons: 
  One handed weapons, 
  light crossbow, short 
  bow and sling. 
   
  Skills: 
  Detection, Sleight of 
  Hand, Stealth, Traps & 
  Locks plus 4 of the 
  following: Acrobatics, 
  Arcane Lore, Athletics, 
  Apothecary, Deception, 
  Insight, Gather 
  Information, General 
  Lore, Persuasion.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ROGUE  
  ADVANCEMENT  
  Level 
  Hit Points 
  1d4+4 
  Attack 
  Bonus 
  1 
  1 
  0 
  2 
  2 
  1 
  3 
  3 
  2 
  4 
  4 
  2 
  5 
  5 
  3 
  6 
  6 
  4 
  7 
  7 
  5 
  8 
  8 
  5 
  9 
  9 
  6 
  10 
  +2 HP 
  7 
  11 
  +2 HP 
  8 
  12 
  +2 HP 
  8 
   
   
  
   
  24 
   
  Backstab (1st and 5th level) 
  Rogues are masters of ambush and assassination. 
  Once per turn, when making a melee attack 
  against a target that is surprised by you, you gain 
  +4 to hit and inflict an additional 1d8 damage. At 
  5
  th level your additional damage increases to 2d8.  
   
  Finisher (1
  st level) 
  Thieves, rogues and assassins develop a talent for 
  picking off injured targets. Once per staggered 
  target, after you successfully hit with a melee 
  attack, you may add your backstab damage.  
   
  Tricks & Techniques (1
  st level) 
  The rogue comes prepared with surprises up her 
  sleeve, ready to exploit any advantage or 
  opportunity. At 1
  st level, the rogue knows a 
  number of tricks equal to her Dex modifier. Each 
  level thereafter the rogue learns one additional 
  trick, and if desired, may substitute one known 
  trick for another. 
   
  You begin an adventure with one use of this 
  ability per level. You may regain expended uses 
  by taking short or long rests (see page 56). Each 
  time you use this ability, choose one of your 
  known tricks to apply. You may use this ability as 
  part of your normal action.  
   
   
  Cat’s Grace: Subject to GM discretion, 
  the rogue may turn a failed save or check 
  relating to climbing, acrobatics or falling, 
  into a success.  
   
   
  Choking Dust: On a failed Luck (Con) 
  save, up to 1d4 targets within 5 ft are 
  rendered mute for 1d4 rounds.  
   
   
  Blind Sense: By applying the proper 
  techniques, 
  the 
  rogue 
  temporarily 
  heightens her senses, halving the usual 
  penalties for poor visibility. The effect 
  lasts 1d6 x 10 minutes.  
   
   
  Flash Powder: Up to 1d4 targets within 5 
  ft of the rogue must make a Luck (Dex) 
  save or be blinded until the end of their 
  next turn.  
   
   
  Glue Pot: On a failed Luck (Str) save, 
  one target within 30 ft cannot move from 
  their current position until they use their 
  action to break free with a successful Str 
  check. Targets with Str 19+ are immune.  
   
   
  Hidden Blade: The rogue may reroll a 
  failed melee attack.  
   
   
  Quick Reflexes: The rogue may reroll 
  her initiative check and choose the best 
  result. 
   
   
  Rapid Dose: The rogue may apply a 
  single dose of poison, or drink a potion 
  (or similar).  
   
   
  Slippery Mind: When the rogue is 
  subject to magical forces that detect her 
  thoughts or locate her, she may choose 
  to make an Int check to fool, mislead or 
  negate the effect. This ability lasts 1d6 x 
  10 minutes.  
   
   
  Smoke Bomb: A smoke bomb may be 
  thrown up to 40 ft. Thick smoke fills a 
  15 ft diameter, blinding those within and 
  blocking line of sight.  The smoke 
  disperses in 1d4 rounds.  
   
   
  Unseen Whip: On a failed Luck (Dex) 
  save, one target within 10 ft is tripped, 
  pulled up to 10 ft, or disarmed.  
   
  Generally speaking, other classes do not have the 
  expertise required to make effective use of these 
  specialised tools and techniques. 
   
  Skirmisher (2nd level and 7
  th level) 
  By 2
  nd level you are a natural skirmisher, attacking 
  swiftly then disengaging before your target can 
  
   
   
  25 
   
  properly retaliate. When you are subject to a free 
  attack due to your movement, the enemy suffers 
  disadvantage on the attack roll. At 7
  th level, if you 
  are hit by such an attack, you may spend a Reroll 
  die to turn the hit into a miss.  
   
  Unique Feature (3rd, 6th, 9th and 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your rogue. Feel free to borrow feats, 
  class abilities, perks and so on from other RPGs, 
  modified to suit LFG. The advancement need 
  not be limited to traditional rogue themes, 
  allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  New Skill (4th and 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lethal Precision (7th level) 
  At 7
  th level, you may reroll any or all of your 
  backstab damage dice and use the best result. 
  Each damage die rerolled costs one Reroll die. 
   
  Thieves Guild (10th level)  
  At 10
  th level, a rogue may establish a guild formed 
  of local thieves, cutpurses and scoundrels. These 
  shadowy figures are surprisingly loyal and willing 
  to take great risks for their Guildmaster, just so 
  long as she keeps the opportunities flowing.  
   
  Designer’s Thoughts 
  No LFG class has special mastery in disarming 
  traps, including rogues. This is intentional and 
  meant to promote a whole party approach to 
  traps should the GM choose to use them. A 
  player interested in trap mastery however could 
  devise such a talent as one of their adventurer’s 
  unique features at 3
  rd, 6
  th,, 9
  th or 12
  th level. 
  
   
  26 
   
  SKILLS 
   
  Each adventurer begins the game with a number 
  of skills as outlined in the class descriptions. 
  Adventurers also gain an additional skill at 4
  th and 
  8
  th level. Skills grant a +1 bonus on any related 
  attribute check (modified attributes are capped at 
  a maximum of 18), and grant access to the 
  adventurer’s Reroll Pool on a failed check. The 
  various skills and typical related attribute(s) are 
  outlined in the table below.  
   
  Skilled vs Unskilled 
  At the GM’s discretion, some actions might 
  require a specific skill or background to attempt 
  at all, to qualify for a great success or avoid a 
  terrible failure, or result in other modifiers 
  reflective of experience. For example, the 
  Apothecary skill might be required to concoct an 
  emergency 
  antitoxin 
  mid-dungeon, 
  or 
  an 
  adventurer 
  with 
  Wilderness 
  Lore 
  might 
  automatically avoid getting bogged in a swamp.  
   
  The Skills table indicates which attribute(s) 
  usually pairs with each skill. In some instances 
  however a different attribute might apply. For 
  example, the GM might rule that intimidating an 
  NPC with a show of strength calls for a Str check, 
  but will permit a reroll if the adventurer is skilled 
  in Leadership (usually associated with Cha).  
   
  GMs are encouraged to modify the list to better 
  suit their gaming preferences. For example, if 
  your table prefers not to roll for social skills and 
  instead rely on player skill, you might remove 
  Leadership, Persuasion, Insight and Deception.  
   
  Similarly, if the single Detection skill is too broad, 
  you might replace it with Spot, Hearing and 
  Search skills, and so on. 
   
  Reroll Pool 
  If an adventurer fails an attribute check, but has a 
  relevant skill (or possibly background, see below), 
  the player may choose to reroll. Each adventurer  
   
  begins an adventure with one Reroll Pool die per 
  level. You may regain expended dice by taking 
  short or long rests (see page 56). The Reroll Pool 
  may only be accessed once per attempted action. 
  If advantage or disadvantage applies to the check, 
  the Reroll Pool allows only one die to be 
  rerolled. 
   
  Reroll Pool dice may also be used for all Luck 
  rolls, Short Rest recoveries, and All Dead or 
  Mostly Dead tests. 
   
  Backgrounds 
  In addition to skills, players may choose or create 
  a themed background or profession for their 
  adventurer (eg: soldier, hermit, criminal, disciple, 
  merchant, farmer, etc).  
   
  If an action has a close connection with a 
  character’s background, but isn’t a recognized 
  skill, the adventurer’s Reroll Pool may be 
  available for that task. For example, a merchant 
  background might allow a reroll on an Int check 
  to appraise treasure, or a builder background 
  might permit an Int reroll to identify weak points 
  on a stone walkway. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  27 
   
   
  SKILLS 
  SKILL 
  USUAL 
  ATTR 
  WHEN  RELEVANT 
  Acrobatics 
  Dex 
  Jumping, tumbling, parkour, escapology, tests of agility and reaction 
  (including interceptions and triggering rescue exploits).  
  Animal 
  Lore 
  Int 
  Animal handling, mounted combat, animal training, veterinary lore. 
  Apothecary 
  Int 
  First aid, injury recovery, poisons, biology, disease. 
  Arcane 
  Lore 
  Int 
  Sensing nearby magic, recalling magical lore, fantastic monster lore, 
  alchemy. 
  Athletics 
  Str or 
  Con 
  Running, climbing, swimming, jumping, tests of physical power 
  including grappling, breaking down a door, knocking an enemy prone, 
  pushing a foe backwards, and so on. 
  Deception 
  Cha 
  Telling convincing lies, impersonations, making and using disguises 
  and forgeries. Often opposed by Int (Insight).  
  Detection 
  Perc 
  General state of alertness as well as purposeful searching. Detecting 
  traps, ambushes, clues, secret doors and so on. 
  Gather 
  Information 
  Int or 
  Cha 
  Rumour hunting, rumour mongering, extended researching. 
  General 
  Lore 
  Int 
  The general catch all lore skill, recalling a broad range of historical, 
  scientific and political information (but not Arcane, Animal or 
  Wilderness Lore).  
  Insight 
  Int or 
  Perc 
  Discerning cues and subtleties suggestive of lies, exaggeration, honesty, 
  and so on, with a view to gauging a person’s true intentions. Often 
  opposed by Cha (Deception). 
  Leadership 
  Cha 
  Inspiration, morale, intimidation, teaching, having orders obeyed. 
  Persuasion 
  Cha 
  Debating, convincing, negotiation, diplomacy, etiquette. 
  Sleight of 
  Hand 
  Dex 
  Picking pockets, palming, hiding small objects on your person or 
  planting objects on others. 
  Stealth 
  Dex 
  Hiding and moving silently. Often opposed by Perc (Detection). 
  Traps & 
  Locks 
  Dex 
  Picking non-magical locks, setting and disarming non-magical traps. 
  Noticing traps is covered by Perc (Detection).  
  Wilderness 
  Lore 
  Int 
  Wilderness survival, herbalism, foraging, hunting game, tracking. 
   
  
   
  28 
   
  PARTY BONDS 
   
  To 
  help 
  promote 
  party 
  cohesion, 
  it 
  is 
  recommended that each player generate one or 
  more bonds with their fellow adventurers. Roll 
  twice on the table below and choose the most 
  appropriate and/or fun connection.  
   
  The examples provided are for inspiration, and 
  should be modified as desired. The entries are 
  primarily in the vein of prior professions, or 
  significant past events, but could easily be rejigged 
  as ongoing concerns.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1d20 
  BOND WITH PARTY MEMBER 
  1 
  Pirates or sailors on the notorious galley Green Devil, under the command of Captain Scasali. 
  2 
  Lone survivors of the Blackbrand Mercenary Company, destroyed in a recent engagement 
  with their bitter rivals, the Shen-Zu Raiders.  
  3 
  Students under the tutelage of the very famous (and highly respected, or feared) Master 
  Macau. 
  4 
  Bounty Hunters that worked together to take down Madame Iossa and her sidekick, the 
  infamous Ufreg the Hammer. 
  5 
  Guards or Militia patrolling the merchant quarter of Neferai City, when the violent Silk Riots 
  erupted.  
  6 
  Devotees of a similar philosophy, religion or other teachings, under the direction of Mistress 
  Aria. 
  7 
  Partners in Ficklebender’s Delicate Draperies; a failed (or otherwise disappointing) rare 
  clothing and textiles business. Smuggling unrelated contraband may or may not have been part 
  of the business model.  
  8 
  Bodyguards to Lady Horruck, Duchess of the Vander Lowlands, and day to day director of 
  Horruck’s Arms & Armour. 
  9 
  Inquisitors that investigated and expunged the dark Witches of Whitefern.  
  10 
  Indentured gladiators of the dreaded Ogorien Fighting Pits.  
  11 
  Conmen, muscle or other agents working closely with Arbus Twolicks, the best thief in all of 
  Sump Town (even if he does say so himself).  
  12 
  Siblings or cousins (adopted or otherwise). Possibly with an evil, bankrupt, sick, missing or 
  filthy rich parent or other close relative. 
  13 
  Drinking buddies from way back, frequenting the much maligned Five Rats Tavern, and well 
  known by Mr Boddic, the proprietor and former soldier of fortune.  
  
   
   
  29 
   
  14 
  Chain gang prisoners who built the Northern Highroad between Thussleton and Port 
  Redbank. 
  15 
  Caravan guards on the months long expedition out from Westbrook, through the Suuvea 
  Jungle, finally arriving in remote Innoqueb City.  
  16 
  Explorers, herbalists or surveyors of the northern reaches of the sprawling Sunhorn 
  Mountains.  
  17 
  Defenders (or captive residents) in the Siege of Ironhall.  
  18 
  Indebted to the same crime boss, Guildmaster Marakett.  
  19 
  Monster Hunters who dispatched the much maligned Ogre Twins, Sorg & Grunkor. 
  20 
  Soldiers at the infamous Battle of Blackcrag.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  30 
   
  RACES 
   
  In a low fantasy world, humans are often the only 
  race available as adventurers. If elves or dwarves 
  exist at all, they tend to be relatively small 
  populations located in isolated in corners of the 
  realm. The GM determines which non-human 
  races, if any, are available to choose from. Elves 
  and dwarves are provided below as examples.  
   
  Dwarves 
  Dwarves are naturally hardy and highly resistant 
  to arcane forces. A dwarf has advantage when 
  resisting poison, disease and magic of all kinds. 
  Magical healing, including that from potions, only 
  has half the usual effect on dwarves.  
   
  In addition, dwarves have a 50% chance of 
  sniffing out a handful of gold coins, or a single 
  gemstone, within 60 ft (this chance may increase 
  for large quantities at the GM’s discretion). All 
  dwarves suffer from gold lust and take great pride 
  in their honour and ancestry. The GM may 
  require a Will check to resist new opportunities 
  for riches, or to keep from retaliating against a 
  perceived slight.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dwarves have better night vision than most 
  humans, but are just as blind in the absence of 
  light. The deep roads are well lit if dwarves are 
  nearby. 
   
  Elves 
  Elves possess a natural grace and agility that puts 
  humans to shame. An elf has advantage when 
  making all Dex checks and Luck (Dex) saves.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elves have fragile constitutions however, and 
  suffer disadvantage on Luck (Con) saves and Con 
  checks, excluding All Dead or Mostly Dead tests. 
   
  In addition, elves are haughty and aloof by 
  nature, an artefact of their extraordinarily long 
  lives. The GM might require a Will check to 
  resist 
  demonstrating 
  elven 
  superiority 
  or 
  disinterest when the opportunity arises.  
   
  Elves do not sleep, instead entering a trance like 
  contemplation for six hours. They remain semi 
  alert for danger during this time, but suffer a -3 
  penalty on Perc tests.  
   
  Like dwarves, elves have better night vision than 
  most humans, but are just as blind in the absence 
  of light. In the shadows of the oldest forests, elves 
  employ soft lighting to guide their way. 
   
   
   
   
  
   
   
  31 
   
  EQUIPMENT 
   
  The equipment lists below provide the usual 
  price range for each type of item, with variance 
  for availability, quality and decoration. If an item 
  is not automatically in stock, GMs are 
  encouraged to use a percentile test to determine 
  availability based on the vendor and item rarity.  
   
   
   
   
   
   
   
   
   
   
  Common Equipment  
  (1d6 gp) 
   
  Common equipment is available in most towns 
  and some villages. Some examples are provided 
  below.  
   
  Arrows or Bolts (20), Backpack, Barrel, Bedroll, 
  Bell, Belt pouch, Block and tackle, Candle, 
  Canvas (sq. yd), Case (map or scroll), Chain (10 
  ft), Chalk, Chest, Clothes (including footwear, 
  cloaks, etc), Crowbar, Fishing net (25 sq feet), 
  Flask, Flint & Steel, Garlic (1 pound), Grappling 
  Hook, Hammer, Ink (1 oz), Ladder (10 ft), 
  Lamp, Lantern (bullseye or hooded), Mirror 
  (small steel), Oil (1 pint), Parchment (sheet), 
  Pickaxe, Pole (10 ft), Pot (iron), Rations (one or 
  more weeks), Rope (hemp or silk), Sack, Sealing 
  wax, Shovel, Signal Whistle, Spike (iron, pack of 
  5), Tent, Tool, Torch (pack of 5), Waterskin. 
   
   
   
   
   
   
   
   
  Common equipment is largely self-explanatory. 
  On occasion the GM might allow a bonus on a 
  task for using the right kind of tool (eg: a crowbar 
  might grant a +2 bonus when breaking open a 
  door).  
   
  Portable Light Sources 
  With respect to lighting, torches burn for a few 
  hours and create a 30 ft radius of light. A pint of 
  oil in a lantern burns for approximately eight 
  hours, casting a 30 ft radius of light. A bullseye 
  lantern creates a beam of light 60 ft long but only 
  10 ft wide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Uncommon Equipment  
  (2d10 + 10 gp) 
   
  Examples 
  of 
  uncommon 
  equipment 
  that 
  adventurers often find useful are included below. 
  The GM determines if these objects are available 
  for sale, 
  and 
  any 
  benefits 
  provided, 
  in 
  consultation with the player.  
   
  Boot blade (concealed), Caltrops (bag of 50), 
  Clothes with secret pockets, Disguise kit (clothes, 
  dye, powder, etc), Holy Symbol (wooden or 
  silver), Holy Water (one vial – see Undead), 
  Hunting Trap, Lock (standard quality), Manacles, 
  Musical Instrument, Parchment suitable for a 
  spell scroll, Pommel Blade (spring loaded), 
  Secret Sheath, Signet Ring. 
   
  
   
  32 
   
  Rare Equipment  
  (5d10 + 50 gp, or more) 
   
  Examples of rare equipment are provided below. 
  These 
  items 
  tend 
  to 
  require 
  unusual 
  components, long and difficult manufacturing 
  processes, or rare specialized skills. The GM 
  determines 
  availability 
  depending 
  on 
  the 
  circumstances, but generally these items are 
  found in cities as opposed to towns or villages.  
   
  Acid  
  A vial of acid is useful for (slowly) melting 
  through locks, hinges, chains and other items. It 
  can also be thrown (range 40 ft) at an enemy, 
  causing 1d6 acid damage.  
   
   
   
   
   
   
   
   
   
   
  Anti-toxin (1 dose) 
  Anti-toxin administered within one minute of 
  being poisoned grants the user a second Luck 
  save to resist the poison or some other beneficial 
  effect at the GM’s discretion. It does not undo 
  any attribute drain or hit point damage already 
  caused, but will stave off further loss, paralysis or 
  death. Anti-toxin may also be taken ahead of 
  time, granting the same protection for 2d6 
  rounds.  
   
  Compass 
  Magnetic compasses may or may not be available 
  depending on your GM. Historically speaking 
  they appeared in China by about 200 BC, and 
  made their way to Western Europe by the 13
  th 
  Century. An explorer armed with a map and 
  compass is unlikely to become lost and has 
  advantage on navigation checks. Compasses can 
  be misled however by natural anomalies in the 
  earth, iron armour and other gear.  
   
  Fire Pot 
  A favourite among alchemists everywhere, the 
  fire pot is a thrown missile weapon (range 40 ft) 
  which explodes in a 5 ft radius, causing 1d6 fire 
  damage and creating a thick cloud of smoke  
  (33% miss chance, disperses after 1 round). 
  Unattended combustibles in the area tend to 
  catch fire. 
   
  Forged Papers 
  From time to time, adventurers might find a use 
  for forged party invitations, identity documents, 
  maps, merchant charters and other written works.   
   
  Healer’s Kit (10 uses) 
  If a party member has the Apothecary skill and a 
  healer’s kit, each character recovers a bonus 1d4 
  hit points after a long rest. Additionally, tending 
  with the Apothecary skill allows a character to roll 
  with advantage for injury recovery times. Finally, 
  an apothecary might be able to delay the onset or 
  reduce the severity of poison and disease, at the 
  GM’s discretion.  Each use of the Apothecary 
  skill in this manner consumes one use of the kit’s 
  supplies (bandages, healing herbs, poultices and 
  salves, etc).  
   
   
   
   
   
   
   
   
   
   
  Hook Hand 
  For those adventurers, thieves, pirates or other 
  unfortunates absent a hand or forearm, the 
  practicalities of a hook hand or similar prosthesis 
  cannot be understated. Hook hands cause 1d4 
  damage if used as a weapon and may be attached 
  to customised shields. Advanced mechanical 
  
   
   
  33 
   
  hand replacements are not unknown, with life 
  like shapes and colours, hidden compartments, 
  swappable tools or weapon grafts, more complex 
  movement range, etc. 
   
  Jewellery 
  Like today, jewellery is available in a wide range 
  of styles, quality and price, and may be 
  demonstrative of wealth, artistry or social status. 
   
  Magnifying Glass 
  A magnifying glass can assist in locating miniscule 
  clues, starting fires (magnifying daylight) and 
  appraising small objects such as gemstones.  
   
  Peg Leg 
  A lower leg prosthetic to replace lost limbs 
  beneath the knee. With practice the subject will 
  be able to walk at the same speed as a normal 
  humanoid. The user suffers disadvantage on 
  movement based Dex checks, including Luck 
  (Dex) 
  saves. 
  Advanced 
  mechanical 
  leg 
  replacements are not unknown, with life like 
  shapes and colours, hidden compartments, more 
  complex movement range, etc.  
   
   
   
   
   
   
   
   
   
  Poison (1 dose) 
  Poisons come in a wide variety of effects, but the 
  most common types cause hit point loss and/or 
  attribute loss (excluding Cha). More potent 
  poisons may cause paralysis, sleep, and even 
  death. Some poisons take hold immediately 
  whilst others require a number of rounds or 
  hours before applying their effect. Different 
  poisons are administered in different ways, by 
  skin contact, blood injury, inhalation and/or 
  ingestion. Applying poison to a weapon takes an 
  action, and remains on the weapon until a strike 
  is delivered or 1 minute passes (at which time the 
  poison has either run off the blade or become 
  inert after exposure to air). 
   
  The GM decides which poisons (if any) are 
  available for sale on a case by case basis. Some 
  example poisons are provided below.  
   
   
  Giant Centipede poison: as the monster 
  entry. 
   
  Elderberry Toxin: applied by injury or 
  ingestion, causes 1d4 Dex loss. Luck 
  (Con) save resists.  
   
  Fireblood: applied by injury, causes 2d6 
  damage plus 1d3 Str loss. Luck (Con) 
  save for half.  
   
  Choking Spore: distributed in a 5 ft 
  radius, must be inhaled, causes 1d3 Con 
  loss for the next 1d4 rounds. Luck (Con) 
  save resists.  
   
  Ghoulsheen Admixture: applied by 
  injury, immediate paralysis for 1d4 
  rounds. Luck (Con) save resists.  
   
  Whisperfog: Applied by contact (not 
  injury; does not work on an injured 
  target). Fall asleep for 1d4 minutes, plus 
  loss of short term memory for the prior 
  1d6 x 10 minutes. Luck (Con) save 
  resists.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  34 
   
  Poisoner’s Ring  
  This special ring includes a small secret 
  compartment to store one dose of poison or 
  some other tiny object. Some variants include a 
  pop out needle.  
   
  Thieves Tools 
  A mix of skeleton keys, picks, files, saws, clamps 
  and pliers, this tool kit allows a character to pick 
  locks or disarm traps. Without such a kit, 
  improvised tools will generally be required.  
   
  Sextant and Nautical Almanac 
  Armed with a sextant and nautical almanac, an 
  explorer might be able to determine the correct 
  course using celestial navigation. The process is 
  not easy and requires accurate measurement of 
  the angle between the moon and sun, and a series 
  of difficult computations.  The process takes 
  about half an hour, at which point an Int check is 
  required. If successful, the explorer deduces his 
  current longitude and latitude.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spyglass 
  A portable telescope allows the user to see up 
  three times as far as normal. Also a fashion item 
  among pirates.  
   
   
   
   
   
   
   
   
   
   
   
  Tripwires 
  Commonly a spool of thin fishing line, strung 
  between ankle height weights topped with bells or 
  connected to a trap of some kind (such as a brace 
  of rigged crossbows on a wooden frame). 
  
   
   
  35 
   
  Animals 
  ANIMALS 
  ANIMAL 
  PRICE 
  Donkey 
  1d6+6  gp 
  Hound, War 
  2d10+10 gp 
  Horse, Draft 
  1d10+40 gp 
  Horse, Riding 
  2d10+50 gp 
  Horse, War 
  5d20+300 gp 
  Hunting Bird 
  2d10+100 gp 
  Monkey 
  2d10+30 gp 
  Pony 
  1d10+20 gp 
   
  Animal barding, if available, is generally more 
  expensive than humanoid armour, sometimes up 
  to ten times as much.  
   
  Vehicles & Ships 
  VEHICLES & SHIPS 
  VEHICLE 
  PRICE 
  Carriage 
  5d20+50 gp 
  Cart 
  1d6+10 gp 
  Chariot 
  3d20+200 gp 
  Galley 
  30,000 gp+ 
  Longboat 
  10,000 gp+ 
  Rowboat 
  3d20 gp 
  Sailing Ship 
  10,000 gp+ 
  Wagon 
  2d10+20 gp 
  Warship 
  25,000 gp+ 
   
  Lifestyle Expenses 
  LIFESTYLE EXPENSES 
  LIFESTYLE 
  PRICE/DAY 
  Street 
  Nil 
  Poor 
  ½ gp 
  Average 
  2 gp 
  Rich 
  10 gp 
  Filthy Rich 
  30 gp+ 
   
  Lifestyle costs cover food, drink, shelter, clothing 
  and utilities. Rich and Filthy Rich lifestyles might 
  also involve servants, livestock, land, special 
  functions, and so on.  
   
  Services & Hirelings 
  SERVICES & HIRELINGS 
  SERVICE OR HIRELING 
  PRICE/DAY 
  Coach ride 
  1 gp 
  Messenger (1 week travel) 
  ½ gp 
  Professional (mercenary, solider, 
  alchemist, architect, bricklayer, 
  gardener, locksmith, etc) 
  5 gp 
  Rare Expert (sage, famous bard, 
  gladiator champion, assassin, etc) 
  Varies 
  Sailing Ship 
  2 gp 
  Unskilled (porter, labourer, etc) 
  ½ gp 
   
  
   
  36 
   
  Buildings & Construction
  BUILDINGS & CONSTRUCTION 
  BUILDING 
  PRICE 
  DESCRIPTION 
  Simple wooden 
  building 
  200 gp+ 
  Single storey. 30 ft x 30 ft.  
  Simple stone 
  building 
  1,500 gp+ 
  Single storey. 30 ft x 30 ft.  
  Complex wooden 
  building 
  500 gp+ 
  Double storey or higher. Barred windows. 30 ft x 30 ft. 
  Complex stone 
  building 
  5,000 gp+ 
  Double storey or higher. Barred windows. 30 ft x 30 ft. 
  Gatehouse 
  7,000 gp+ 
  Stone building, wooden gate reinforced with iron, iron 
  portcullis. 40 ft x 40 ft.   
  Small Tower 
  15,000 gp+ 
  Stone, 40 ft tall, 20 ft diameter. Walls 10 ft thick.  
  Medium Tower 
  25,000 gp+ 
  Stone, 60 ft tall, 30 ft diameter. Walls 14 ft thick. 
  Large Tower 
  50,000 gp+ 
  Stone, 90 ft tall, 60 ft diameter. Walls 18 ft thick.  
  Small Keep or 
  Temple 
  80,000 gp+ 
  Stone, 150 ft x 150 ft x 60 ft tall. Perimeter walls 20 ft 
  tall and 8 ft thick. 
  Castle 
  250,000 gp+ 
  Stone, 600 ft x 600 ft x 80 ft tall. Perimeter walls 30 ft 
  tall and 12 ft thick.  
  Large Castle 
  750,000 gp+ 
  Stone, 1000 ft x 1000 ft x 100 ft tall. Perimeter walls 40 
  ft tall and 20 ft thick. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  37 
   
  Melee Weapons 
  Every adventurer needs at least one reliable 
  weapon by her side, preferably more. Example 
  weapons of average quality and price are 
  provided below. Weapons made from special 
  materials cost substantially more, sometimes up 
  to 100 times as much.  
   
  METAL 
  SPECIAL QUALITY 
  Adamantine 
  Cannot be seriously damaged by 
  mundane means. +2 Str bonus 
  when breaking things. 
  Cold Iron 
  +1 to hit and damage against 
  Demons 
  and 
  Undead, 
  and 
  bypasses their immunities and/or 
  resistances. 
  Mithril 
  +2 
  initiative 
  bonus. 
  Doubles 
  throwing weapon distance or may 
  throw 
  other 
  single 
  handed 
  weapons (eg longsword) up to 30 
  ft. 
  Silvered 
  +1 to hit and damage against 
  Lycanthropes 
  and 
  Aberrant 
  Terrors, 
  and 
  bypasses 
  their 
  immunities and/or resistances. 
   
   
  Special Metals 
  Silvered weapons are a silver-steel alloy useful 
  against Lycanthropes and Aberrant Terrors. 
  Weapons forged of cold iron (the oldest and 
  purest iron ore, mined deep and sometimes 
  exhibiting mild ferromagnetism) are best against 
  Demons and Undead. Mithril is a fey metal, 
  incredibly light and flexible. Adamantine is the 
  hardest metal known to man, impervious to 
  mundane forces once tempered. 
   
  An item cannot combine metal properties. There 
  is something about the forging process that 
  nullifies any prior property.  
   
  Weapon Properties 
  Note some weapons cause a special effect on a 
  natural 1d20 roll of 19. The GM may permit 
  adventurers (and possibly some rare NPCs) to 
  avoid this effect by making a successful Luck 
  save. Most melee weapons require the attacker to 
  be within 5 ft of their opponent, but some 
  weapons have a 10 ft reach (ie striking range, as 
  identified in the table). 
   
   
   
   
   
   
   
  
   
  38 
   
   
  MELEE WEAPONS 
  WEAPON 
  DAMAGE 
  COST 
  PROPERTIES 
  Battle Axe
   
  1d8 
  5 gp 
  +1 damage if used two handed. On a natural 19 to hit roll, 
  the target must roll on the Injuries & Setbacks table (players 
  may choose to make a Luck save to negate). Also good for 
  chopping through trees, doors, chains and chests. 
  Club 
  1d6 
  Free 
  Often masquerades as a tree branch, fire log or table leg. 
  Dagger or Knife 
  1d4 
  1 gp 
  May be thrown up to 40 ft. Easily concealed. +2 on initiative 
  checks. 
  Great Sword, 
  Axe, Hammer 
  1d12 
  30 gp 
  Two handed. Suffers disadvantage in cramped quarters. On 
  a natural 19 to hit roll, you daze, rattle or unbalance your 
  foe, imposing disadvantage on their next initiative check. 
  Light Hammer 
  or Mace 
  1d6 
  3 gp 
  May be thrown up to 25 ft. On a natural 19 to hit roll, you 
  knock your target prone, or backwards up to 10 ft. 
  Light Axe
   
  1d6 
  2 gp 
  May be thrown up to 25 ft. On a natural 19 to hit roll, the 
  target must roll on the Injuries & Setbacks table (players may 
  choose to make a Luck save to negate). Also good for 
  chopping through trees, doors, chains and chests. 
  Flail 
  1d6+1 
  8 gp 
  On a natural 19 to hit roll, you trip or disarm your foe. 
  Heavy Mace or 
  Hammer 
  1d8 
  10 gp 
  +1 damage if used two handed. On a natural 19 to hit roll, 
  you knock your target prone, or backwards up to 10 ft. 
  Lance 
  2d4+1 
  8 gp 
  Double damage via mounted charge. 
  Longsword, 
  Bastard Sword 
  or Rapier 
  1d8 
  15 gp 
  +1 damage if used two handed (excluding rapier). On a 
  natural 19 to hit roll, you disarm your foe. Rapier gains +2 
  bonus on interception checks. 
  Polearm 
  1d10 
  20gp 
  Two handed. Suffers disadvantage in cramped quarters. May 
  make melee attacks up to 10 ft distant.  
  Shortsword  
  1d6 
  6 gp 
  On a natural 19 to hit roll, you disarm your foe. +2 on 
  initiative checks.  
  Spear
   
  1d6+1 
  3 gp 
  +1 damage if used two handed. May be thrown up to 50 ft. 
  May make melee attacks up to 10 ft distant.   
  Staff 
  1d6 
  1 gp 
  +1 damage if used two handed. May make melee attacks up 
  to 10 ft distant.  Great for hiking, monks and the elderly. 
  Whip 
  1d4 
  6 gp 
  On a natural 19 to hit roll, you trip or disarm your foe. May 
  make melee attacks up to 10 ft distant.   
   
  
   
   
  39 
   
  Ranged Weapons
  Ranged weapons allow the user to attack from a 
  safe distance. Ranged weapons and ammunition 
  may be forged of special metals, just like melee 
  weapons.  
   
  If the GM chooses to track ammunition, there is 
  50% chance of retrieving each piece used (90% 
  for special metals). Ranged attacks may be made 
  up to twice the listed range but suffer 
  disadvantage beyond standard range.  
   
   
   
   
   
   
   
   
   
   
   
  RANGED WEAPONS 
  WEAPON 
  DAMAGE 
  COST 
  RANGE 
  (FT)  
  PROPERTIES 
  Heavy Crossbow 
  2d8 
  100 gp 
  200 
  Two handed. On a natural 19 to hit 
  roll, the target is knocked prone. Costs 
  an action to reload, but if the user 
  suffers damage during a reloading 
  round, the action is lost.  
  Javelin 
  1d6 
  3 gp 
  70 
  May 
  be 
  used 
  in 
  melee 
  without 
  disadvantage.  
  Light Crossbow 
  2d4+1 
  35 gp 
  150 
  May be fired with one hand. Costs an 
  action to reload, but if the user suffers 
  damage during a reloading round, the 
  action is lost. Requires two hands to 
  reload. 
  Long Bow 
  1d8 
  50 gp 
  250 
  Two handed. 
  Short Bow 
  1d6 
    25 gp 
  150 
  Two handed. More concealable and 
  less bulky than the Long Bow. May be 
  used while mounted.  
  Sling 
  1d4 
  1 gp 
  100 
  Two handed. Stones are free.  
   
  Armour & Armour Class 
  Most adventurers choose to wear some kind of 
  protective armour to help ward off blows.  
   
  An unarmoured person has Armor Class (AC) 
  10, plus their Dex modifier. Armour adds to AC 
  making it harder to be hit. A character’s AC = 10 
  + their armour AC bonus + Dex modifier (if any).  
   
   
   
   
   
  Heavier armours impose penalties on certain 
  actions, as indicated in the table. Armour may be 
  made of special metals, similar to weapons. 
  Prices and availability are left to GM discretion.  
  
   
  40 
   
   
  ARMOUR 
  AC 
  COST 
  PROPERTIES 
  Light Armours:  
  Heavy Robes, Hide, Leather, 
  Studded Leather 
  +1 
  5 gp 
  None. 
  Medium Armours:  
  Chain shirt, Scale shirt, Breastplate, 
  Bone, Reinforced Hide, Monstrous 
  Chitin 
  +3 
  40 gp 
  -2 penalty on Move Silently & 
  Swim checks. 
  Heavy Armours:  
  Plate mail, Splint armour, Chain 
  mail, Ring mail 
  +5 
  100 gp  
  -2 penalty on Move Silently, 
  Intercept, Swim, Jump & Climb 
  checks. 
  Shield 
  +1 
   20 gp 
  See rules for shields. 
  Silvered 
  Intelligent Lycanthropes and Aberrant Terrors must make a Will 
  check to attack a target wearing this armour instead of another 
  target, and fumble on a 1d20 roll of 1-3 when making melee attacks.  
  Cold Iron 
  Intelligent Demons and Undead must make a Will check to attack a 
  target wearing this armour instead of another target, and fumble on 
  a 1d20 roll of 1-3 when making melee attacks.  
  Mithril 
  Medium and Heavy Armour incur no action related penalties. 
  Adamantine 
  Armour cannot be seriously damaged by mundane means. Any 
  critical hits suffered become normal hits instead.  
   
  Shields  
  In addition to providing +1 AC, a shield may be 
  used to negate a single directional attack, be it a 
  sword strike, lightning bolt or dragon bite.  
   
  To use this ability, a player simply declares that 
  the shield negates the hit or damage. The shield 
  cannot be used again in this manner until it is 
  repaired (a task of several hours, requiring 
  materials, tools and often a forge). The damaged 
  shield continues to provide +1 AC. In some 
  instances, the GM might rule that a Luck check is 
  required to avoid destruction of the shield, or to 
  preserve the +1 AC bonus until repaired.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  41 
   
  DOING THINGS 
  During a game session, players generally interact 
  with the game world by asking the GM questions 
  and describing the actions their adventurers carry 
  out. 
  Straight 
  forward 
  actions 
  happen 
  automatically, like opening most doors or talking 
  to NPCs, and impossible actions are generally 
  vetoed by the GM on the spot.  
   
  In between these are actions that are reasonably 
  possible but have significant uncertainty attached 
  to them. In such a case, the GM makes a ruling 
  about how the uncertainty will be resolved (using 
  the existing rules as a guide), and dice are rolled 
  to determine the outcome.  
   
  Common uncertain actions include making 
  attacks, resisting hazardous effects such as poison, 
  or negotiating with a merchant. 
   
  Kinds of Checks 
  Most uncertain actions are resolved through one 
  of the following rolls:  
   
  1. An 
  Attribute 
  check 
  (a 
  Strength, 
  Dexterity, 
  Constitution, 
  Intelligence, 
  Perception, Willpower or Charisma 
  check, outlined below). 
  2. An Attack roll (see Combat). 
  3. A Luck save or Luck check (see Luck).  
  4. A Percentile check (outlined below).  
   
  Attribute Checks  
  All attribute checks (Str, Dex, Con, Int, Perc, 
  Will, Cha) are made with a 1d20 roll. If the roll is 
  equal to or under the attribute the action is 
  successful. The GM might apply modifiers to this 
  roll depending on the circumstances. Attribute 
  checks are most commonly used when an 
  adventurer proactively attempts to do something, 
  like climb a wall, swim across a lake, or sneak up 
  on an unwary foe.  
   
  Attribute checks are sometimes also used to 
  represent struggling with another character to 
  achieve a contested purpose (see Contests 
  below). Resisting minor external forces might also 
  call for an attribute check (eg: avoiding a falling 
  tree branch). More serious external threats (most 
  magic, poison, disease, special monster attacks, 
  and so on) require a Luck save to resist (see 
  Luck).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skills grant an adventurer a +1 bonus on relevant 
  attribute checks, and also allow access to the 
  adventurer’s Reroll Pool after a failed roll.  
   
  Example 
  An adventurer with Str 10 attempts to break 
  down a partially rotten door. The GM rules that a 
  Str 16 character would automatically open the 
  door, but requires a Str check from this 
  character, with a +2 stat bonus due to the rotting 
  frame.  
   
  The player makes a Str check and rolls 13, which 
  is more than his modified Str of 12. Luckily, the 
  adventurer is skilled in Athletics, granting him a 
  further +1 bonus, making the check a success 
  (and granting the option of using a reroll die, had 
  the check been a failure). With a sturdy shove, 
  the adventurer slams open the door, brandishing  
  his torch as he peers inside.  
  
   
  42 
   
  Modifiers 
  Modifiers are at the GM’s discretion. Minor 
  beneficial or adverse circumstances typically 
  apply a 1 or 2 point modifier to an attribute. 
  Modified attributes are capped at a maximum of 
  18.  
   
  Major beneficial circumstances allow the player 
  to roll 2d20 instead of 1d20 and use the best 
  result (this is called rolling with “advantage”). 
  Similarly, for major adverse circumstances, the 
  player rolls 2d20 and uses the worst result 
  (“disadvantage”). A combination of minor and 
  major circumstances might involve a mix of static 
  modifiers and advantage or disadvantage. GMs 
  are encouraged to use as many or as few 
  modifiers as they like. 
   
  Contests  
  If two characters are in direct contest, both 
  characters roll and whoever succeeds by the 
  greatest margin wins. Ties mean the status quo 
  remains, or might require a reroll at the GM’s 
  discretion. Contests might involve the same kind 
  of attribute roll (eg: opposed Str checks when 
  arm wrestling), or different attribute rolls (eg: a 
  Dex vs Perc check when a beastman tries to hide 
  from an adventurer).  
   
  Representative & Group Checks 
  Sometimes GMs prefer to make a single check to 
  represent a group of monsters (to save time), or 
  allow the whole party to succeed in a task as long 
  as more than half the group succeeds. If half 
  succeed and half fail, the GM might require one 
  of the failing characters to make a Luck save for 
  the group to succeed. Representative and Group 
  checks are commonly used for stealth and 
  observation.  
   
  Retries 
  Sometimes a player fails an attribute check and 
  wants to know if they can try again. The GM 
  decides this on a case by case basis. Generally 
  speaking, a retry is permitted only if the situation 
  changes in a favourable way. For example, if an 
  adventurer fails to remember some obscure lore, 
  she might need to access a library to earn a retry. 
  On the other hand, a GM might allow retries to 
  break down a door, reasoning that the door grows 
  weaker with each attempt.  
   
  Designer’s Thoughts 
  The problem with frequent retries is they take 
  risk out of the equation, making succeeding at a 
  task less satisfying. Sometimes adventurers simply 
  fail at what they attempt to do. When that 
  happens, it’s time for the player to think outside 
  the square and find another way forward (or 
  sideways).  
   
   
  Degrees of Success or Failure  
  From time to time it may be useful to know how 
  greatly an adventurer succeeds or fails at an 
  action. In such a case, rolling equal to or less than 
  half the attribute (round down), represents a great 
  success as opposed to an ordinary success. The 
  GM may rule that in certain situations, having the 
  right skill or background is required to qualify for 
  a great success.  
   
  Similarly, rolling more than 1.5 times the 
  attribute (round down) is a terrible failure instead 
  of an ordinary failure. A natural 20 is usually a 
  terrible failure, regardless of the character’s 
  attribute.  The GM might rule that having the 
  right skill or background automatically negates a 
  terrible failure.  
   
  If there are any situational modifiers, these are 
  added to the attribute before halving/multiplying.  
   
  Example  
  A character with Dex 9 and a +2 situational 
  bonus, for a total of 11, attempts to disarm a trap. 
  On a result of 5 or less, the outcome is a great 
  success, such that the PC might be able to harvest 
  a dose of poison from the needle trap after 
  disarming it. Conversely, a result of 17 or more 
  
   
   
  43 
   
  represents a great failure, and the adventurer 
  might inadvertently spring the trap!  
   
   
  Percentile Check 
  From time to time the GM may rule that a simple 
  percentile check will resolve the uncertainty of a 
  situation. For example, a GM might decide there 
  is a 40% chance of a wandering monster crossing 
  paths with the party in a dungeon every hour, or a 
  30% chance that a bard recognizes one of the 
  adventurers from his home town.  
   
  In combat, percentile checks can sometimes be 
  helpful to decide which adventurer a monster 
  targets next. Certain powerful monsters also have 
  percentile based abilities, such as magic resistance 
  or a dragon’s breath weapon.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  44 
   
  COMBAT 
   
  INITIATIVE & TURN 
  ORDER 
  When combat is joined, game time is broken 
  down into rounds of flexible time, up to a few 
  seconds per round. During this time characters 
  take turns resolving their actions until everyone 
  has had a turn, at which point either the combat 
  ends, or a new round begins. The order of 
  combat is as follows:  
   
  1. Surprise Round. The GM determines if 
  one side or the other is entitled to a free 
  round as a result of surprise (eg: during 
  an ambush).  
   
  2. Roll Initiative. Each player rolls 1d20 for 
  their adventurer, and the GM rolls for 
  the monsters. Some GMs prefer to make 
  a single roll for all monsters, possibly 
  with a separate roll for monster leaders.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Resolve Turns from Highest to Lowest. 
  Characters act from highest initiative to 
  lowest. Each turn, a character may take 
  one action and one move. Remember 
  that if a magic user suffers any damage 
  before her turn, she may not cast a spell 
  that round.  
   
  4. Combat Ends or New Round. The 
  round is complete. If the battle is not 
  finished, a new round begins at step 2. 
   
  Delay Turn 
  A character may delay their action until after 
  another character’s turn is complete.  
   
  Ready Action 
  A character may ready an action in response to 
  another event at the GM’s discretion. The player 
  describes the triggering event and the character 
  takes her action simultaneously with the triggering 
  event. 
  If 
  the 
  two 
  acts 
  cannot 
  occur 
  simultaneously, a Dex contest determines who 
  acts first. If the triggering event does not occur, 
  the character’s action is generally lost (GM 
  discretion).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  45 
   
  MOVE 
  Each turn a character may take one move and 
  one action.  
   
  A move is generally up to 30 ft on foot, but a 
  character might be able to jump or leap in 
  addition to this base movement. A move 
  incorporates minor necessary conduct such as 
  opening doors, climbing ladders, swinging from a 
  rope, etc.  Moving silently, or hiding, is also part 
  of your movement, assuming suitable terrain is 
  available (the GM determines whether hiding is 
  possible based on terrain). Hiding or moving 
  silently usually requires a Dex (Stealth) vs Perc 
  (Detection) contest.  
   
  A move generally cannot be broken up with an 
  action; an attack, casting a spell, and so on ends 
  the move. Note that flying creatures and enemies 
  riding mounts may make attacks part way through 
  their move, provided the movement continues in 
  one direction.  
   
  Movement speed might be reduced due to poor 
  visibility, when climbing, negotiating difficult or 
  hazardous terrain, and so on, at the GM’s 
  discretion.  
   
  Intercepting 
  If a character is not surprised and not in melee, 
  and an enemy wishes to move within 30 ft of her, 
  the character may attempt an intercept. A 
  successful Dex check is required (modified by 
  armour), in which case the intercepting character 
  immediately moves herself into melee with the 
  enemy (at some point before the enemy 
  completes its intended movement). If a character 
  attempts to intercept before her first turn in a new 
  combat, the Dex check is made at disadvantage.  
   
  Charging 
  A charging character moves up to twice as far as 
  normal (minimum 10 ft), and makes a melee 
  attack (including any extra attack or second 
  attack) with a +2 bonus. Until his next action 
  however, all attack rolls against the character have 
  advantage. Charging uses up the character’s move 
  and action for that round. 
   
  Double Move 
  A character may spend their action to gain a 
  second move.  
   
  Withdrawing & Free Attacks 
  When a character attempts to move out of an 
  opponent’s melee reach (or attempts to move 
  more than 5 ft away from an opponent with 10 ft 
  or 15 ft reach), the opponent gains one free 
  melee attack against the character.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Party Retreat 
  At the start of a round, if the whole party wishes 
  to flee from a battle, they must first explain to the 
  GM how escape might be possible. If the GM 
  agrees, a group Luck save is required, possibly 
  with Str or Con checks to carry away unconscious 
  allies.  
   
  If successful, the whole party reduces their Luck 
  by 1, and the adventurers manage to break away 
  from the battle with incapacitated allies over their 
  shoulders (or otherwise in tow, as explained by 
  the players). Depending on the circumstances, 
  fleeing may lead to a Chase scene (see page 83).  
   
  If unsuccessful, the GM might permit any 
  individually successful adventurers to flee, but the 
  remaining PCs remain behind. The party, or any 
  
   
  46 
   
  remaining PCs, may attempt to flee again next 
  round if desired.  
   
  Blocking an Area 
  A man sized character effectively blocks an area 
  about 5 feet in diameter, and enemies cannot 
  move through this space without first removing 
  the defender in some way. Very large or small 
  creatures might ignore blocking at the GM’s 
  discretion. 
   
  ACTION 
   
  Common Actions 
  An action includes anything that can be done in a 
  few seconds, but some examples include:  
   
   
  Making a melee, ranged or thrown attack 
   
  Casting a spell 
   
  Dodging 
   
  Sheathing or stowing one or more items 
   
  Retrieving an item from a backpack 
   
  Picking up or retrieving an item from the 
  ground 
   
  Drinking a potion snatched from your 
  belt or other easily reached location 
   
  Activating a magic item 
   
  Drawing or otherwise readying a weapon (or two 
  weapons, or a weapon & shield) that is on your 
  person is a special exception and may occur as 
  part of an attack. Note that picking a lock or 
  disarming a trap are not on the above list because 
  that usually takes more than a few seconds.  
   
  Dropping an item does not require an action (“no 
  action”). For example, if a barbarian armed with 
  a great axe suddenly needs to fire his bow, instead 
  of spending an action to stow his great axe, and 
  then ready and shoot his bow the next round, he 
  could simply drop his axe and immediately ready 
  and shoot his bow. In this example however, the 
  barbarian’s axe is now on the ground, which 
  requires an action to retrieve (should he need it 
  later).  
  Some abilities allow adventurers to take special 
  actions or cause effects during other character’s 
  turns, for example rescue exploits and bardic 
  inspiration.  
   
  Attacks 
  When you use your action to attack, you may 
  draw or otherwise prepare your weapon (or two 
  weapons if dual wielding, or weapon and shield) 
  as part of the action to attack. If you are already 
  holding other items, you may drop them (no 
  action). Otherwise it costs an action to sheath, 
  stow, sling or pack away held items.  
   
  Melee Attacks 
  To attack in melee, a character must usually be 
  within 5 ft of their opponent. Some weapons and 
  monsters however allow melee attacks up to 10 
  or 15 ft distant. 
   
  To attack with a melee weapon, roll 1d20 + your 
  class level attack bonus (see class table) + Str 
  modifier. If the result is equal to or higher than 
  the target’s Armour Class (AC), you hit. Roll 
  damage according the weapon table + Str 
  modifier.  
   
  Ranged Attacks 
  To attack with a ranged or thrown weapon, roll 
  1d20 + your class level attack bonus + Dex 
  modifier. If the result is equal to or higher than 
  the target’s AC, you hit. Roll damage according to 
  the weapon table + Dex modifier. Ranged attacks 
  suffer disadvantage if made within reach (usually 
  5 ft) of an opponent who is not stunned or 
  otherwise incapacitated.  
   
  Damage  
  Damage is deducted from the target’s hit points. 
  When a monster is reduced to zero hit points, it 
  dies. When an adventurer is reduced to zero hit 
  points, they are unconscious or dead. See the 
  Injuries & Healing section for more details.  
   
   
  
   
   
  47 
   
  Example 
  A third level fighter with 14 Str has a class to hit 
  bonus of 3, and a Str modifier of 1, for a total of 
  +4. He attacks a skeleton with AC 11. On a 1d20 
  roll of 7 or more (+4, total 11), the skeleton is hit 
  and damage is rolled. If the fighter was using a 
  longsword, the damage would be 1d8+1 hit points 
  (longsword weapon damage being 1d8, plus 1 for 
  Str).   
   
   
  Dodging 
  A character may use their action to dodge, parry 
  or otherwise focus on defence. Until the start of 
  her next turn, a dodging character has advantage 
  on Dex checks to resist adverse effects and Luck 
  (Dex) saves, and enemies suffer disadvantage on 
  attack rolls against her. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MARTIAL EXPLOITS 
  Adventurers may attempt minor, major and 
  rescue exploits, as outlined below. Major and 
  rescue exploits are exclusive to player characters.  
   
  Minor Exploits 
  Characters may attempt various minor exploits 
  during combat, often but not always improvised 
  to fit the situation at hand.  
   
   
  Minor exploits are limited to one target and have 
  instant or short durations (often one round or 
  less). They occur as part of an attack action. 
  Minor exploits cover the usual range of combat 
  options found in most tabletop RPGs, for 
  example: tripping, pushing, disarming or grabbing 
  hold of an enemy. The GM determines whether 
  a proposed exploit is possible.  
   
  For a minor exploit to occur, the character must 
  first hit and cause damage as normal. The GM 
  then makes a ruling to resolve the exploit. For 
  example: 
   
   
  An opposed Str check to knock on 
  opponent off his feet, grab hold of him 
  with one hand, drive him backwards 10 
  feet, or throw him through a window. 
   
  An opposed Dex check to throw sand in 
  an opponent’s eyes, temporarily blinding 
  them for one round. 
   
  An 
  opposed 
  Dex 
  check 
  (perhaps 
  modified by level) to disarm.  
   
  Different GMs will make different rulings to suit 
  their table. The above are a guide only.  
   
  If the exploit is successful, the intended outcome 
  occurs; the target is tripped, or thrown through 
  the window, etc. The GM makes a ruling to 
  determine the effect.  
   
  Example 
  While fighting some beastmen, an adventurer 
  attempts to open a gash on his opponent’s brow 
  to blind him with his own blood. The player rolls 
  a 16 to hit, and causes 3 hit points damage. The 
  GM then calls for an opposed Dex check to see if 
  the wound is in the right location to cause a brow 
  bleed. The check succeeds, and the slash opens a 
  messy wound above the beastman’s eyes, 
  temporarily blinding him until the end of his next 
  turn.  
   
   
   
  
   
  48 
   
  Major Exploits 
  All adventurers may attempt major exploits; 
  impressive feats of power and skill that inspire 
  allies and turn the tide of battle. Major exploits 
  are exclusive to PCs. 
   
  An adventurer might shatter a foe’s weapon, 
  impale a wolf on a fence spike, grab an enemy in 
  each hand and crack their skulls together 
  (stunning both of them), decapitate an ogre 
  (subject to the hit dice rule below) or cut off a 
  wyvern’s wing.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  During playtesting some successful major exploits 
  included:  
   
   
  Spearing a Tyrannosaurus Rex in one 
  eye, causing it to suffer Perc penalties 
  and a 33% miss chance.  
   
  Scaring off a band of man eating 
  monkeys with an impressive display of 
  martial ferocity. 
   
  Making wild swings with a cold iron flail 
  to drive away three Shades clustered 
  around a fallen ally.  
   
  Major exploits may affect more than one target 
  and can result in very serious and permanent 
  effects, including death. Subject to the rules 
  below, they are limited only by the player’s 
  imagination and the scenario at hand. 
   
   
  Major exploits do not increase hit point 
  damage to a single target (but might 
  increase total damage by affecting 
  multiple targets).  
   
   
  Major exploits cannot instantly kill or 
  incapacitate a single target, unless the 
  target’s hit dice are less than the 
  adventurer’s level.  
   
   
  Special 
  exceptions 
  apply 
  to 
  Boss 
  monsters (see Monsters).  
   
   
  The GM has the final say on whether a 
  proposed exploit is possible.  
   
  For a major exploit to occur, the adventurer 
  usually needs to first hit and cause damage as 
  normal. The adventurer then makes a Luck 
  check, modified at the GM’s discretion. If the 
  check is successful the exploit occurs and the 
  character’s Luck attribute is reduced by 1, as 
  usual. The GM makes a ruling to determine the 
  effect.  
   
  Example 
  Whilst fighting some giant scorpions, an 
  adventurer attempts to sever one monster’s 
  poisonous stinger. The GM decides the action is 
  standard for a major exploit in his campaign, and 
  does not impose any modifiers. The player rolls 
  an 18 to hit, and causes 7 hit points damage. She 
  then makes a Luck check… and succeeds! With a 
  bloody spray, the scorpion’s venomous barb 
  spins off into the sand!  
   
   
  Rescues 
  In certain situations, an adventurer may attempt a 
  rescue exploit, which can only be used to protect 
  another person or thing. Rescue exploits are only 
  available when it is not the adventurer’s turn, in 
  response 
  to 
  something 
  happening 
  within 
  approximately 30 ft. A rescue allows one player 
  
   
   
  49 
   
  to negate or reverse an adverse event for another 
  player or NPC. Rescues are exclusive to PCs. 
   
  The player must explain to the table how his 
  adventurer intends to achieve the rescue. A 
  rescue might include such things as pushing 
  another adventurer out of harm’s way, using a 
  shield to deflect arrows targeting an ally, or 
  grabbing hold of a henchmen as they plummet 
  into a pit trap. 
   
  If the GM agrees a rescue is possible, the 
  adventurer must first make a successful Dex 
  check to move into position, react fast enough to 
  intervene, etc. If the adventurer moves out of 
  melee, enemies within reach get a free attack as 
  normal.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Finally, the rescuer must make a successful Luck 
  check, modified at the GM’s discretion. If the 
  Luck check is successful, the rescue occurs, and 
  the rescuer’s Luck attribute is reduced by 1 as 
  usual.  
   
  Example 
  An enemy sorcerer unleashes a blast of lightning 
  at the party’s magic user, who fails her Luck save 
  and is reduced to zero hit points. The party  
  rogue declares a rescue, attempting to push his 
  comrade out of harm’s way. The GM agrees and 
  calls for a Dex check, which the rogue 
  successfully makes. The rogue then makes a 
  Luck check, rolling 1d20 and scoring a 4, well 
  under his Luck attribute of 12. With a warning 
  shout, the rogue barrels into the magic user, 
  sending both sprawling out of the path of the 
  sizzling blast!  
   
   
  Failed Exploits 
  If a minor, major or rescue exploit fails, a 
  character may not attempt another exploit against 
  the 
  same 
  target 
  until 
  the 
  circumstances 
  significantly change in their favour (eg the target 
  becomes staggered, or an ally comes to assist, 
  etc). The GM determines what qualifies as a 
  significant change.  
   
  At the GM’s discretion, a natural 20 on an exploit 
  Luck check may result in a special setback. In the 
  rescue example above for instance, both the 
  rogue and magic user might have been caught in 
  the lightning blast. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  50 
   
  FIGHTING STYLES 
  Rules for common fighting styles are provided 
  below for GMs and players that wish to use them. 
  Tables are encouraged to add further styles to 
  better suit their characters and playstyle concepts.  
   
  Single Weapon Fighting 
  Switching between using a one handed weapon 
  with the other hand empty, and using a ranged or 
  thrown weapon, or vice versa, does not require 
  an action. This allows a single weapon user to be 
  more flexible in combat, for example by quickly 
  switching back and forth between a bow and 
  longsword. Fighting with one hand empty also 
  allows you to use your action to cast spells, grab a 
  foe, etc, without first having to spend an action to 
  sheathe or stow another item. On the downside, 
  keeping one hand free means giving up a two 
  handed weapon, shield, or second weapon or 
  item.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Two Weapon Fighting 
  Using two weapons, one in each hand, grants an 
  extra attack each turn. The extra attack is made at 
  disadvantage. A shield may be used as a second 
  weapon, causing 1d3 + Str modifier damage, but 
  the character loses all shield benefits until the 
  start of his next turn.  
   
   
   
   
   
   
   
   
   
   
   
  Archery and Throwing 
  Using a bow, crossbow, sling, or thrown weapon 
  allows a character to attack from the safety of 
  range. When using ranged weapons to attack into 
  a swirling melee, if you miss your intended target, 
  there is a 33% chance you must reroll the attack 
  against a random ally (if any) in the same melee. 
  A target in melee generally counts as being half 
  covered, gaining a +2 bonus to AC.  
   
  Making a ranged attack while engaged in melee 
  yourself suffers disadvantage. Ranged attacks may 
  be made up to the distance nominated in the 
  equipment lists at no penalty, or up to twice as far 
  with disadvantage.  
   
  Unarmed Combat 
  Brawling with fists, feet, head butts, etc generally 
  causes 1d2 points of damage (plus Str modifier).  
  Attempting to knock out an opponent with an 
  unarmed attack does not suffer any penalty to hit.  
   
  Two Handed Style 
  Some particularly large and high damage 
  weapons require two hands to use. Wielding 
  certain one handed weapons in two hands grants 
  +1 damage (see Melee Weapons). 
   
  Mounted  
  A warrior riding a mount trained for battle may 
  make attacks part way through their movement 
  (in a single direction) and gains the rogue 
  skirmish ability. Their mount may also be able to 
  make attacks at the GM’s discretion. 
   
  
   
   
  51 
   
  MISCELLANEOUS FACTORS 
  The following rules address common battle 
  complications.  
   
  Cover 
  A character half covered by terrain gains a +2 
  bonus to AC and Luck (Dex) saves. A character 
  three quarters covered by terrain gains a +4 
  bonus. A character fully covered by terrain 
  cannot be directly attacked unless the cover is 
  somehow bypassed.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Visibility 
  A character who is very hard to see, glimpsed in 
  near darkness or moving in and out of heavy fog 
  or similar, is protected by a 33% miss chance (1 
  in 3) against any direct attack. A character who 
  cannot be seen at all due to total darkness, 
  impenetrable fog, invisibility or similar, is 
  protected by a 66% miss chance (2 in 3) on all 
  direct attacks, assuming an attacker can narrow 
  down his location by scent, sound, muddy 
  footprints, etc. If the attacker cannot narrow 
  down the location, no effective direct attack may 
  be attempted. Area effect attacks may not be 
  subject to this miss chance in certain situations, at 
  the GM’s discretion.  
   
  An invisible attacker has advantage on attack 
  rolls.   
   
   
  A stealthy attacker (but not invisible) who sneaks 
  up on or shoots an unaware enemy, for example 
  by suddenly moving out from behind a tree to 
  fire, might surprise his foe.   
   
   
   
   
   
   
   
   
   
   
   
   
  Example 
  A sorcerer the party is fighting turns invisible 
  during a fight. The party’s barbarian notices tell 
  tale footprints in the long grass, and hurls his axe! 
  The barbarian makes an attack roll as normal, 
  and succeeds. The GM then rolls for the 66% 
  invisibility miss chance, scoring 77. It’s a hit! The 
  axe lodges itself in the sorcerer’s skull with a wet 
  thud, dropping his reappearing form to the 
  ground as the barbarian roars victorious! 
    
   
  Surprise 
  An attacker who gets the drop on an unaware 
  opponent gains a bonus round (see Initiative).  
   
  Furthermore, the ambusher’s first attack is made 
  at advantage, or first spell imposes disadvantage 
  on any Luck save (if the spell creates an 
  elemental or other physical effect).  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  52 
   
  Positioning 
  Attackers gain a +1 bonus to hit when flanking an 
  enemy (ie with an ally on the opposite side). 
  Attacking a prone target grants a +2 bonus to hit. 
  Attacking from a prone position (on the ground 
  or on one’s knees) incurs a -2 penalty to hit.  
   
  Other Modifiers 
  A +1 or -1 modifier will cover most nebulous 
  combat factors. Examples might include high 
  ground, cramped conditions or slippery surfaces. 
  Tables are encouraged to use as many or as few 
  modifiers as they like. The GM determines 
  whether modifiers stack. 
   
   
   
   
   
   
   
   
   
   
  Critical Hits and Fumbles 
  A critical hit occurs when the 1d20 to hit roll is a 
  natural 20. Critical hits automatically cause 
  maximum damage + half your level (round up).  
   
  Example  
  A 5
  th level Fighter with 17 Str (+3) who scores a 
  critical hit with a great hammer in two hands 
  (1d12) automatically causes 18 damage. A 3
  rd 
  level Magic User who crits with Str 13 (+1) 
  wielding a bastard sword in two hands (1d8+1) 
  automatically causes 12 damage.  
   
   
  On a natural 1, the attacker has fumbled. If the 
  target of the attack is within melee range, the 
  target makes an immediate free attack against the 
  fumbler.  
   
  If the attacker is not in melee with anyone, the 
  fumbled ranged or thrown attack is automatically 
  rerolled against an ally in melee with the intended 
  target (assuming there is an ally). The GM might 
  allow players the option to make a Luck save to 
  avoid a fumbled attack or effect.  
   
  Knock Outs 
  A weapon may be used to knock out, rather than 
  kill, an opponent. A character may take a -2 
  penalty to hit, and if that attack reduces the target 
  to zero hit points, the target is rendered senseless 
  but remains alive. Such a prisoner generally 
  regains consciousness with 1 hit point after 1d6 x 
  10 minutes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  53 
   
  INJURIES & HEALING 
   
  Staggered 
  When a character (or creature) is hit, the target’s 
  hit points are reduced. When a character’s hit 
  points drop to half or below, the character gains 
  the “staggered” status, and displays obvious signs 
  of physical trauma. Some players find the 
  staggered condition useful as an indicator that 
  their opponent is seriously injured (and similarly, 
  the GM can quickly inquire which PCs are 
  staggered to gauge how a combat is going). 
  Additionally, some class and monster abilities 
  trigger when a creature is staggered.  
   
  Generally, when a monster’s hit points fall to zero 
  (ignore negatives) it dies. When a PC is reduced 
  to 
  zero 
  hit 
  points, 
  the 
  adventurer 
  falls 
  unconscious and is either All Dead or Mostly 
  Dead. You don’t find out which until someone 
  rolls the body over for a closer look.  
   
  All Dead 
  After the fight, if the adventurer’s body is able to 
  recovered and examined, the player makes a Con 
  check. The Reroll Pool may be used for this test. 
  On a success, the character is only Mostly Dead 
  (see below). On a failure, or if the body cannot be 
  recovered, the adventurer really is dead and 
  gone. Shed a tear, frown as your allies loot the 
  still warm corpse, then join the GM on the other 
  side of the screen.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mostly Dead 
  As everybody knows, Mostly Dead is also slightly 
  alive; the character is unconscious and in the 
  process of dying, but can be saved with the quick 
  help of his allies. After the combat, an adjacent 
  character may stabilize the dying PC by applying 
  healing magic, staunching wounds, yelling “Stay 
  away from the light!” and so on.  
   
  Whatever the means, as long as there is no 
  immediate danger and an ally renders aid, the 
  adventurer stops dying, and eventually returns to 
  consciousness. In the absence of healing magic, 
  the target is restored to 1 hit point and 
  consciousness after 1d3 minutes.  
   
  The near death experience however often leaves 
  a mark, requiring a roll on the Injuries & 
  Setbacks Table below.  
   
  
   
  54 
   
  Injuries & Setbacks 
  1d20 
  INJURIES & SETBACKS 
  1 
  Eye Injury. You have disadvantage on Perc checks that rely on sight and a 33% miss chance 
  on attack rolls. Make a Luck (Con) save; on a success the eye is damaged and can be 
  mended with Cure Minor Injury or two months of rest. Otherwise the eye is lost. A 
  Regenerate spell is required to restore a lost eye.  
  2 
  Arm or Hand Injury. You can no longer hold anything with two hands, and you can hold 
  only a single object at a time. Make a Luck (Con) save; on a success the limb is damaged and 
  can be mended with Cure Minor Injury or two months of rest. Otherwise the limb is lost 
  (1d6: 1-3 hand, 4-5: below elbow, 6: arm). A Regenerate spell is required to restore a lost 
  limb. 
  3 
  Leg or Foot Injury. Your move speed is halved and you require a crutch or peg leg to walk. 
  You have disadvantage on movement based Dex checks. Make a Luck (Con) save; on a 
  success the limb is damaged and can be mended with Cure Minor Injury or two months of 
  rest. Otherwise the limb is lost (1d6: 1-3 foot, 4-6: below knee). A Regenerate spell is 
  required to restore a lost limb. 
  4 
  Ear Injury. You have disadvantage on Perc checks that rely on hearing and on balance 
  checks. Make a Luck (Con) save; on a success the ear is damaged and can be mended with 
  Cure Minor Injury or two months of rest. Otherwise the ear is lost. A Regenerate spell is 
  required to restore a lost ear. 
  5 
  Internal Bleeding. Whenever you attempt an action in combat, you must make a Con or 
  Will check (your choice). If unsuccessful, you lose your action. Cure Minor Injury or 3d6 
  days of rest cures the injury.  
  6 
  Broken Ribs. Whenever you suffer physical damage, you must make a Con or Will check 
  (your choice). On a failed check, you lose your next action. Cure Minor Injury or 3d6 days 
  of rest mends the injury.  
  7 
  Nasty Scar. You gain a nasty looking scar on your head, neck, hands or other location not 
  easily concealed. You have disadvantage on most Cha checks. A Regenerate spell is required 
  to remove the scar.  
  8 
  Swelling on the Brain. You suffer a madness trait (1d6: 1-3 minor, 4-5 moderate; 6 serious). 
  Cure Malady or Cure Minor Injury removes the injury. Otherwise the madness naturally 
  subsides after 1d10 days.  
  9 
  Damaged Weapon. A weapon or item you are holding is damaged. Until repaired, the item 
  cannot be used, imposes disadvantage or suffers some other penalty the DM determines. 
  Magical items have a 50% chance to negate this effect.  
  10 
  Damaged Armour. Armour you are wearing is damaged. Until repaired, your armour 
  provides only half the normal AC bonus (round down). Magical items have a 50% chance to 
  negate this effect. 
  11 
  Damaged Magical Item. A randomly determined magical item (not a weapon or amour) is 
  damaged. Until repaired, any attempt to use the item requires an Int check. On a failure the 
  DM improvises a setback, rolls on the Dark & Dangerous Magic table, or consults the 
  internet for an appropriate random effects table (eg: the OGL Rod of Wonder). 
  12 
  Muscle Tear. Lose 1d4 Str, Dex or Con. Cure Minor Injury or 1d8 days of rest mends the 
  injury. 
  13 
  Head Injury. Lose 1d4 Int, Perc, Will or Cha. Cure Minor Injury or 1d8 days of rest mends 
  the injury. 
  14 
  Festering Wound. Your hit point maximum is immediately reduced by 1d10, and again 
  every 24 hours the wound persists. If your hit point maximum drops to 0, you die. Cure 
  Minor Injury mends the wound. Alternatively tending with the Apothecary skill cures the 
  
   
   
  55 
   
  wound after 1d3 days.  
  15 
  Sprained Ankle. You must make a Dex check if you try to charge, jump or move twice in 
  one round. If you fail the check, you fall prone. Cure Minor Injury or 1d6 days rest mends 
  the injury. 
  16 
  System Shock. You have disadvantage on initiative checks. Cure Minor Injury or 1d3 days 
  rest mends the injury. 
  17+ 
  Minor Scar. A minor scar has no significant adverse effect, in fact after a few ales some folks 
  might even be impressed by it. Some scars fade over time, others might require the 
  Regenerate spell to erase completely.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  56 
   
  Short Rest 
  After at least one meaningful combat (the GM 
  determines 
  what 
  constitutes 
  a 
  meaningful 
  combat), an adventurer may spend a few minutes 
  recovering and tending injuries before pressing 
  on. Walking and light duties may be performed 
  during this period.  
   
  Each time a short rest is taken, one or more Will 
  checks may be made. Each successful check 
  allows the character to gain one short rest benefit 
  as outlined below:  
   
  (i) Recover half of any lost hit points, plus 
  Con bonus. 
   
  (ii) Recover one use of an expended class  
  ability. 
   
  (iii) Recover one Reroll Pool die. 
   
  Note: option (i) may only be selected once per 
  short rest. Magic users may not recover an 
  expended spell use from the same spell level 
  more than once within 24 hours.  
   
  Only three short rests may be taken per 24 hour 
  period. One rest grants three Will checks, one 
  rest grants two Will checks, and one rest grants a 
  single Will check. The player decides the order 
  in which these rests are taken.  
   
  Additionally, an adventurer gains a bonus 
  number of Will checks equal to his Con modifier 
  (if any, ignore negatives), which may be 
  distributed amongst the three short rests as the 
  player wishes.   
   
  Example 
  A 4
  th level Fighter with Con 13 (+1) on 6 hit 
  points, with a 40 hit point maximum, takes a 
  short rest.  
   
  He has not taken any short rests in the last 24 
  hours, and decides to use his triple Will check 
  rest. He also elects to use his +1 Con bonus, 
  giving him a total of four Will checks for this rest. 
  The fighter succeeds on two of the four checks.  
  The player selects option (i), recovering 18 hit 
  points (half of his 34 hit points damage, plus 1 
  Con), raising his current HP to 24, and option (ii) 
  regaining one use of the fighter Adaptable ability.  
   
   
  Long Rest 
  A long rest requires 1d6 days of predominately 
  low key activity. Intermittent battle and modest 
  travel is permissible, but the majority of the day 
  must be spent resting. Recovering at an inn or 
  other safe and comfortable location reduces the 
  time required to 1d4 days. 
   
  A long rest grants the following benefits:  
   
  (1) All expended class abilities are restored. 
  (2) All expended Reroll Pool dice are 
  restored. 
  (3) All attribute point loss is restored (not 
  including Luck). 
  (4) Recover 1 point of Luck. 
  (5) Recover half of any lost hit points, plus 
  1d4 + Con bonus. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adapting to Permanent Injuries 
  In the absence of healing magic, an adventurer 
  suffering permanent injuries will tend to find ways 
  to adapt, mitigating or negating penalties. See the 
  Downtime and Equipment sections for more 
  details. 
  
   
   
  57 
   
  MAGIC 
   
  In an LFG world, magic is rare and mysterious. 
  Spell casters are extremely uncommon, most 
  villages don’t have one at all, and even the largest 
  of cities conceal but a few. A commoner might go 
  their whole lives without ever witnessing magic 
  directly, but all folk have heard tales of sorcery, 
  and most accept that mystic forces exist in one 
  form or another.  
   
   
   
   
   
   
   
   
   
  Sensing Magic  
  Any character may spend a few minutes 
  attempting to sense magic in a 30 feet radius by 
  making an Int or Perc check. If successful the 
  character senses there is magic either present or 
  absent, perhaps as a tingling through their spine, 
  a barely perceivable hum in the air, or some 
  other fleeting quality that vanishes after only a 
  moment. The sign is different for everyone, and 
  most commoners are unaware of their own cues. 
  If the character does not have the Arcane Lore 
  skill, the check is made at disadvantage. Illusion 
  magic cannot be detected in this way, part of its 
  power includes fooling rudimentary detection 
  methods of this kind (illusions are explained 
  further below).  
   
  Casting a Spell 
  In order to cast a spell, a magic user generally 
  needs to speak loudly and clearly, and have a free 
  hand to gesticulate with. At the GM’s discretion, 
  a spell might be able to be cast stealthily, with 
  whispers and muted gestures (often requiring a 
  Dex (Sleight of Hand) vs Perc (Detection) 
  contest).  
  Spell Interruption 
  Casting a spell requires steady concentration. If a 
  caster suffers any damage prior to his turn, he 
  may not cast a spell that round. The magic user 
  may take other actions, including making a melee 
  or ranged attack. Unless the spell description 
  states otherwise, a spell takes effect in the caster’s 
  turn. 
   
  Dark & Dangerous 
  Magic is not only rare, it is dark and inherently 
  dangerous. Sorcery was not meant for mortals, 
  and this fundamental mismatch taints every 
  casting with uncertainty. From beyond the veil, 
  magic draws the attention of dark and inscrutable 
  forces, some of whom find ways to impose their 
  will upon the material world.  
   
  Whatever facet of magic a spell caster invokes, 
  the danger remains the same. Every time a spell 
  is cast, the caster rolls 1d20 to test for a Dark & 
  Dangerous Magic (“DDM”) effect.  
   
  If the roll is a natural 1, the spell is cast as usual, 
  but with an additional magical effect from the 
  DDM table. If a DDM effect does not occur, the 
  chance increases by 1 for each spell cast until a 
  DDM effect triggers or the adventure ends (at 
  which time the chance resets to 1 in 20).  
   
  When a Dark & Dangerous Magic effect occurs: 
   
  (i) The caster’s Luck attribute is reduced by 
  1 point,  
   
  (ii) Reset the Dark & Dangerous Magic  
  chance back to 1 in 20, and 
   
  (iii) Roll on the Dark & Dangerous Magic 
  table below: 
   
   
   
   
  
   
  58 
   
  1d100 
  DARK  &  DANGEROUS MAGIC  
  01-02 
  Nothing happens (50%) or you are secretly possessed by a cunning alien entity for 1d10 
  hours (50%). The GM will tell you which covertly. Have fun. 
  03-04 
  Foul Beard: You grow a beard of short rubbery tentacles that you can’t control. They 
  shrivel up and drop off after 1d3 days.  
  05-06 
  Your fingers turn into tentacles, serpents, leeches or something similarly creepy for 1d6 
  minutes. You cannot cast spells during this time. You count as fighting with two weapons 
  and cause 2d6 acid or poison based damage on a hit.  
  07-08 
  Strange potency: Your next single target spell affects two targets instead of one (within 24 
  hours). 
  09 
  Tenuous Connection: Your spell lasts half as long as usual (or your next spell with a 
  duration other than instant within 24 hours). 
  10 
  Heartless: You have no discernible heartbeat, and do not bleed. The effect lasts 1d12 
  months. 
  11-12 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes.  
  13-14 
  All plant life within 60 ft withers and dies.  
  15-16 
  You gain a random minor madness trait. If you are already suffering madness, it increases 
  in severity instead. 
  17-18 
  Spirit Rend: You have advantage on your spell damage roll (if this spell does not cause 
  damage, then your next damaging spell within 24 hours).  
  19 
  Dazed:  You have disadvantage on your spell damage roll (if this spell does not cause 
  damage, then your next damaging spell within 24 hours).    
  20 
  Breathless: You do not breathe and cannot mimic breathing. If subject to drowning or 
  asphyxiation, you enter a dormant state rather than die. The effect lasts 1d12 months.  
  21-22 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  23-24 
  Mucus: Your skin oozes a foul smelling mucus for 1d3 days.  
  25-26 
  You cast a random
  2 spell. There is a 50% chance the spell targets you or is centred on 
  you. If the spell affects you it lasts a minimum of 1 minute.  
  27-28 
  Time is Mutable: You automatically go first in initiative next round.  
  29 
  Time Slip: Your spell takes 2 actions to cast instead of 1.  
  30 
  Called from Below: Whenever you linger on earthen soil, worms, beetles or other insects 
  squirm to the surface. The effect lasts for 1d12 months.  
  31-32 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
                                                   
  1 Roll 1d10; 1 = Hell Hound; 2 = Spectre; 3 = Lemure; 4 = Doppelganger; 5 = Infernal Minotaur; 6 = Gibbering 
  Terror; 7 = Chull; 8 = Grey Ooze, 9 = Invisible Stalker, 10 = Tentacle Spawn.   
  2 Roll 1d8; 1 = Darkness 15 ft radius; 2 = Fear; 3 = Contact Other Plane; 4 = Confusion; 5 = Blindness; 6 = 
  Hideous Laughter; 7 = Feeblemind; 8 = Flesh to Stone. 
  
   
   
  59 
   
  33-34 
  All liquids within 30 ft turn to salt, ash, dust or slime (GM discretion). A large body of 
  liquid such as a pool or lake is only affected up to a depth of 2 feet.  
  35-36 
  A random creature within sight or hearing gains a random minor madness trait. If the 
  target is already suffering madness, it increases in severity instead. 
  37-38 
  Inscrutable Boon: Your spell does not expend a spell use/slot. 
  39 
  Eldritch Interference: Your spell expends two spell uses/slots instead of one.  
  40 
  Shadowless: You cast no shadow. The effect lasts 1d12 months.  
  41-42 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  43-44 
  Third Eye: You grow a fishlike eye in one palm, in the centre of your forehead or at the 
  end of your tongue (GM discretion). If the eye is uncovered, it grants Darkvision up to 60 
  feet. The eye rots away after 1d10 days leaving behind a runic scar. 
  45-46 
  You cast a random
  2 spell. There is a 50% chance the spell targets you or is centred on 
  you. If the spell affects you it lasts a minimum of 1 minute. 
  47-48 
  Forbidden Lore: You regain one expended spell use/slot. 
  49 
  Forgotten: You unlearn a random spell for 1d6 days. 
  50 
  Devil Eyes: Your eyes turn white, black or some other solid colour. The effect lasts 1d12 
  months.  
  51-52 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  53-54 
  The Claw: One of your hands transforms into a chitinous claw. You may use an action to 
  make a melee attack (1d10+2 damage). The claw flakes away and returns to normal after 
  2d12 hours. 
  55-56 
  You gain a random moderate madness trait. If you are already suffering madness, it 
  increases in severity instead. 
  57-58 
  Favour of the Ancients: Your spells ignore magic resistance for 24 hours.  
  59 
  Life Aegis: Living targets are immune to your magic for 24 hours. 
  60 
  Darkening: Small open flames such as candles and torches are automatically extinguished 
  within 30 feet of you. The effect lasts 1d12 months.  
  61-62 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  63-64 
  Speaker of the Void: You speak only in a disturbing alien chittering that no living creature 
  understands. You may still cast spells. Your voice returns to normal after 1d4 months. 
  65-66 
  You cast a random
  2 spell. There is a 50% chance the spell targets you or is centred on 
  you. If the spell affects you it lasts a minimum of 1 minute. 
  67-68 
  Bend Reality: You may change the damage type of any spell you cast to any other damage 
  type for 24 hours.  
  
   
  60 
   
  69 
  A wave of dissonance resonates outwards from you. All creatures in a 20 foot radius (inc 
  you) must make a Luck (Con) save or be knocked prone. 
  70 
  Bestial Fear: Small and medium sized animals (eg cats and dogs) within 30 feet 
  instinctively fear you, automatically entering fight or flight mode. The effect lasts 1d12 
  months.  
  71-72 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  73-74 
  Winged: You sprout large membranous wings from your back, elbows, neck or ears (GM 
  discretion). You can fly at your normal speed. The wings wither and slough off after 2d12 
  hours. 
  75-76 
  A random creature within sight or hearing gains a random moderate madness trait. If the 
  target is already suffering madness, it increases in severity instead. 
  77-78 
  Harness the Void: Your spell causes 50% extra damage (if this spell does not cause 
  damage, then your next damaging spell within 24 hours). 
  79 
  Weakened: Your spell causes 50% less damage (if this spell does not cause damage, then 
  your next damaging spell within 24 hours). 
  80 
  Hollow: You are never hungry or thirsty, and cannot abide food or drink. Even the smell 
  makes you nauseous. The effect lasts 1d12 months.  
  81-82 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  83-84 
  Jaws: You grow to 8 feet tall, your jaws and limbs distending to grotesque proportions. 
  You gain a powerful urge to devour your enemies. If possible you must use your move 
  action to close with an enemy. If in melee you must use your action to make a bite attack 
  causing 2d6+3 damage. On a natural 19-20 attack roll you sever a target’s limb or head 
  (GM discretion). After 1 minute, you return to normal. 
  85-86 
  You cast a random
  2 spell. There is a 50% chance the spell targets you or is centred on you. 
  If the spell affects you it lasts a minimum of 1 minute. 
  87-88 
  Insidious Call: Your next spell with a Luck save (within 24 hours) causes the target to roll 
  with disadvantage. 
  89 
  Wyrd Fading: For 24 hours, targets making Luck saves against your spells roll with 
  advantage.  
  90 
  A random limb turns black, rots and drops off over the next 1d20 hours (roll 1d4: (i) foot, 
  (ii) lower leg, (iii) hand, (iv) forearm). The rot cannot be stopped once it starts, but a 
  Regenerate spell restores the lost appendage.  
  91-92 
  An enraged random
  1 Cthulhu-like, Demonic or Undead monster controlled by the GM 
  appears within close range (1d4 x 5 ft). It vanishes after 1d4 minutes. 
  93-94 
  You transform into a Gibbering Terror for 1d4 minutes. Your personality is suppressed 
  and substituted with the sentience of a Gibbering Terror until the effect ends.  
  95-96 
  You and all creatures within 60 ft gain a random serious madness trait. If a target is 
  already suffering madness, it increases in severity instead. 
  97-98 
  The Stars Align: Your next spell (within 24 hours) causes maximum damage and/or 
  affects the maximum number of targets.  
  99 
  Marked: Gain the following table effect permanently; Roll 1d8 - (i) Heartless, (ii) 
  Breathless (iii) Called From Below (iv) Shadowless (v) Devil Eyes, (vi) Darkening (vii) 
  Bestial Fear, (viii) Hollow. No magic known to mankind can remove this effect.    
  
   
   
  61 
   
  100 
  Claimed: Gain the following table effect permanently; Roll 1d6 - (i) Foul Beard, (ii) 
  Mucus (iii) Third Eye (iv) The Claw (v) Winged, (vi) Jaws. No magic known to mankind 
  can remove this effect.    
   
  The above are merely examples. GMs are 
  encouraged to modify/expand the list. 
   
  Spell Duration 
  Most spells have instant durations, causing an 
  immediate effect. Other spells last a number of 
  rounds, minutes or hours as noted in the 
  description. A caster may end a spell early by 
  spending an action to dismiss it. This also applies 
  to users of magical items.  
   
  Unless a spell description states otherwise, if the 
  caster dies or is rendered unconscious, the spell 
  ends immediately. 
   
  Illusions 
  A number of spells and other magical effects 
  create illusions or make one thing appear as 
  another. Some illusions are more powerful than 
  others, with stronger illusions fooling more senses 
  over a wider area. No illusion can mimic the 
  sense of tactile sensation however, and interacting 
  with an illusion may reveal the ruse, for example 
  by passing a hand or object through it.   
   
  At any time a character may attempt to disbelieve 
  a suspected illusion, which may require an Int 
  check at the GM’s discretion. If successful the 
  character pierces the illusion and observes it only 
  as a transparent overlay covering the real 
  creature, object or terrain.  
   
   
   
   
   
   
   
   
   
   
    
   
  Illusions cannot directly cause damage or 
  physically affect a target in any way, and some 
  creatures may be immune to or automatically 
   
  pierce certain kinds of illusions. For example, a 
  snake sensing vibrations in the ground will not be 
  fooled by an illusion covering a pit, and some 
  undead automatically detect living creatures. 
  Mindless creatures are unaffected by illusions.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Designer’s Thoughts: Missing Magic? 
   
  Certain kinds of magic are absent from the 
  default LFG spell lists, namely: resurrection 
  magic, teleportation magic, lie detection and 
  alignment detection (LFG removes alignment 
  altogether).  
   
  These kinds of spells tend to undermine some of 
  the mystery of the story, or bypass investigation or 
  exploration. “Death is permanent” is also an 
  important low magic trope, consistent with a 
  gritty, realistic world. 
   
  
   
  62 
   
  Spell Lists 
   
  Level 1 
  1. Charm Person 
  2. Circle of Protection 
  3. Comprehend Languages  
  4. Cure Light Wounds 
  5. Detect Magic 
  6. Disguise Self 
  7. Featherfall 
  8. Fog Cloud 
  9. Frighten 
  10. Hideous Laughter 
  11. Light 
  12. Magic Missile 
  13. Magic Mouth 
  14. Shield 
  15. Silent Image 
  16. Sleep 
  17. Telepathy 
  18. Thunderwave 
  19. Unseen Hand 
  20. Wizard Lock 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 2 
  1. Blindness 
  2. Bolster Attribute 
  3. Continual Light 
  4. Cure Minor Injury 
  5. Darkness, 15 ft Radius 
  6. Detect Hidden 
  7. Detect Thoughts 
  8. Heat Metal 
  9. Hold Person 
  10. Invisibility 
  11. Knock 
  12. Levitate 
  13. Locate 
  14. Mirror Image 
  15. Phantasmal Force 
  16. Silence, 15 ft Radius 
  17. Speak with Animals 
  18. Stinking Cloud 
  19. Strength 
  20. Web 
   
  
   
   
  63 
   
   
   
   
  Level 3 
  1. Circle of Protection 10’ Radius 
  2. Clairvoyance 
  3. Cure Malady 
  4. Darkvision 
  5. Dispel Magic 
  6. Fireball 
  7. Fly 
  8. Gaseous Form 
  9. Haste 
  10. Hypnotic Pattern 
  11. Invisibility, 10 ft Radius 
  12. Lightning Bolt 
  13. Monster Summoning I 
  14. Protection from Energy 
  15. Protection from Normal Missiles 
  16. Ritual Magic 
  17. Slow 
  18. Speak with Dead 
  19. Suggestion 
  20. Water Breathing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 4 
  1. Charm Monster 
  2. Confusion 
  3. Cure Serious Wounds  
  4. Dimension Door 
  5. Fear 
  6. Freedom of Movement 
  7. Greater Invisibility 
  8. Hallucinatory Terrain 
  9. Monster Summoning II 
  10. Neutralize Poison 
  11. Object Reading 
  12. Plant Growth 
  13. Polymorph  
  14. Regenerate  
  15. Rock Storm 
  16. Speak with Plants 
  17. Stone Shape 
  18. Stoneskin 
  19. Wall of Fire 
  20. Wall of Ice 
   
  
   
  64 
   
   
   
   
  Level 5 
  1. Animate Dead 
  2. Anti-Life Field 
  3. Cloudkill 
  4. Cone of Cold 
  5. Conjure Elemental 
  6. Contact Other Plane 
  7. Creeping Doom 
  8. Feeblemind 
  9. Finger of Death 
  10. Hold Monster 
  11. Magic Jar 
  12. Magic Resistance 
  13. Modify Memory 
  14. Monster Summoning III 
  15. Passwall 
  16. Restoration 
  17. Telekinesis 
  18. Transmute Rock to Mud 
  19. Wall of Iron 
  20. Wall of Thorns 
   
   
   
   
  Level 6 
  1. Animate Object 
  2. Banishment 
  3. Blade Barrier 
  4. Chain Lightning 
  5. Control Weather 
  6. Death Spell 
  7. Disintegrate 
  8. Earthquake  
  9. Etherealness 
  10. Flesh to Stone  
  11. Forbidden Wish 
  12. Geas 
  13. Invisible Stalker 
  14. Irresistible Dance 
  15. Legend Lore 
  16. Mass Suggestion 
  17. Monster Summoning IV 
  18. Move Earth 
  19. Reflection 
  20. True Seeing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  65 
   
  SPELL DESCRIPTIONS 
   
  Animate Dead 
  5th Level 
  Range: 240 ft 
  Duration: Permanent 
   
  This ritual spell takes 1d4 
  hours to cast. The magic user 
  animates up to 3d6 skeletons 
  and/or zombies from dead 
  bodies. The monsters follow 
  the caster’s orders and persist 
  until slain. Casting Animate 
  Dead automatically generates 
  a Dark & Dangerous Magic 
  effect.  
   
  Animate Object 
  6th Level 
  Range: 60 ft 
  Duration: 1d6 x 10 minutes 
   
  The caster animates a single 
  object that fits within a 10 ft 
  cube such as a carpet, door, 
  suit of armour or table. The 
  object gains a degree of 
  flexibility enabling it to walk, 
  slither 
  or 
  crawl 
  with 
  a 
  movement rate of 30 ft. The 
  object follows the caster’s 
  orders (no action), attacking 
  his foes and performing other 
  tasks as directed. Animated 
  objects have one HD per level 
  of the caster. The GM 
  determines other attributes, 
  but larger objects tend to 
  cause 
  more 
  damage 
  and 
  smaller objects better AC.  
   
  Anti-Life Field 
  5th Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  An invisible force surrounds 
  and moves with the caster in a 
  5 ft radius that repels other 
  living 
  creatures. 
  Living 
  creatures cannot pass through 
  the shell. The shell can be 
  used to pin a creature against 
  another surface but cannot 
  crush or otherwise injure it 
  (attempting to do so ends the 
  spell).  
   
  Banishment 
  6th Level 
  Range: 120 ft 
  Duration: Instant 
   
  This spell banishes a single 
  creature from the current 
  plane of existence. If the 
  target is a native of the current 
  plane, 
  it 
  is 
  temporarily 
  shunted to a harmless pocket 
  dimension for 1d6 x 10 
  minutes. If the target is a non-
  native to the plane (eg: most 
  elementals and demons), it is 
  permanently returned to its 
  home plane. An unwilling 
  target may make a Luck 
  (Will) save to resist.  
   
  Blade Barrier 
  6th Level 
  Range: Self 
  Duration: 2d6 rounds 
   
  Flying magical blades encircle 
  and move with the caster in a 
  15 ft radius. Creatures caught 
  in the area when the spell is 
  first cast suffer 6d12 damage 
  (Luck (Dex) save for half). In 
  subsequent rounds, creatures 
  that enter the area or end 
  their turn there, suffer the 
  same damage. The caster’s 
  movement rate is reduced to 
  10 ft while the spell persists.  
   
  Blindness 
  2nd Level 
  Range: 60 ft 
  Duration: 4d6 hours 
   
  The 
  target 
  is 
  magically 
  blinded for 4d6 hours or until 
  dispelled. A Luck (Will) save 
  resists. A reversal of this spell 
  cures natural and magical 
  blindness (but cannot restore 
  a missing eye). 
   
  Bolster Attribute 
  2nd Level 
  Range: Touch 
  Duration: 1d6 x 10 minutes 
   
  The target’s Str, Dex, Con, 
  Int, Perc, Will or Cha is 
  increased by 1d4 (maximum 
  18) for the duration.  
   
  Chain Lightning 
  6th Level 
  Range: 120 ft 
  Duration: Instant 
   
  The caster fires a bolt of 
  lightning at a single target 
  causing 11d8 damage. The 
  spell then arcs to a second 
  target within 20 ft of the first 
  target for 10d8 damage, then 
  to a third target within 20 ft of 
  the second target for 9d8 
  damage, and so on, up to a 
  final arc causing 1d8 damage. 
  Each target is momentarily 
  stunned by the lightning, 
  losing their next action. A 
  Luck (Dex) save halves the 
  damage 
  and 
  negates 
  any 
  
   
  66 
   
  action loss. No target may be 
  struck more than once.  
   
  Charm Monster 
  4th Level 
  Range: 60 ft 
  Duration: 1d6 x 10 minutes 
   
  As Charm Person, but this 
  spell 
  affects 
  any 
  living 
  creature. A target with more 
  HD 
  than 
  the 
  caster 
  is 
  immune.  
   
  Charm Person 
  1st Level 
  Range: 120 ft 
  Duration: 4d6 hours 
   
  This spell beguiles a single 
  humanoid to regard the caster 
  as a trusted friend and ally. A 
  Luck (Will) save resists. This 
  spell 
  cannot 
  be 
  cast 
  in 
  combat. When the spell ends, 
  the target has no memory of 
  being charmed. 
   
  Circle of Protection  
  1st Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  The caster radiates a field of 
  protection out to 1 ft, which 
  supernatural monsters cannot 
  penetrate 
  (eg 
  elementals, 
  demons, undead). In addition 
  the caster gains +1 AC.  
   
  Circle of Protection, 10 ft 
  Radius 
  3rd Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  This 
  spell 
  functions 
  like 
  Circle of Protection, but at a 
  10 ft radius. The circle can be 
  used to pin a supernatural 
  creature 
  against 
  another 
  surface but cannot crush or 
  otherwise injure it (attempting 
  to do so ends the spell).  
   
  Clairvoyance 
  3rd Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  You conjure an invisible, 
  intangible sensor capable of 
  seeing and hearing as if you 
  were standing at another 
  location within range. When 
  you use the sensor, you 
  cannot see or hear with your 
  real eyes and ears. You may 
  switch between senses by 
  spending an action. You may 
  also move the sensor up to 30 
  ft by spending an action. Both 
  the spell and sensor are 
  blocked by a thin sheet of 
  lead, or stone or wood more 
  than 1 ft thick.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cloudkill 
  5th Level 
  Range: 20 ft 
  Duration: 2d6 x 10 minutes  
   
  The caster conjures a 15 ft 
  radius cloud of poisonous and 
  corrosive vapour. The cloud 
  rolls forward at a move rate of 
  10 ft per round. The cloud is 
  heavier than air and will flow 
  down hills or stairs. Any 
  creature caught in the cloud 
  must make a Luck (Con) save 
  or be incapacitated, unable to 
  take actions or move out of 
  the cloud. Each subsequent 
  round in the cloud requires a 
  Luck (Con) save to avoid a 
  horrible, gurgling death. 
   
  Comprehend Languages 
  1st Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  This spell allows the caster to 
  speak, read and understand 
  all languages.  
   
  Cone of Cold 
  5th Level 
  Range: 60 ft cone with a 20 ft 
  base 
  Duration: instant 
   
  This spell blasts foes with 
  freezing hoarfrost, hammering 
  them with ice and numbing 
  cold. Targets suffer 1d8 hit 
  points damage per level, with 
  a Luck (Dex) save reducing 
  damage by half. Targets that 
  fail their Luck save are also 
  semi-frozen, unable to move 
  from 
  their 
  location. 
  A 
  character may attempt a Str 
  check (as part of their move 
  action) to shake off this 
  secondary effect each turn.  
   
   
  
   
   
  67 
   
  Confusion 
  4th Level 
  Range: 120 ft  
  Duration: 1d4 hours 
   
  This spell affects up to 2d6 
  creatures within a 30 ft radius, 
  causing them to stand dazed 
  or manically attack others 
  nearby.  A Luck (Will) save 
  resists. If the spell takes hold, 
  roll for the effect every 10 
  minutes until the duration has 
  run its course. 
   
   
  Conjure Elemental 
  5th Level 
  Range: 240 ft 
  Duration: 1d6 x 10 minutes 
   
  The caster summons a 10 
  HD 
  elemental 
  (caster’s 
  choice) which follows her 
  orders 
  (no 
  action). 
  The 
  elemental obeys as long as the 
  caster 
  concentrates 
  on 
  controlling it. If the caster’s 
  concentration 
  ends, 
  the 
  elemental becomes free and 
  goes on a rampage until the 
  spell ends, targeting the caster 
  above all others. The caster’s 
  concentration ends if she casts 
  another 
  spell 
  or 
  suffers 
  damage and fails a Con check. 
  While the caster maintains 
  control, she may spend an 
  action to end the spell early, 
  causing 
  the 
  elemental 
  to 
  vanish.  
   
  Contact Other Plane 
  5th Level 
  Range: None 
  Duration: 1d10 minutes 
   
  The caster makes contact with 
  a 
  supernatural 
  entity 
  humankind was not meant to 
  know, and may force a yes or 
  no answer to questions he 
  poses. The caster may ask up 
  to 5 questions, but each 
  question has a 20% chance 
  (cumulative) of inflicting a 
  serious madness. The entity 
  communed with answers the 
  questions posed truthfully, but 
  may answer cryptically or in 
  riddles at the GM’s discretion.  
   
  Continual Light 
  2nd Level 
  Range: Touch 
  Duration: 1d4 days 
   
  One touched object produces 
  bright sunlight, to a radius of 
  30 ft.  
   
  Control Weather 
  6th Level 
  Range: 1d10 mile diameter 
  Duration: 1d4 days 
   
  The caster summons light, 
  moderate or heavy weather of 
  his choosing, ranging from 
  pleasant sunshine, oppressive 
  heat, torrential rain, thunder 
  storms 
  and/or 
  dangerous 
  winds. Catastrophic weather 
  such as a cyclone or tsunami 
  is only possible if similar 
  foundational 
  weather 
  is 
  already 
  present. 
  The 
  unnatural weather lasts for 
  1d4 days and spreads over a 
  1d10 mile diameter region. In 
  order 
  to 
  summon 
  the 
  weather, 
  the 
  user 
  must 
  complete a 1d4 hour ritual. 
  Casting 
  this 
  spell 
  automatically results in a Dark 
  & Dangerous Magic effect. If 
  catastrophic 
  weather 
  is 
  summoned, the caster suffers 
  1 Con drain for each day the 
  weather persists which cannot 
  be restored until the spell 
  subsides. Unlike most spells, 
  Control Weather cannot be 
  ended early once the ritual is 
  finished.  
   
  Creeping Doom 
  5th Level 
  Range: 5 ft 
  Duration: 1d6 x 10 minutes 
   
  The caster conjures a dense 
  10 foot diameter cloud of 
  supernatural biting, stinging 
  and flying insects. The Doom 
  moves up to 10 ft each round 
  as the caster directs and 
  causes 50 damage in the first 
  10 feet of travel, 40 damage in 
  the second 10 ft, 30 damage 
  in the third 10 ft, and so on 
  until the Doom disperses. 
  Each target caught in the area 
  also suffers a minor madness. 
  A Luck save halves the 
  damage 
  and 
  negates 
  any 
  madness effect.  
  1d12 
  EFFECT 
  1–3 
   
  Attack caster & his 
  allies with 
  berserker like fury 
  (if aware of them, 
  otherwise reroll). 
  4-6 
  Yell, scream, pull 
  at their hair and 
  clothes, gnash 
  their teeth, etc. 
  7–9 
   
  Stand baffled and 
  inactive, 
  murmuring 
  contently. 
  10–12 
   
  Silently attack each 
  other with wide 
  and vacant eyes. 
  
   
  68 
   
  Cure Light Wounds 
  1st Level 
  Range: Touch 
  Duration: Immediate 
   
  If the target has 1 or more hit 
  points, this spell instantly 
  restores hit points equal to 
  2d4 
  + 
  the 
  caster’s 
  Int 
  modifier. If the target is 
  unconscious 
  on 
  zero 
  hit 
  points, the wounds mend 
  slowly over 1d3 minutes. The 
  target does not regain hit 
  points or consciousness until 
  the 1d3 minutes passes. A 
  reversal of this spell allows a 
  magic user to cause light 
  wounds with a touch (make a 
  melee 
  attack 
  roll 
  with 
  advantage). 
   
  Cure Malady 
  3rd Level 
  Range: Touch 
  Duration: Immediate 
   
  This spell instantly cures or 
  removes one curse or disease 
  (including magical diseases). 
  Alternatively, the spell slowly 
  (over 1d6 days) removes one 
  minor madness, or reduces a 
  more severe madness by one 
  level.  
   
  Cure Minor Injury 
  2
  nd  Level 
  Range: Touch 
  Duration: Immediate 
   
  Over the course of 1d6 hours, 
  this 
  spell 
  mends 
  one 
  temporary injury, or restores 
  1d4 lost attribute points. This 
  spell cannot restore Luck.  
  Cure Serious Wounds 
  4th Level 
  Range: Touch 
  Duration: Immediate 
   
  This spell is identical to Cure 
  Light Wounds but restores hit 
  points equal to 4d8 + four 
  times the caster’s Int modifier. 
   
  Darkness 15 ft Radius 
  2nd Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  Magical darkness fills a 15 ft 
  radius, impenetrable to all 
  vision except Trueseeing. Any 
  light 
  spell 
  negates 
  the 
  darkness. 
   
  Darkvision 
  3rd Level 
  Range: Touch 
  Duration: 2d6 hours 
   
  The recipient of the spell can 
  see perfectly in non-magical 
  darkness.  
   
  Death Spell 
  6th Level 
  Range: 240 ft 
  Duration: Instant 
   
  This spell affects a 30 ft radius 
  of creatures with 6 HD or 
  less.  The caster may choose 
  to exclude eligible targets if he 
  is aware of them. Targeted 
  creatures die instantly (no 
  Luck 
  save 
  is 
  permitted). 
  Casting 
  this 
  spell 
  automatically invokes a Dark 
  & Dangerous Magic effect.  
   
  Detect Hidden 
  2nd Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  The caster detects hidden, 
  invisible, 
  ethereal, 
  and 
  intangible creatures up to a 
  distance of 60 ft. 
   
  Detect Magic 
  1st Level 
  Range: Self 
  Duration: 2d6 hours 
   
  The caster may spend an 
  action to pinpoint and identify 
  magic within a 30 ft radius, 
  including 
  magical 
  items, 
  trapped runes and personal 
  charms. The broad nature of 
  any magic is revealed, for 
  example, a lightning bolt trap 
  might radiate as elemental 
  magic, while an urn of healing 
  water 
  would 
  radiate 
  as 
  healing. Illusions are not 
  detected, part of their magic 
  includes 
  fooling 
  basic 
  detection spells of this kind. 
  Detect Magic is blocked by a 
  thin sheet of lead, or stone, 
  earth or wood more than 1 ft 
  thick.  
   
  Detect Thoughts 
  2nd Level 
  Range: 60 ft 
  Duration: 2d6 rounds 
   
  The caster may detect and 
  skim the surface thoughts of a 
  single intelligent entity up to a 
  distance of 60 ft. A Luck 
  (Will) save resists. If the spell 
  is resisted, the target is fully 
  
   
   
  69 
   
  aware that some form of mind 
  affecting 
  magic 
  was 
  just 
  attempted. Detect Thoughts is 
  blocked by a thin sheet of 
  lead, or stone, earth or wood 
  more than 1 ft thick.  
   
  Dimension Door 
  4th Level 
  Range: Touch (transported up 
  to 480 ft) 
  Duration: Instant 
   
  Dimension door is a limited 
  form of teleportation. The 
  caster can teleport himself, a 
  touched object, or a touched 
  person up to 480 ft, provided 
  the destination is within line 
  of sight. If the target is 
  unwilling, a Luck (Will) save 
  resists. 
   
  Disguise Self 
  1
  st Level 
  Range: Self  
  Duration: 1d6 x 10 minutes 
   
  You 
  appear 
  as 
  another 
  humanoid creature of similar 
  size and shape, although you 
  may be another sex, fatter, 
  thinner, taller or shorter. 
  Your 
  clothing 
  and 
  gear 
  appears as anything you wish. 
  An object that touches the 
  illusion passes through it 
  unless the illusion mirrors 
  your body or gear. Depending 
  on the circumstances, the GM 
  might allow a character an Int 
  check to recognize the illusion 
  for what it is.  
   
  Disintegrate 
  6th Level 
  Range: 60 ft 
  Duration: Instant 
   
  The caster fires a beam of 
  green energy at a single target 
  such as an object or creature, 
  which is instantly turned to 
  microscopic dust, leaving no 
  trace. If an object such as a 
  wall is targeted, a maximum of 
  a 10 ft cube is affected. 
  Creatures may make a Luck 
  (Dex) save to resist. Magical 
  items generally have a 50% 
  chance of resisting. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dispel Magic 
  3rd Level 
  Range: 120 ft 
  Duration: Instant or 1d10 
  minutes against a magical item 
   
  Dispel Magic is used to 
  instantly end all spells and 
  other magical effects in a 15 ft 
  radius, including magical traps 
  & 
  locks 
  and 
  summoned 
  creatures 
  (which 
  vanish). 
  Alternatively, the spell can 
  also be used to suspend the 
  magical properties of a single 
  magical item for 2d6 rounds. 
  A successful Luck (Int) save is 
  required for the spell to work.  
   
   
  Earthquake 
  6
  th Level 
  Range: 240 ft 
  Duration: Instant 
   
  An 80 ft radius area suffers a 
  ferocious 
  and 
  unnatural 
  earthquake. 
  The 
  quake 
  topples structures, causes rock 
  slides, 
  and 
  opens 
  gaping 
  fissures in the earth. Any 
  humanoid caught in the area 
  must make a Luck (Dex) save 
  or become hopelessly buried 
  in rubble (50% chance, taking 
  1d4 hours to dig out), or 
  fatally 
  crushed 
  by 
  falling 
  material or grinding fissures 
  (50% 
  chance). 
  The 
  earthquake’s tremors do not 
  extend in any way beyond the 
  spell’s area of effect. 
   
  Etherealness 
  6th Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  You 
  turn 
  invisible 
  and 
  incorporeal 
  (see 
  Monster 
  traits). You are able to phase 
  in and out of your normal 
  physical 
  form 
  and 
  your 
  incorporeal form. It costs an 
  action to switch between the 
  two forms. You cannot cast 
  spells while incorporeal.  
   
  Fear 
  4th Level 
  Range: 120 ft cone with a 30 ft 
  base 
  Duration: 1d4 hours  
   
  This spell causes creatures to 
  flee in pure terror. Creatures 
  that succeed on a Luck (Will) 
  save are unaffected. There is a 
  50% chance fleeing creatures 
  
   
  70 
   
  drop 
  whatever 
  they 
  are 
  holding.  
   
  Featherfall 
  1
  st Level 
  Range: 10 ft radius 
  Duration: 2d6 hours 
   
  This 
  spell 
  protects 
  all 
  humanoid creatures within 
  range at the time of casting. If 
  a subject falls within the spell’s 
  duration, they safely sink 
  down to the ground instead of 
  falling. 
   
  Feeblemind 
  5th Level 
  Range: 120 ft 
  Duration: 2d6 days 
   
  This spell causes the target to 
  enter a largely unresponsive 
  state, unable to meaningfully 
  interact with the outside world 
  without assistance. A Luck 
  (Will) save resists. If the Luck 
  save fails, the target’s Int, 
  Perc, Will and Cha are 
  reduced to 2.  
   
  Finger of Death 
  5th Level 
  Range: 60 ft 
  Duration: Immediate 
   
  This spell slays a single living 
  creature, instantly snuffing out 
  its life force.  The target is 
  allowed a Luck save to resist. 
  If the check is successful, the 
  target suffers 5d6 necromantic 
  damage.  
   
  Fireball 
  3rd Level 
  Range: 240 ft 
  Duration: Instantaneous 
   
  The caster hurls a ball of fire 
  which explodes at the target 
  location with a furnace like 
  blast. If the Fireball strikes 
  something before reaching the 
  intended 
  destination, 
  it 
  detonates early. The blast 
  radius is 20 ft, and causes 1d6 
  damage per level (Luck (Dex) 
  save for half). The blast 
  shapes itself to the available 
  volume (33,000 cubic feet), 
  filling 
  33 
  ten-by-ten-by-ten 
  cubical 
  areas. 
  Flammable 
  objects in the area catch fire.  
   
  Flesh to Stone 
  6th Level 
  Range: 120 ft 
  Duration: Permanent until 
  dispelled 
   
  This spell transforms flesh 
  into stone or stone into flesh, 
  as desired by the caster. A 
  Luck (Con) save resists. A 
  living creature transformed 
  into a statute is in stasis and 
  does 
  not 
  age 
  until 
  the 
  enchantment ends (by way of 
  Dispel Magic, Cure Malady or 
  similar). 
  If 
  the 
  spell 
  is 
  reversed, any damage suffered 
  by the statue is reflected in the 
  creature.  
   
  Fly 
  3rd Level 
  Range: 60 ft 
  Duration: 1d6 x 10 mins 
   
  This spell imbues the target 
  with the power of flight, with a 
  move rate of 120 ft per round. 
  Fog Cloud 
  1
  st Level 
  Range: 120 ft 
  Duration: 1d4 hours 
   
  You conjure a thick fog that 
  completely obscures vision 
  and fills a 20 ft radius, 
  spreading around corners if 
  required. The fog remains 
  until the duration ends or a 
  strong wind disperses it. 
   
  Forbidden Wish 
  6
  th Level 
  Range: 240 ft  
  Duration: Instant 
   
  This spell may mimic any 
  other spell of 5
  th level or less, 
  or bring into being another 
  magical 
  effect 
  of 
  approximately 5
  th level power, 
  subject to GM discretion. 
  Alternatively, the caster may 
  choose to boost the power of 
  the spell beyond the usual 6
  th 
  level limits by invoking a 
  mysterious 
  entity 
  from 
  another dimension. The GM 
  decides what is possible and 
  may require a bargain to be 
  struck between the caster and 
  entity. In such a case, once 
  the spell is complete, the 
  caster automatically triggers a 
  Dark & Dangerous Magic 
  effect, 
  gains 
  a 
  pervasive 
  madness, and suffers 5d4 Con 
  loss (if reduced to zero Con, 
  the caster dies).  
   
  Freedom of Movement 
  4th Level 
  Range: Touch 
  Duration: 1d6 x 10 mins 
   
  
   
   
  71 
   
  The target is immune to 
  paralysis 
  and 
  cannot 
  be 
  restrained 
  in 
  any 
  way, 
  including 
  grappling, 
  webs, 
  ropes, vines, hunting traps or 
  manacles. The target also 
  ignores any speed penalties 
  due to hazardous terrain or 
  when swimming.  
   
  Frighten 
  1
  st Level 
  Range: Self 
  Duration: 2d6 rounds 
   
  1d4 humanoid targets within a 
  30 ft radius flee from the 
  caster until they are out of 
  sight. A Luck (Will) save 
  resists. Creatures of 7 HD or 
  more are immune.  
   
  Gaseous Form 
  3
  rd Level 
  Range: Self 
  Duration: 2d6 rounds 
   
  The caster is transformed into 
  a natural looking mist that 
  floats at 60 ft per round. In 
  mist form, the caster is 
  immune to weapons without 
  magical, silver or cold-iron 
  properties, and may squeeze 
  through cracks, as long as the 
  surface is not airtight or 
  magically sealed.  
   
  Geas 
  6th Level 
  Range: Touch 
  Duration: Until task complete 
   
  If the spell succeeds (a Luck 
  (Will) save resists), the caster 
  may set a task for the spell’s 
  target. If the target does not 
  diligently work at performing 
  the task, he loses 1d4 Str, Dex 
  and Con each day until one 
  attribute reaches zero, at 
  which point the target dies. If 
  this spell is cast in combat, the 
  caster must succeed in a 
  melee 
  attack 
  roll 
  with 
  advantage to touch the target.  
   
  Greater Invisibility  
  4th Level 
  Range: Touch 
  Duration: 2d6 rounds 
   
  This 
  spell 
  operates 
  like 
  Invisibility, but is not broken 
  by making an attack or casting 
  a spell.  
   
  Hallucinatory Terrain 
  4th Level 
  Range: 180 ft 
  Duration: 4d6 hours 
   
  This spell creates a 100 ft 
  diameter of illusory terrain. 
  An empty plain might appear 
  as a forest, for example. 
  Structures, equipment and 
  immobile creatures may also 
  be concealed as a kind of 
  terrain. The illusion affects 
  sight, hearing, smell, taste and 
  temperature.  The illusion can 
  be programmed to perform a 
  series of acts or to react and 
  change as the caster desires by 
  spending an action round to 
  round. Anything that touches 
  the illusion passes through it 
  to the underlying terrain. 
  Depending 
  on 
  the 
  circumstances, the GM might 
  allow a creature an Int check 
  to recognize the illusion for 
  what it is.  
   
  Haste 
  3rd Level 
  Range: 120 ft 
  Duration: 2d6 rounds 
   
  This spell affects up to 1d4+1 
  creatures in a 30 ft radius. 
  Each target gains a 50% 
  chance of one extra move or 
  action each round (target’s 
  choice). The extra action 
  cannot be used to cast a spell.  
   
  Heat Metal 
  2nd Level 
  Range: 60 ft 
  Duration: 2d6 rounds 
   
  One metal object within range 
  (such as a weapon, suit of 
  armour, or door knob) turns 
  red hot (no Luck save is 
  permitted). 
  Any 
  creature 
  touching the object suffers 
  2d8 damage each round. The 
  object sheds dim light and 
  may be used to set fire to 
  flammable objects. 
   
  Hideous Laughter 
  1
  st Level 
  Range: 60 ft 
  Duration: 2d6 rounds 
   
  A single target is consumed by 
  an 
  awful, manic 
  laughter 
  which 
  leaves 
  the 
  target 
  helpless for the duration. A 
  Luck 
  (Will) 
  save 
  resists. 
  Creatures with 7+ HD are 
  immune.  
   
   
  
   
  72 
   
  Hold Monster 
  5th Level 
  Range: 120 ft 
  Duration: 2d6 rounds 
   
  As Hold Person, but may 
  target 
  any 
  1d4 
  creatures. 
  Targets with 15 or more HD 
  are immune.  
   
  Hold Person 
  2nd Level 
  Range: 180 ft 
  Duration: 2d6 rounds 
   
  This 
  magical 
  compulsion 
  targets 1d4 humanoids within 
  a 15 ft radius who are instantly 
  held rigid and unable to 
  move. A Luck (Str) save 
  resists.  
   
  Hypnotic Pattern 
  3
  rd Level 
  Range: 120 ft 
  Duration: 2d6 minutes 
   
  The caster conjures an array 
  of hypnotic lights in a 20 ft 
  radius. All creatures in the 
  area (or that enter the area 
  later) must make a Luck 
  (Will) save or fall into a dazed 
  state, unable to take any 
  actions or move, as long as 
  the target remains in the area 
  and can see the hypnotic 
  lights.  
   
  Invisibility 
  2th Level 
  Range: 60 ft 
  Duration: 1d6 x 10 minutes 
   
  This illusion spell turns a 
  person or a thing invisible. If 
  the invisible creature makes 
  an attack or casts a spell, the 
  invisibility ends.  
   
  Invisibility 10 ft Radius  
  3rd Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  As Invisibility, but affects all 
  creatures in a 10 ft radius. 
  Subjects can see each other 
  and must remain in the radius 
  or the spell ends for that 
  subject. If a subject makes an 
  attack or casts a spell, the 
  invisibility 
  ends 
  for 
  that 
  subject.  
   
   
   
   
   
   
   
   
   
   
  Invisible Stalker 
  6th Level 
  Range: 10 ft 
  Duration: Until mission is 
  completed 
   
  This 
  spell 
  summons 
  an 
  Invisible Stalker, an unseen 
  assassin 
  from 
  another 
  dimension. 
  The 
  Stalker 
  attempts to perform one task 
  as ordered by the caster, 
  regardless of how long it may 
  take or how far the Stalker 
  must 
  travel. 
  The 
  magic 
  binding a Stalker is especially 
  strong 
  and 
  imposes 
  disadvantage on any Dispel 
  Magic 
  test. 
  The 
  Stalker 
  relentlessly 
  pursues 
  its 
  objective until completed, the 
  mission becomes impossible, 
  or the Stalker is destroyed. If 
  the mission is completed 
  there is a 50% chance the 
  Stalker becomes uncontrolled 
  and attempts to kill the caster. 
  Otherwise it vanishes forever.  
   
  Irresistible Dance 
  6th Level 
  Range: 120 ft 
  Duration: 2d6 rounds 
   
  This spell causes a single 
  target of up to 15 HD to 
  compulsively and energetically 
  dance on the spot (no Luck 
  save is permitted). The target 
  is helpless while dancing and 
  unable to move normally or 
  take other actions. When the 
  spell ends the target collapses, 
  utterly 
  exhausted, 
  and 
  is 
  befuddled with no memory of 
  the prior 1d6 x 10 minutes. 
  Creatures immune to charm 
  effects are immune to this 
  spell. A Cure Malady spell 
  ends the effect and restores 
  any lost memory.  
   
  Knock 
  2nd Level 
  Range: 60 ft 
  Duration: Immediate 
   
  This spell unlocks and unbars 
  all locks, doors, gates, portals 
  manacles, bear traps and 
  similar objects within range, 
  including those held or locked 
  by magic. 
   
   
  
   
   
  73 
   
  Legend Lore 
  6th Level 
  Range: Self 
  Duration: See below 
   
  Over the course of a long 
  ritual (5d20 days), the caster 
  gains detailed knowledge of a 
  person, place, or thing. There 
  is a 50% chance of gaining 
  access 
  to 
  particularly 
  important secrets such as 
  hidden 
  lairs, 
  concealed 
  crimes, true identities, true 
  names or prophecies. At the 
  GM’s 
  discretion, 
  some 
  information may be cryptic in 
  nature. This spell cannot be 
  repeated against the same 
  target. Over the course of  
  casting this spell, the magic 
  user gains a serious madness 
  trait. 
   
  Levitate 
  2nd Level 
  Range: 60 ft 
  Duration: 1d6 x 10 minutes 
   
  This spell allows the Magic 
  User to levitate himself or 
  another creature (up to 10 ft 
  tall), or object (up to 10 kgs 
  per level). The caster may 
  spend their action to direct 
  the target’s movement in any 
  direction at a rate of 10 ft per 
  round, to a maximum height 
  of 10 ft per level. An unwilling 
  target or an attended object 
  may make a Luck (Str) save to 
  resist. Unattended magical 
  objects have a 50% chance of 
  resisting.  
   
   
  Light 
  1st Level 
  Range: 60 ft  
  Duration: 3d6 hours 
   
  One target object produces 
  light up to as bright as a torch. 
  The caster may spend an 
  action 
  to 
  change 
  the 
  brightness, or turn it on or off.  
   
  Lightning Bolt 
  3rd Level 
  Range: 120 ft 
  Duration: Instantaneous 
   
  A 10 ft wide bolt of lightning 
  extends outward 120 ft from 
  the caster. Anyone in the path 
  suffers 1d6 damage per level 
  (Luck (Dex) save for half). 
  Flammable objects in the area 
  may catch fire.  
   
  Locate 
  2nd Level 
  Range: 300 ft per level 
  Duration: 1d6 x 10  minutes 
   
  This spell gives the caster the 
  correct direction (as the crow 
  flies) toward an object or 
  person the caster specifies 
  with a description or mental 
  image. If the caster has not 
  seen the person or object, the 
  spell might still detect the 
  subject with a sufficiently 
  detailed 
  description 
  and 
  identifying 
  markers 
  (eg: 
  female teenager with blonde 
  hair and cheekbone scar). 
  The spell may also be used to 
  detect a general type of object 
  such as stairs, gold coins, keys, 
  etc. The spell is blocked by a 
  thin sheet of lead, or stone, 
  earth or wood more than 1 ft 
  thick.  
   
  Magic Jar 
  5th Level 
  Range: Special 
  Duration: Special 
   
  This spell binds the caster’s 
  life force into an object (the 
  Jar) 
  within 
  30 
  ft 
  and 
  automatically triggers a Dark 
  & Dangerous Magic effect. 
  Once within the Magic Jar, 
  the caster may spend an 
  action to project his life force 
  and possess the bodies of 
  other creatures, provided they 
  remain within 60 ft of the Jar 
  and fail a Luck (Will) save.  
   
  The caster may return his life 
  force to the Jar at any time, 
  and if a body he controls is 
  slain, his life force returns to 
  the Jar. If the Jar is broken 
  while the caster’s life force 
  inhabits it, the spell ends and 
  the caster dies. If the caster’s 
  body is destroyed while his 
  life force inhabits the Jar, the 
  caster is trapped until he can 
  possess another body. If the 
  life force returns to its own 
  body the spell ends. The 
  magic 
  binding 
  a 
  Jar 
  is 
  especially strong and imposes 
  disadvantage on any Dispel 
  Magic test.  
   
  Magic Missile 
  1st Level 
  Range: 180 ft 
  Duration: Immediate 
   
  This 
  spell 
  conjures 
  one 
  missile of life leeching energy 
  for every odd level. The 
  projectile(s) flash from the 
  
   
  74 
   
  caster’s 
  hands 
  and 
  automatically strike one or 
  more visible creatures (not 
  objects). Each missile causes 
  1d4+1 damage. Magic Missile 
  is 
  negated 
  by 
  a 
  target 
  protected by the Shield spell.  
   
  Magic Mouth 
  1st Level 
  Range: Touch 
  Duration: Special 
   
  This spell enchants one object 
  with a set message. When the 
  spell is cast, the caster decides 
  the content of the message, 
  the tone of delivery, and the 
  conditions which trigger the 
  communication. 
  When 
  triggered, the object forms a 
  magical mouth and conveys 
  the 
  message 
  once. 
  The 
  message may be up to thirty 
  words 
  long. 
  The 
  Magic 
  Mouth will trigger once per 
  level before the enchantment 
  dissipates. 
   
  Magic Resistance 
  5
  th Level 
  Range: Touch 
  Duration: 2d6 rounds 
   
  The subject gains 50% Magic 
  Resistance.  
   
  Mass Suggestion 
  6th Level 
  Range: 180 ft 
  Duration: 4d6 hours 
   
  As Suggestion, but affects up 
  to 2d4 targets within a 30 ft 
  radius. 
   
  Mirror Image 
  2nd Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  This spell creates two images 
  of the caster, acting in perfect 
  synchronization with him like 
  mirror 
  images. 
  Attackers 
  cannot distinguish the images 
  from the caster, and may 
  attack one of the images 
  instead of the caster himself 
  (determined 
  randomly). 
  When a hit is scored upon 
  one 
  of 
  the 
  images, 
  it 
  disappears. 
   
  Modify Memory 
  5
  th Level 
  Range: 30 ft 
  Duration: Permanent until 
  dispelled 
   
  This spell allows the caster to 
  modify the target’s memory. 
  The spell cannot be cast 
  during combat and a Luck 
  (Will) save resists. If the spell 
  takes effect, the target enters a 
  dazed state for 1d4 minutes, 
  during which the caster may 
  remove, add or change a 
  block of up to 10 minutes of 
  memory. If the target saves, is 
  injured or roused during this 
  time, the spell fails and the 
  target 
  regains 
  normal 
  alertness, fully aware that 
  some form of mind affecting 
  magic was just attempted. A 
  modified memory can be 
  restored to normal with a 
  Cure Malady spell.  
   
  Monster Summoning I 
  3rd Level 
  Range: 60 ft 
  Duration: 1d6 x 10 minutes 
  This 
  spell 
  conjures 
  simulacrums of whisper and 
  shadow, appearing in a 30 ft 
  diameter. 
  They 
  obey 
  directions from the caster 
  regardless of language (no 
  action). Summoned monsters 
  spend their action manifesting 
  on the turn the spell is cast. 
  They act at the same time as 
  the caster in future turns.   
   
  1d6 
  MONSTER 
  SUMMONED 
  1 
  3d4 Giant Rats 
  2 
  3d4 Goblins 
  3 
  2d4 Skeletons 
  4 
  2d4 Beastmen 
  5 
  2d4 Urgot 
  6 
  2d4 Stirges 
   
  Monster Summoning II 
  4th Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  As Monster Summoning I, 
  but more powerful creatures. 
   
  1d6 
  MONSTER 
  SUMMONED 
  1 
  3d4 Wolves 
  2 
  2d4 Serpentmen 
  (Hraask) 
  3 
  2d4 Giant 
  Centipedes 
  4 
  2d4 Will o’ Wisps 
  5 
  2d4 Giant Ants 
  (Worker) 
  6 
  2d4 Giant Spiders 
   
  
   
   
  75 
   
  Monster Summoning III 
  5th Level 
  Range: 240 ft 
  Duration: 1d6 x 10 minutes 
   
  As Monster Summoning I, 
  but more powerful creatures. 
   
   
  1d6 
  MONSTER 
  SUMMONED 
  1 
  2d4 Giant Bats 
  2 
  2d4 Gargoyles 
  3 
  2d4 Giant Ants 
  (Soldiers) 
  4 
  2d4 Lemure 
  5 
  2d4 Yellow Mould 
  6 
  2d4 Ghouls 
   
  Monster Summoning IV 
  6th Level 
  Range: 480 ft 
  Duration: 1d6 x 10 minutes 
   
  As Monster Summoning I, 
  but more powerful creatures. 
   
  1d6 
  MONSTER 
  SUMMONED 
  1 
  2d4 Ogres 
  2 
  2d4 Cockatrice 
  3 
  2d4 Griffons 
  4 
  2d4 Shades 
  5 
  2d4 Chull 
  6 
  2d4 Minotaurs 
   
  Move Earth 
  6th Level 
  Range: 240 ft 
  Duration: 2d6 minutes 
  This spell allows the caster to 
  spend an action to shift, move 
  and shape earth and/or stone 
  in a 10 ft diameter. The caster 
  must be able to see the 
  material affected. If the caster 
  attempts to bury a humanoid 
  opponent, the target must 
  make a Luck (Dex) save or be 
  trapped and suffocating. A 
  suffocating target may spend 
  their action to gain a 33% 
  chance to break free. 
   
  Neutralize Poison 
  4th Level 
  Range: Touch 
  Duration: Special 
   
  This spell neutralizes ongoing 
  poison, or makes the target 
  immune to poison effects for 
  2d6 rounds. Any attribute loss 
  suffered due to poison is also 
  restored.  
   
  Object Reading 
  4th Level 
  Range: Touch 
  Duration: 2d6 rounds 
   
  The caster may perceive past 
  events connected with an 
  object as if she had been 
  present. The caster gains only 
  a quick glimpse of the event 
  (up to 2d6 rounds worth), but 
  may go back in time up to one 
  day per level. The caster may 
  indicate the nature of the 
  event, or particular day and 
  time, she wishes to observe 
  (eg: the last person to hold the 
  object, or a meeting known to 
  have occurred in the location,  
  or four days ago at high noon, 
  etc). 
  If 
  no 
  particular 
  information is sought, the GM 
  chooses the event. This spell 
  cannot be cast on the same 
  object twice.  
   
  Passwall 
  5th Level 
  Range: 30 ft 
  Duration: 1d6 x 10 minutes 
   
  This spell creates a magic 
  tunnel through wood, earth, 
  stone or ice, up to 10 ft high, 
  10 ft wide, and 20 ft deep. 
  The tunnel closes when the 
  spell ends. 
   
  Phantasmal Force 
  2nd Level 
  Range: 240 ft 
  Duration: 1d6 x 10 minutes 
   
  This spell creates an illusion 
  that fits within a 20 ft cube 
  that fools most of the senses: 
  sight, hearing, smell, taste and 
  temperature. The illusion can 
  be programmed to perform a 
  series of acts or to react and 
  change as the caster desires by 
  spending an action round to 
  round. Anything that touches 
  the illusion passes through it. 
  Depending 
  on 
  the 
  circumstances, the GM might 
  allow a creature an Int check 
  to recognize the illusion for 
  what it is.  
   
  Plant Growth 
  4th Level 
  Range: 240 ft 
  Duration: Permanent 
   
  Over 1d6 minutes an area up 
  to 100 ft long, 100 ft wide and 
  10 ft tall grows into an 
  impassable forest of brush, 
  thorns and vines. The plants 
  
   
  76 
   
  spring 
  from 
  any 
  surface, 
  including earth, stone, ice or 
  snow and do not require 
  sunlight or water to persist. 
  An experienced woodsman 
  armed with an axe takes 
  approximately 1 minute to 
  clear 5 ft of forest.  
   
  Polymorph  
  4th Level 
  Range: 240 ft 
  Duration: 1d6 x 10 minutes 
   
  This spell allows the caster to 
  turn 
  herself 
  or 
  another 
  creature into a different type 
  of creature. The new form 
  cannot have more hit dice 
  than half the caster’s level 
  (round 
  up). 
  The 
  polymorphed creature gains 
  the 
  physical 
  qualities 
  (including 
  AC, 
  attacks 
  including hit chance and 
  damage 
  rolls, 
  movement 
  modes and senses), but not 
  magical qualities or hit points, 
  of the new form. The target’s 
  original 
  personality 
  and 
  memories remain. If the form 
  is not humanoid, the target 
  cannot cast spells.  Unusable 
  gear melds into the form. If 
  the target is unwilling, a Luck 
  (Con) save resists.  
   
  Protection from Energy 
  3rd Level 
  Range: Touch 
  Duration: 1d6 x 10 minutes 
   
  The target is immune to one 
  kind of damaging energy or 
  other 
  hazardous 
  force, 
  commonly fire, lightning or 
  cold, but also more unusual 
  hazards such as acid, steam or 
  undead life drain (eg: a 
  shade’s Str drain or spectre’s 
  level drain).   
   
  Protection from Normal 
  Missiles 
  3rd Level 
  Range: Touch 
  Duration: 1d6 x 10 minutes 
   
  The target is immune to non-
  magical missiles which simply 
  bounce off him. Very large 
  projectiles such as boulders 
  are not protected against. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Reflection 
  6
  th Level 
  Range: Self 
  Duration: 2d6 hours 
   
  Whilst this spell is active, the 
  subject may reflect a single 
  magical effect back on an 
  attacker. The subject may 
  choose to use this ability after 
  any Luck, damage, or other 
  rolls have been made. The 
  whole 
  magical 
  effect 
  is 
  reflected, even if the subject is 
  only one of many targets 
  caught in an area of effect. 
  Once a magical effect is 
  reflected, the spell ends. 
    
  Regenerate 
  4
  th Level 
  Range: Touch  
  Duration: Immediate 
   
  This spell regrows one lost 
  eye, ear, limb or similar 
  appendage over 1d6 days. 
   
  Restoration 
  5
  th Level 
  Range: Touch  
  Duration: Immediate 
   
  This spell slowly restores lost 
  levels, years or Luck drain 
  suffered due to undead and 
  other supernatural attacks. 
  One level, one Luck point 
  and 
  1d10 
  years 
  return 
  immediately, and the same 
  again each day thereafter, 
  until all drained levels, years 
  and Luck are reinstated. This 
  spell does not restore Luck 
  lost 
  due 
  to 
  ordinary 
  adventuring, only supernatural 
  Luck drain.  
   
  Ritual Magic 
  3rd Level 
  Range: Varies 
  Duration: Varies 
   
  This spell allows the caster to 
  impose a long term magical 
  effect on an object or area. 
  The duration is typically up to 
  a month per level, but might 
  be years or even permanent at 
  the GM’s discretion. Area 
  effects are generally limited to 
  a 10 ft radius per level. The 
  
   
   
  77 
   
  casting time is 1d4 days. The 
  caster suffers 1 point of Con 
  loss as long as the spell 
  persists. 
  Special 
  material 
  components may be required 
  at 
  the 
  GM’s 
  discretion. 
  Example effects might include 
  warding an area against living 
  creatures (a Luck (Will) save 
  resists), a Lightning Bolt rune 
  trap, a persistent illusion, and 
  so on. Effects, duration and 
  other conditions are subject to 
  GM approval.  
   
  Rock Storm 
  4th Level 
  Range: 120 ft 
  Duration: Special 
   
  A swirling vortex of rocks 
  hammers a 15 ft radius, 
  inflicting 1d6 damage per 
  level (Luck (Con) save for 
  half). 
  The 
  area 
  becomes 
  slippery with scree for 1d4 
  rounds. Anyone moving more 
  than 
  half 
  their 
  normal 
  movement rate must make a 
  Dex check or fall prone.  
   
  Shield 
  1st Level 
  Range: Self 
  Duration: 2d6 hours or until 
  expended 
   
  The caster is protected by a 
  hovering disc of force that 
  phases in and out of existence 
  as needed. The disc protects 
  the caster like a normal shield 
  but does not require any 
  hands. If the caster uses the 
  shield ability to negate a 
  physical attack, the spell ends. 
  If the caster is subject to a 
  Magic Missile spell, the Shield 
  spell automatically negates it, 
  then ends.  
   
  Silence, 15 ft Radius 
  2nd Level 
  Range: 180 ft 
  Duration: 1d6 x 10 minutes 
   
  Magical silence covers a 15 
  radius around the targeted 
  creature or object and moves 
  with it. No sounds can be 
  heard within or from outside 
  the area. An unwilling target 
  may make a Luck (Will) save 
  to resist.  
   
  Silent Image 
  1st Level 
  Range: 180 ft 
  Duration: 1d6 x 10 minutes 
   
  This spell conjures a visual 
  illusion that fits within a 10 ft 
  cube. The illusion can be 
  programmed to perform a 
  series of acts or to react and 
  change as the caster desires by 
  spending an action round to 
  round. This spell does not 
  generate sound, smell, touch 
  or temperature. Anything that 
  touches the illusion passes 
  through it. Depending on the 
  circumstances, the GM might 
  allow a creature an Int check 
  to recognize the illusion for 
  what it is.  
   
  Sleep 
  1st Level 
  Range: 240 ft 
  Duration: 1d4 hours 
   
  This spell affects a 15 ft radius 
  and puts 4d4 HD worth of 
  creatures (friend or foe) into a 
  magical slumber (no Luck 
  save is permitted). Targets 
  with the lowest amount of hit 
  dice are affected first. Targets 
  with 5 or more HD are 
  immune.  
   
  Slow 
  3rd Level 
  Range: 240 ft 
  Duration: 2d6 rounds 
   
  This spell affects a 20 ft 
  radius. Creatures inside the 
  area (friend or foe) must 
  make a Luck (Con) save to 
  resist. An affected target is 
  overcome 
  with 
  extreme 
  lethargy and has a 50% 
  chance of losing their action 
  each round.  
   
  Speak with Animals 
  2nd Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  This 
  enchantment 
  causes 
  normal animals and insects 
  (not Giant or Dire versions) 
  within 60 ft to regard the 
  caster as friendly unless her 
  actions suggest otherwise. The 
  caster may engage in two way 
  conversations with any animal 
  and/or insect within range, 
  during which time the caster 
  makes 
  chittering, 
  barking, 
  squawking, and similar noises. 
  The spell imbues the caster’s 
  communications 
  with 
  persuasive influence, granting 
  
   
  78 
   
  advantage on any Cha checks 
  with animals and insects.  
   
  Speak with Dead 
  3rd Level 
  Range: Touch 
  Duration: 3 questions within 
  1d4 minutes.  
   
  This 
  spell 
  empowers 
  a 
  humanoid corpse or bones to 
  answer three questions from 
  the caster, answering with 
  knowledge the corpse had 
  while 
  alive. 
  The 
  caster 
  magically 
  understands 
  the 
  language 
  the 
  target 
  uses. 
  Magic users of 6
  th level or less 
  may speak with targets up to 
  100 years old. Magic Users of 
  7
  th level and higher may speak 
  with a target of any age. The 
  target must have its skull to 
  converse (it need not have 
  more 
  than 
  this). 
  Some 
  answers might be cryptic in 
  nature at the GM’s discretion.  
   
  Speak with Plants 
  4th Level 
  Range: Self 
  Duration: 1d6 x 10 minutes 
   
  The caster may engage in two 
  way telepathic communication 
  with plants (including plant 
  monsters) within 60 ft. The 
  spell 
  imbues 
  the 
  caster’s 
  communications 
  with 
  persuasive influence, granting 
  advantage on any Cha checks 
  with plants. The caster may 
  temporarily imbue any non-
  intelligent plant within 60 ft 
  with a degree of magical 
  flexibility. For example, a tree 
  might move its branches to 
  form a bridge, or vines 
  untangle and wriggle aside.  
   
  Stinking Cloud 
  2nd Level 
  Range: 120 ft 
  Duration: 1d4 hours 
   
  As Fog Cloud, but any 
  creature in the cloud must 
  make a Luck (Con) save or 
  become incapacitated with 
  nausea and retching for 1d4 
  rounds, after which time the 
  target may spend an action to 
  make a Con check to stagger 
  out of the cloud.  
   
  Stone Shape 
  4
  th Level 
  Range: Touch 
  Duration: Shaping up to 2d4 
  minutes, but the effects are 
  permanent 
   
  You permanently shape stone 
  up to a 10 ft cube into another 
  form. 
  The 
  transformation 
  process might take a few 
  seconds to a few minutes, 
  depending on the degree of 
  detail involved. A rock might 
  be shaped into a sword, box,  
  door, passage or room up to 
  10 ft deep. Rudimentary 
  moving 
  parts 
  may 
  be 
  constructed, such as hinges 
  and 
  a 
  latch. 
  The 
  transformation 
  process 
  is 
  generally not fast enough to 
  be used as an attack (for 
  example, 
  it 
  would 
  not 
  normally be possible to seal 
  an enemy in a stone wall). 
   
  Stoneskin 
  4
  th Level 
  Range: Self 
  Duration: 2d6 rounds 
   
  Whenever 
  the 
  caster 
  is 
  subject to physical damage of 
  any kind (including magical 
  damage), his skin adopts a 
  stone like hardness, resisting 
  part of the blow. Each time 
  damage 
  is 
  suffered, 
  the 
  amount is reduced to 1d100 
  percent (eg: on a roll of 43, 
  the caster suffers 43% of the 
  damage rolled).  
   
  Strength 
  2nd Level 
  Range: Touch 
  Duration: 2d6 rounds 
   
  The target gains 2d4 points of 
  Str (maximum 19).  
   
  Suggestion 
  3rd Level 
  Range: 120 ft 
  Duration: 2d6 hours 
   
  The caster speaks a hypnotic 
  suggestion to his intended 
  victim. On a failed Luck 
  (Will) save, the victim carries 
  out the suggestion as long as it 
  does not involve direct harm 
  to the victim and can be 
  performed 
  within 
  the 
  duration. The suggestion need 
  not call for the action to be 
  carried out immediately.  
   
  Telekinesis 
  5th Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
  
   
   
  79 
   
  The caster may spend an 
  action to levitate one creature 
  (up to giant size) or object (up 
  to wagon size) in any direction 
  with a movement rate of 60 ft 
  per round. If the caster does 
  not spend any further actions, 
  the target remains hovering at 
  that location. An unwilling 
  target makes a Luck (Con) 
  save to resist. The caster may 
  choose a new target by 
  spending an action, but this 
  ends the spell for the previous 
  target. The caster may attack 
  with a weapon, object or 
  creature by making attack 
  rolls as normal (damage is 
  determined by the GM). 
  Telekinesis is not precise 
  enough to mimic the skill 
  necessary to pick locks or 
  similar tasks, but it can throw 
  switches, turn door knobs, 
  untie simple knots, and so on.  
   
  Telepathy 
  1
  st Level 
  Range: 120 ft 
  Duration: 2d6 hours 
   
  The caster may communicate 
  telepathically 
  with 
  any 
  creature she is aware of within 
  range, assuming they have a 
  common language. Creatures 
  communicated 
  with 
  may 
  respond telepathically if they 
  wish. The spell is blocked by 
  a thin sheet of lead, or stone 
  or wood more than 1 ft thick. 
   
  Thunderwave 
  1
  st Level 
  Range: 30 ft 
  Duration: Instant 
  You project a deafening blast 
  of thunderous force before 
  you in wave 10 ft high and 15 
  ft wide. The wave moves away 
  from the caster to a range of 
  30 
  ft. 
  Creatures 
  and 
  unattended objects suffer 2d8 
  damage 
  and 
  are 
  thrown 
  backwards 1d6 x 5 ft. A Luck 
  (Con) save halves the damage 
  and negates the movement. 
   
  Alternatively, the caster may 
  channel 
  the 
  Thunderwave 
  into 
  an 
  inanimate, 
  non-
  magical object the size of a 
  door or smaller by touching it. 
  The caster may make a Luck 
  (Int) check to shatter the item. 
  Particularly large and strong 
  objects (eg: an iron door) may 
  impose disadvantage or be 
  immune, 
  at 
  the 
  GM’s 
  discretion. 
  Channelling 
  Thunderwave in this way still 
  produces a deafening noise. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  Transmute Rock to Mud 
  5th Level 
  Range: 120 ft 
  Duration: 2d6 days 
  This spell transmutes rock 
  (and any other form of earth, 
  including sand) into mud. An 
  area up to 300 x 300 ft 
  becomes 
  a 
  deep 
  mire, 
  reducing movement to one 
  third normal. The spell may 
  be reversed, turning mud to 
  rock. Any creatures caught in 
  the area must succeed on a 
  Luck (Dex) save or be rooted 
  in place until broken free (a 
  process taking a few rounds to 
  a few hours, depending on the 
  tools at hand). 
   
  True Seeing 
  6th Level 
  Range: Touch 
  Duration: 1d6 x 10 minutes 
   
  The target gains supernatural 
  clarity of vision. The target 
  sees through all darkness and 
  obscurement (such as fog, but 
  not through walls), detects all 
  forms of magic, invisibility, 
  and illusions. If the subject is 
  being magically observed, she 
  becomes 
  aware 
  of 
  such. 
  Finally, the subject senses the 
  true nature of any monster 
  she observes, for example 
  lycanthropes, doppelgangers, 
  a dragon in human form, etc.  
   
  Unseen Hand 
  1
  st Level 
  Range: 60 ft 
  Duration: 1d6 x 10 minutes 
   
  You coalesce an invisible 
  force that can do most things 
  a normal hand is capable of. 
  Using the hand requires an 
  action. The unseen hand can 
  
   
  80 
   
  phase 
  into 
  and 
  out 
  of 
  existence at will (it cannot 
  materialize part way through 
  another object). The hand 
  cannot lift more than 20 
  pounds or perform precise 
  actions such as picking locks, 
  but it can turn door knobs, 
  untie simple knots, etc. The 
  caster may cause the hand to 
  attack with a weapon as 
  normal. The hand may only 
  materialise within line of sight, 
  and cannot stray more than 
  60 ft from the caster. 
   
  Wall of Fire 
  4th Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  A wall of opaque fire flares 
  into being, either a wall up to 
  60 ft long and 20 ft high, or a 
  15 ft radius half dome. The 
  flames are two feet thick. 
  Entering the wall causes 1d8 
  damage for every two caster 
  levels (Luck (Con) save for 
  half). If the wall is conjured so 
  that it touches a creature, it 
  may make a Luck (Dex) save 
  to avoid any damage and 
  choose which side of the wall 
  it ends up on. 
   
  Wall of Ice 
  4th Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  The caster conjures a wall of 
  ice, three feet thick and 
  opaque, up to 60 ft long and 
  20 ft high, or a half dome of 
  up to 15 ft radius. If the wall is 
  conjured so that it touches a 
  creature, it must make a Luck 
  (Dex) save or be trapped in 
  the wall until it spends an 
  action to make an opposed 
  Str check (vs Str 18) to break 
  free. A creature may spend an 
  action to break through the 
  wall by making a Str check. 
  Each successful check makes 
  a crawl way sized hole, up to 1 
  ft deep (or 2 ft deep with a 
  great success).  
   
  Wall of Iron 
  5th Level 
  Range: 240 ft 
  Duration: 2d6 hours 
   
  The caster raises an iron wall 
  up to 3 ft thick, 30 ft tall, and 
  90 ft long. One side of wall 
  must be attached the ground. 
  The wall may be vertical, 
  horizontal, or in between.  
   
  Wall of Thorns 
  5th Level 
  Range: 240 ft 
  Duration: 1d6 x 10 minutes 
   
  This spell instantly grows a 
  wall of writhing, iron like, 
  razor sharp thorns. The wall 
  is up to 10 ft thick, 90 ft long 
  and 15 ft tall, or a 20 ft radius 
  half dome. Entering the wall 
  causes 1d8 damage for every 
  two caster levels (Luck (Str) 
  save for half), and requires a 
  Str check at disadvantage to 
  avoid being entangled in the 
  wall. An entangled creature 
  cannot move away from the 
  wall until it spends an action 
  to make a successful Str check 
  (at disadvantage). If the wall is 
  conjured so that it covers a 
  creature, it may make a Luck 
  (Dex) save to avoid any 
  damage and choose which 
  side of the wall it ends up on. 
   
  Water Breathing 
  3rd Level 
  Range: 30 ft 
  Duration: 2d6 hours 
   
  Up to 6 creatures may breathe 
  underwater (as well as air). 
   
  Web 
  2nd Level 
  Range: 120 ft 
  Duration: 1d6 x 10 minutes 
   
  Fibrous, sticky webs fill a 15 ft 
  radius as long as there are at 
  least two points for the webs 
  to anchor onto (including the 
  ground, trees, walls, ceiling). 
  Any creature entering the 
  area, or in the area when the 
  spell is cast, must make an 
  opposed Str check (vs Str 16) 
  to avoid becoming stuck in 
  the webs. A stuck creature 
  cannot move out until it uses 
  an action to make a successful 
  opposed Str check to break 
  free. An unstuck creature may 
  cut through 10 ft of webs each 
  round, or burn all of the webs 
  with a single action (anyone 
  caught in the webs suffers 1d6 
  fire damage). 10 feet of webs 
  blocks vision and absorbs 
  most normal missiles.  
   
  Wizard Lock 
  1st Level 
  Range: 120 ft 
  
   
   
  81 
   
  Duration: Permanent until 
  dispelled 
   
  You 
  enchant 
  a 
  doorway, 
  window, box, compartment or 
  similar 
  object, 
  magically 
  sealing it closed. You and any  
  creature you designate may 
  open 
  the 
  object. 
  Other 
  creatures of lower level than 
  the caster cannot open the 
  object. Creatures of equal or 
  higher level may make a Str 
  check (vs Str 20) to force the 
  object open.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  82 
   
  GM INFORMATION 
   
  Running a session of LFG is fairly easy, firstly 
  because there aren’t many rules, and secondly 
  because the GM is encouraged to change the 
  rules however the GM pleases. Everything in this 
  document is just a guide, and GMs and players 
  are expected to consult and discuss rules changes, 
  tweaking the mechanics to better suit their table. 
  Ultimately the GM is the final authority for his or 
  her game.  
   
  As far as GM advice goes, there are plenty of 
  excellent free GM blogs, guides and tips on the 
  internet for those who are interested. In LFG, 
  most situations can be handled by the GM 
  improvising rulings based on the situation at 
  hand, and/or whether a check of some kind is 
  required, using the existing rules as a guide. The 
  seven core attribute checks, along with Luck and 
  an eyeballed modifier, should be able to handle 
  most situations. 
   
  If the party attempts to sneak up on a group of 
  sleeping goblins, is a Dex check required, or do 
  the players automatically succeed? There is no 
  right or wrong answer to this question, and 
  perfectly reasonable GMs will differ on their 
  approaches. Some GMs might allow the PCs to 
  automatically sneak up on their foes. Others will 
  call for a Dex check, perhaps with advantage. Still 
  others might improvise a simple 10% chance one 
  of the goblins randomly wakes. All three 
  approaches are reasonable, and as long as the 
  GM tends to make consistent rulings for similar 
  situations, the players will know what to expect 
  and all will be well.  
   
  There is one piece of advice I will offer: don’t be 
  afraid to improvise. The most fun and exciting 
  adventures sometimes arise out of side treks the 
  players themselves initiate. Indeed, the LFG rules 
  are well suited to a “sandbox” style approach to 
  GMing, where the game world is independent of 
  the adventurers and does not “scale” to provide 
  “level appropriate” or “balanced” encounters. 
  The retreat mechanic allows GMs to throw 
  whatever makes sense at the PCs, safe in the 
  knowledge that a TPK is relatively unlikely, as the 
  party will probably be able to escape if they must.  
   
  Whether out of the blue, or a spin off from a 
  GM plot, if the players latch onto something and 
  push the game in a specific direction - go with it! 
  Don’t immediately resist and try to “steer” them 
  back to the original adventure idea straight away. 
  Put on your improvisation cap, fire up that 
  imagination, and enjoy the ride! The freedom to 
  explore and try anything is a major advantage of 
  tabletop RPGs. The GM and players are more 
  interactive and flexible than any computer game, 
  TV series or written story. Use that imagination 
  and make gaming history.  
   
   
   
   
   
   
   
   
   
   
   
   
  AERIAL COMBAT & 
  FALLING 
  A common adventurer past time is falling from 
  great heights onto hard surfaces. Every 10 ft an 
  adventurer falls causes 1d6 damage (cumulative). 
  A Luck (Dex) save reduces the damage by half. 
   
  An aerial combatant gains the following:  
   
  +1 bonus to attack rolls against ground 
  based targets, 
   
  May make attacks part way through their 
  movement (in a single direction), 
   
  Gains the Rogue Skirmish ability, and 
  
   
   
  83 
   
   
  May make a special charge attack causing 
  double damage if the target is surprised. 
   
  ADVANCEMENT 
  LFG provides two options to advance PCs as they 
  gain experience in the game world: Downtime 
  Level Up and Session Advance. The two 
  methods can be used together or separately.  
   
  Downtime Level Up 
  Using this method, adventurers who meaningfully 
  participated in the last adventure advance one 
  level during downtime. Some GMs might require 
  gold and/or time to be spent on training before 
  the level up occurs. For a slower advancement 
  rate, consider levelling up after two (or three) 
  adventures.  
   
  Session Advance 
  Using this method, at the end of a gaming 
  session, each adventurer who meaningfully 
  participated in the session gains a partial level 
  advance. The player chooses one improvement 
  from the adventurer’s next level and applies it 
  immediately.  
   
  Each class has at least three advances each level; 
  increased hit points, an additional reroll die or 
  extra use of a class ability. In addition, other 
  advances are often also available: increased to hit 
  bonus, a new skill, a new unique customized 
  ability, a new or improved class ability, a Luck 
  increase, and so on.  
   
  If an adventurer has gained all of her increases 
  for a single level, the character is officially 
  “levelled up” and no further session advances are 
  possible until the next adventure commences. 
  Alternatively, a fully levelled up PC who earns a 
  further Session Advance might be permitted to 
  recover 1 point of Luck, at the GM’s discretion.  
   
  Example 
  A 5
  th level magic user with 16 Int gains a session 
  advance. Looking at the advancements available 
  for 6
  th level, the player could choose to gain one 
  of the following benefits: (1) a to hit bonus 
  increase, (2) more hit points, (3) an extra reroll 
  die, (4) gain one extra 2
  nd or 3
  rd level spell use/slot, 
  (5) learn 3 new spells, (6) substitute one known 
  spell for a new one, or (7) gain a unique feature. 
   
   
  Maximum Level 
  The default maximum level in LFG is 12
  th Level, 
  after which PCs are assumed to shortly retire. 
  Like all LFG rules, GM’s are free ignore this and 
  extrapolate higher levels if they wish.  
   
  Designer’s Thoughts 
  12
  th Level was chosen as the end point for a 
  number of reasons: (i) to keep certain powerful 
  monsters especially scary and dangerous to even 
  the most powerful PCs, (ii) to keep lower level 
  monsters relevant for longer, and (iii) to remove 
  the highest levels of magic from the game. 
   
   
  CHASES  
  Characters sometimes get themselves into chase 
  situations that aren’t much fun using the 
  (predictable) standard movement rules.  
   
  Presented below is an abstract chase system that 
  attempts to recreate the frenetic pace of an 
  exciting pursuit. As always, what follows is just a 
  guide, and GMs are encouraged to tweak chases 
  as they see fit.  
   
  Setup 
   
  The chase has two sides: the chasers and 
  the quarry.  
   
  The GM determines the starting gap 
  between the two sides (alternatively 
  6d10+60 ft).  
   
  The chase is broken down into 3d6 legs 
  (rolled secretly). The timescale for each 
  leg is flexible, from thirty seconds to a 
  few hours.  
  
   
  84 
   
   
  If the chasers reduce the gap to zero 
  before the end of the last leg, the quarry 
  are caught and the chase ends. Otherwise 
  the quarry escape. The GM might also 
  rule that the quarry escape if they open a 
  wide enough gap (eg: 200 ft).  
  Resolving the Chase 
   
  (1) At the start of each leg, both sides choose 
  one character to lead them. No character 
  may lead a second leg until all allies have 
  lead a first leg, and so on.  
   
  (2) The two leaders make opposed Con 
  (Athletics) checks. The winning side 
  widens or closes the gap by 1d10 ft per 
  10 ft movement rate of the leader 
  (rounding up). Eg: a 25 ft movement rate 
  = 3d10 ft. 
   
   
  (3) The player controlling the leader rolls on 
  the Chase Event Table. There is a 50% 
  chance the result applies to the leader 
  and/or party, otherwise it affects the 
  opposing side.  
   
  (4) Repeat until the chase ends. 
   
   
   
   
   
   
   
   
   
   
   
   
  1d20  
  CHASE  EVENT 
  1 
  Large Crowd 
  A large group of creatures impedes the progress of the characters in a non-violent 
  manner (eg: a funeral procession, wilder beast herd, dwarven mining crew, cloud of 
  curious young air elementals). One or more characters may (amongst other things) 
  attempt to persuade or intimidate the group to assist them (GM discretion). If the crowd 
  is not managed or bypassed, the opposing side rolls to widen or close the gap. 
  2 
  Dangerous Hazard 
  The GM improvises a physical threat of some kind (eg: a street riot, poisonous vines, 
  carnivorous plant, underground slime, swarm of giant insects). 1d4 characters must 
  make a Luck (Dex) save or suffer 2d6+level damage. 
  3 
  Obstruction 
  The GM improvises a physical obstruction of some kind (eg: a horse & cart, thick scrub, 
  crumbling passage, powerful winds). If the characters cannot bypass or resolve the 
  obstruction, the opposing side rolls to widen or close the gap.   
  4 
  Snap Opportunity  
  Randomly nominate 1d4 characters from both sides. Those participants may take an 
  action to assist themselves or act against the opposing side, provided they declare their 
  action within a 5 second count down! The GM adjudicates what kinds of actions are 
  possible in the circumstances, but might include making ranged attacks, casting spells, 
  attempting to lasso a quarry, dropping caltrops, etc.  
  5 
  Random Setback 
  Roll 1d6:  
   
  1 – Drop something: The character accidentally drops something valuable. 
  Depending on the item, the GM might require a check to notice the loss. 
   
  2 – Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con 
  
   
   
  85 
   
  loss. If an NPC, the character drops out of the chase.  
   
  3 – Head Strike: The character is struck on the head by an object. The 
  character must make a Con check or be stunned and drop out of the chase. 
   
  4 – Fall: The character trips and falls, suffering a setback improvised by the GM 
  (eg: falls down stairs, injured knee, damaged object, etc).  
   
  5 – Hostile Third Party: The character is beset upon by a hostile random 
  encounter. The character must make a Dex check or drop out of the chase and 
  deal with the random encounter.   
   
  6 – Lost: The character is somehow separated from any others. The character 
  must make an Int check or become lost (momentarily or otherwise) and drop 
  out of the chase.  
  6 
  Third Party 
  A single or small number of creatures impede the characters’ progress in a non-violent 
  manner (eg: 1d4 beggars, a drunk woodsman, 1d6 underground xornlings, 1d4 lost 
  sprites). One or more characters may (amongst other things) attempt to persuade or 
  intimidate the creatures to assist them (GM discretion). If the creature(s) is not managed 
  or bypassed, the opposing side rolls to widen or close the gap. 
  7 
  Dangerous Hazard 
  The GM improvises a physical threat of some kind (eg: falling debris from an upper 
  storey window, hunting trap, dungeon deadfall, hostile giant bird). 1d4 characters must 
  make a Luck (Dex) save or suffer 1d6 + level damage. There is a 50% chance that a 
  random piece of equipment is lost, damaged or destroyed (not including permanent 
  magical items).  
  8 
  Obstruction 
  The GM improvises a physical obstruction of some kind (eg: barrels and crates, fast 
  running stream, jammed dungeon door, smoke). If the characters cannot bypass or 
  resolve the obstruction, the opposing side rolls to widen or close the gap.   
  9 
  Snap Opportunity  
  Randomly nominate 1d4 characters. Those participants may take an action to assist their 
  side or act against the opposing side, provided they declare their action within a 5 
  second count down! The GM adjudicates what kinds of actions are possible in the 
  circumstances, but might include making ranged attacks, casting spells, attempting to 
  lasso a quarry, dropping caltrops, etc.  
  10 
  Cross Paths 
  A random chaser gets lucky with a shortcut and catches up to a random quarry lagging 
  behind. Each character may make a single melee attack against the other, or take some 
  other action, before being separated again.  
  11 
  Hidey Hole 
  The quarry locate a viable hiding place and may make a group Dex (Stealth) check 
  opposed by the chasers’ group Perc (Detection) check. The GM might impose 
  modifiers on the checks depending on distances and other circumstances. If the quarry 
  succeed they escape. If they fail they are caught. Either way the chase ends.  
  12 
  Snap Opportunity  
  Randomly nominate 1d4 characters. Those participants may take an action to assist their 
  side or act against the opposing side, provided they declare their action within a 5 
  second count down! The GM adjudicates what kinds of actions are possible in the 
  circumstances, but might include making ranged attacks, casting spells, attempting to 
  lasso a quarry, dropping caltrops, etc. 
  13 
  Major Obstruction 
  The GM improvises a major physical obstruction of some kind (eg: busy marketplace, 
  
   
  86 
   
  slippery mud, spider webs, hail storm). If the characters cannot bypass or resolve the 
  major obstruction, the opposing side rolls to widen or close the gap.   
  14 
  Dangerous Hazard 
  The GM improvises a physical threat of some kind (eg: startled horse kick, snake nest, 
  archway blade trap, hunter’s arrow). 1d4 characters must make a Luck (Dex) save or 
  suffer 3d4+level damage. 
  15 
  Burst of Speed 
  The characters are inspired to dig deep and put on a final burst of speed. The characters 
  roll to widen or close the gap.  
  16 
  Random Setback 
  Roll 1d6:  
   
  1 – Drop something: The character accidentally drops something valuable. 
  Depending on the item, the GM might require a check to notice the loss. 
   
  2 – Fatigue: The character is overcome by unexpected fatigue and suffers 1 Con 
  loss. If an NPC, the character drops out of the chase.  
   
  3 – Head Strike: The character is struck on the head by an object. The 
  character must make a Con check or be stunned and drop out of the chase. 
   
  4 – Fall: The character trips and falls, suffering a setback improvised by the GM 
  (eg: falls down stairs, injured knee, damaged object, etc).  
   
  5 – Hostile Third Party: The character is beset upon by a hostile random 
  encounter. The character must make a Dex check or drop out of the chase and 
  deal with the random encounter.   
   
  6 – Lost: The character is somehow separated from any others. The character 
  must make an Int check or become lost (momentarily or otherwise) and drop 
  out of the chase.  
  17 
  Snap Opportunity  
  Randomly nominate 1d4 characters from both sides. Those participants may take an 
  action to assist themselves or act against the opposing side, provided they declare their 
  action within a 5 second count down! The GM adjudicates what kinds of actions are 
  possible in the circumstances, but might include making ranged attacks, casting spells, 
  attempting to lasso a quarry, dropping caltrops, etc. 
  18 
  Major Obstruction 
  The GM improvises a physical obstruction of some kind (eg: fenced off side alley, tree 
  string noose trap, water logged dungeon passage, out of control airship). If the characters 
  cannot bypass or resolve the obstruction, the opposing side rolls to widen or close the 
  gap.   
  19 
  Major Dangerous Hazard 
  The GM improvises a physical threat of some kind (eg: alchemist explosion, 
  carnivorous plant, hallway dart trap, toxic airborne spores). All characters must make a 
  Luck save or suffer 2d6+level damage and 1d2 Dex or Str loss.  
  20 
  All in!  
  The whole party and up to the same number of characters from the opposing side, may 
  take an action to assist themselves or act against their opponents, provided each player 
  declares their action within a 5 second count down! The GM adjudicates what kinds of 
  actions are possible in the circumstances, but might include making ranged attacks, 
  casting spells, attempting to lasso a quarry, dropping caltrops, etc.  
  
   
   
  87 
   
  DOWNTIME 
  Characters get up to things in between their 
  adventures. During periods of downtime, an 
  adventurer might choose to engage in one or 
  more extracurricular activities. The specifics of 
  what may be achieved during a period of 
  downtime is left to GM discretion. Some 
  example activities are outlined below.  
   
  Crafting items  
  An adventurer with the right skills and tools 
  might be able to craft one or more objects, or 
  hire an NPC to fashion them.  
   
  In addition to stock items, characters might 
  obtain unique or customized gear such as 
  specially modified weapons, rare pets or unique 
  alchemical concoctions.   
   
  Construct Buildings and/or Upkeep 
  Some adventurers may choose to build keeps, 
  towers, guild halls, underground lairs and so on. 
  Nearby land might need to be patrolled, 
  monsters expunged, peasants taxed, neighbours 
  appeased, and so on.  
   
  Research or Rumour Hunting 
  With access to a library (for research) or taverns 
  (for rumour hunting), your adventurer might 
  unearth new secrets or valuable information 
  worth exploring. Magic users might discover (or 
  create) a new spell. 
   
  Injury Recovery or Adaption 
  Sometimes recovering from a serious injury takes 
  up all of an adventurer’s downtime. The injury 
  and healer’s kit rules provide some guidance to 
  the GM.  
   
  GM’s might permit adventurers with permanent 
  injuries, such as lost eyes, ears or limbs, to modify 
  or negate some or all related penalties after a 
  sufficient period of retraining and adaptation. For 
  example, a fighter with a missing eye might negate 
  the 33% miss chance after acclimatizing to one 
  eye, or a rogue with a peg leg reduce her 
  movement penalties. 
   
   
   
  Madness Progression 
  Characters with a madness trait might find their 
  condition improving, deteriorating or staying the 
  same. Refer to the madness rules for guidance. 
   
  Training 
  An adventurer might spend time training with an 
  expert teacher to learn new skills or abilities, at 
  the GM’s discretion. Training is often associated 
  with 3
  rd, 4
  th, 6
  th, 8
  th, 9
  th and 12
  th level advancements. 
  This activity might also encompass training 
  animal companions.  
   
  Sufficiently experienced adventurers might take 
  on apprentices, train militia, or push the 
  boundaries of their chosen profession, earning 
  coin, fame and/or respect.  
   
  Family or Business Involvement 
  Some adventurers have family, business or guild 
  responsibilities or obligations to attend to. 
  Examples might include turning a quick profit in 
  a curio shop, dealing with a wayward sibling, 
  attending to guild obligations, or investing in a 
  field of personal interest.  
   
  Of course some businesses and guilds are less 
  legal than others, risking the attention of 
  authorities, rivals or other stake holders. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  88 
   
  DUNGEON ROOM GENERATOR 
  For those times when the party wanders into a 
  side trek dungeon, it can be handy for the GM to 
  have a random table of dungeon descriptions. 
  The table below is for just such an occasion. Roll 
  twice and improvise the best result.  
   
  1d30 (roll 
  twice) 
  DUNGEON ROOM 
  1 
  This chamber is lit by a sconced torch beside the door. From here, you can see 
  three unoccupied wooden bunks laid with straw and dirty blankets. Small chests sit 
  at the foot of each bunk. The far wall is not visible beyond the torchlight.  
  2 
  As the door swings open, you are immediately hit with the awful stench of rotting 
  flesh. Inside, human corpses in yellow robes are littered about the room, sprawled 
  in positions suggesting the horrors of self-sacrifice. Ornate knives with hooked 
  blades are still lodged in chests, throats and other vital areas, or clutched in the 
  pallid grip of rigor mortis. In the centre of the chamber stands an obsidian altar 
  decorated with golden runes.  
  3 
  A natural cavern unfolds before you, the stone shaped by underground currents 
  long since passed. The floor is littered with human sized stalagmites encrusted with 
  glittering salts and minerals. Stalactites of similar size and appearance hang from the 
  ceiling 30 ft above.  
  4 
  This chamber appears to be empty. The walls are made of natural stone chiselled 
  flat and straight. Curiously, both the floor and ceiling are set with alternating black, 
  red and white tiles.  
  5 
  The door opens to reveal a rusty, six ft iron portcullis. Beyond the portcullis you 
  can see part of a large chamber, walled with large blocks of uneven masonry. 
  Scattered about are broken pieces of furniture – tables, chairs and bookshelves. 
  From your location, you cannot see anyone, but you detect the faint sound of slow 
  breathing. 
  6 
  The entry way to this chamber radiates waves of heat. Inside you see a glowing brick 
  furnace with a chimney set into the ceiling. Ingots of iron, steel and other metals line 
  a side table to the east. Weapons of various makes are set into a rack lining the west 
  wall. A burly humanoid figure is stoking the crackling coals, muttering to itself.  
  7 
  This dark stone chamber is cluttered with wooden tables, chairs and hammocks. 
  The air here is unpleasant and reeks of stale sweat. As you take in the room, 
  something rustles in one of the far hammocks. 
  8 
  The door opens to reveal a chamber with a tiled floor and walls. In the centre of the 
  room is a square, box like contraption, covered in dials and turning cranks. A 
  number of pipes protrude from the machine, running across the floor, ceiling and 
  out through the walls. Hissing steam issues from one of the pipes.  
  9 
  Within this stone chamber are four alabaster pedestals, one near each of the walls. 
  The northern pedestal is decorated with a candle motif, the east with waves, the 
  south with clouds and the west with cobblestones. Affixed to the top of each 
  pedestal is a translucent orb.  
  10 
  Beyond the door is a large cavern covered in cave moss, damp and cool. The is 
  cavern divided by a slow moving underground river. An arched stone bridge spans 
  the river’s banks. 
  11 
  This man made chamber has no floor. Instead there is a 20 ft drop with a greenish 
  liquid at the bottom that smells strongly of vinegar. Small tubes can be seen 
  protruding from the ceiling and some of the walls. Adjacent to the doorway are 
  
   
   
  89 
   
  three metal levers. 
  12 
  The floor here is set with uneven flagstones, one of which catches the door as it 
  grates open. Inside 1d4+1 half woman, half serpent creatures coil around a central 
  raised dais, intent on an unfurled scroll. At the sight of you they rise up, hissing and 
  bearing their fangs. 
  13 
  This chamber opens into a large underground arena, with stone benches carved 
  into the sloping walls. The arena floor is stained with dried blood and littered with 
  humanoid corpses. Weapons are still clenched in their dead hands.  
  14 
  This tiled chamber is laid out with three large hot baths decorated with squid like  
  motifs. The air is cloudy and thick with warm steam. From the doorway, the water 
  in the baths appears reasonably clear. In the far bath, you think you spy something 
  stir beneath the water.  
  15 
  The walls of this room are covered with six foot mirrors, repeatedly reflecting your 
  image over and over. The effect is somewhat disorientating. In the centre of the 
  chamber is an iron cage that casts no reflection. 
  16 
  Low growls greet you as the door opens, revealing two large wooden kennels and 
  [2d6] dark brown war dogs. The dogs are dressed in leather barding studded with 
  bronze.  
  17 
  The walls of this room are lined with bookshelves. In the centre is a large desk 
  covered in bubbling glassware and foul smelling flasks. A diminutive imp with red 
  skin and bat like wings crouches on the edge of the desk, eyeing you curiously; “Hi 
  los ni fin drog” (you are not the master) it says in a sibilant voice.  
  18 
  Salted meats hang from the ceiling of this room and the walls are lined with shelves 
  of pungent spices. A large, heavy set humanoid with a wicked cleaver stands behind 
  a stone table, a half butchered carcass before him. At the sight of you, he licks his 
  lips with an audible slurp.  
  19 
  This large chamber has murals of exquisite beauty covering the walls, depicting 
  landscapes, animals and half human gods. A number of life like statutes stand about 
  the room, in poses of surprise, terror or grim determination. A heavy blue curtain 
  with yellow stars hangs upon the far wall. 
  20 
  Natural sunlight filters into this room from an overhead shaft about 5 ft in diameter. 
  Ceremonial cloaks of various sizes hang on wooden pegs about the walls. The 
  centre of the room is dominated by a stepped platform of rust coloured stone. 
  21 
  This small chamber is filled with rotting waste. The smell is ghastly and potent 
  enough to give you a gagging sensation. Amongst the rubbish you spot old bones 
  and decomposing humanoid corpses.  
  22 
  This large room contains two long tables littered with half empty bowls and broken 
  drinking mugs. A number of benches are askew and one is snapped completely in 
  half, marred with dried blood. As you take in the scene, something snores quietly 
  beneath a distant bench. 
  23 
  This wooden panelled chamber is dominated by an 8 ft iron drinking fountain, 
  decorated with gargoyle like creatures with wicked spines. The liquid in the fountain 
  appears to be water. On the bottom of the pool you can see a scattering of tarnished 
  coins.  
  24 
  Chained manacles hang from the walls of this dismal chamber, and implements of 
  torture are laid out on a blood caked slab of stone. In one corner is a 7 ft iron 
  maiden, heavily tarnished and decorated with a leering devil face. A low moan 
  issues from the half open doors of the sarcophagus like device.  
  
   
  90 
   
  25 
  The walls of this chamber are roughly hewn. In the centre of the room is a wide 
  pool with creeper vines growing around the edges. The water in the pool is still and 
  dark.  
  26 
  This area opens up into a natural cavern wider than your torchlight allows for. The 
  floor here is slick with some kind of translucent slime, and the walls bear a number  
  of tube like tunnels about a foot in diameter. As you take in the details, a peculiar 
  chittering noise issues from the darkness.  
  27 
  Beyond the door is a narrow corridor only 2 ft wide, extending beyond the range of 
  your torchlight. The ceiling here is adorned with bronze studs. In the walls you see 
  small rectangular holes about 4 inches tall and 1 inch wide. 
  28 
  This door opens to loud and ferocious barking. 2d6 pony sized wolves bear their 
  fangs at you, growling menacingly. Around the walls of this chamber are a series of 
  open cages lined with straw. One additional cage is locked and holds a slumped 
  humanoid figure dressed in rags.  
  29 
  Beyond the doorway, the ceiling of this natural cavern quickly drops to 
  approximately three feet in height, and stretches out further than your torchlight 
  reveals. The ground here is slick with course rubble, crunching underfoot. In the 
  darkness you think you hear a distant skittering.  
  30 
  The contents of this room are obscured by a dark grey mist that clings to your skin 
  with a cold embrace. Visibility is limited to approximately five feet.  A faint but 
  regular dripping noise emanates from the room. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  91 
   
  MADNESS 
  Some things are so shocking, such an affront to 
  the natural order, that they threaten the minds of 
  those who experience them. Depraved demons, 
  grotesque monstrosities, impossible aberrations, 
  and forbidden lore are just a few of the unhinging 
  horrors adventurers might suffer. 
   
  The following rules are meant to add fun to the 
  game. They are intended as an opportunity for 
  players to temporarily mix things up, tainting 
  their character’s usual outlook with strange and 
  possibly dangerous eccentricities. If your table is 
  not interested in such things, feel free to ignore 
  this section.  
   
   
  Madness Traits 
  When a character’s sanity is threatened, a Luck 
  (Will) save is usually permitted to resist. On a 
  failure the adventurer develops a madness trait. 
  The table below provides some examples, but 
  GMs and players are encouraged to devise their 
  own, tailored to the character and scenario at 
  hand.  
   
   
   
   
   
   
   
   
   
  1d20 
  MADNESS TRAIT 
  1 
  “Do not be alarmed. The tremors and flashbacks come upon me every nightfall. 
  They will subside by the morning.” 
  2 
  “Something sinister is following us. Sometimes I catch a glimpse of it from the 
  corner of my eye.”  
  3 
  “Have no fear, my friend. I am the greatest warrior that ever lived. There is no foe 
  we cannot overcome.”  
  4 
  “I must close every door I walk through. It keeps the Old One at bay.”  
  5 
  “This is no ordinary spider web. It is an ill omen. Five trapped insects struggling to 
  be free, just as we five are trapped here in this forsaken ruin! We must turn back 
  before it is too late.”  
  6 
  “My apologies, please forgive my laughter. In recent times my sense of levity has 
  become skewed. I understand this is a very serious situation. Do continue.” 
  7 
  “I cannot abide the smell of beastmen any longer! The stink makes me wretch. I 
  must leave this place or cut off my nose.” 
  8 
   “I can’t put my finger on it, but ever since [insert event] there has been something 
  very wrong with [insert ally name]. Keep a close eye, sister.”  
  9 
  “I grow weary of being exploited and taken advantage of all the time. From now on, 
  I give the orders round here.” 
  
   
  92 
   
  10 
  “Who is this burly dwarf with the broad axe? I think I would remember her if she 
  were our ally as you claim. What sorcery is this? Who are you, wench!?” 
  11 
  “On occasion I lose the power of speech. Sometimes for days. They say I am 
  cursed, or mad. Perhaps I am. But there is a secret in the silence, and I will be the 
  one to uncover it.” 
  12 
  “If I draw my sword, one of us must die. Such is the price that the Blood God 
  demands. I dare not disobey.”  
  13 
  “It is a curious thing, but the more I lie and exaggerate, the more others respect 
  me.” 
  14 
  “The more people I meet, the more I care only for myself.” 
  15 
  “I keep my dear friend’s ear with me always. As long as I have it, I know he can still 
  hear me.” 
  16 
  “I don’t feel anything anymore. Not since [insert event].”  
  17 
  “Can you not see her? The cloaked woman in the shadow of the trees? Is she 
  saying something, I can’t make it out?”  
  18 
   “Bloodshed unleashes the demon within me. Keep well clear and loose the nets if 
  I cannot shake the bloodlust once the last of our foes is dead.” 
  19 
  “Sometimes I black out and wake up elsewhere, with no memory of how I got 
  there.” 
  20 
  “I am whispering because even here they are likely listening. You would be wise to 
  do the same.” 
   
  Madness Severity and Penalties 
  A madness usually begins at the minor severity 
  level, presenting infrequently and at low intensity. 
  Additional exposure to horror however, and 
  failed Luck (Will) saves, may increase the severity 
  of an existing madness or manifest as a new 
  madness trait, at the GM’s discretion.  
   
  From time to time, the GM may determine that a 
  madness imposes a penalty on a current action. 
  For example, an adventurer distracted by 
  flashbacks or hallucinations at the wrong moment 
  may have a penalty to spot enemies waiting in 
  ambush. The table below is meant as a ballpark 
  guide, and GMs are encouraged to apply 
  penalties in a restrained and organic manner. In 
  many instances, particularly social encounters, 
  players might instigate their own penalties.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  93 
   
   
  SEVERITY 
  FREQUENCY  &  INTENSITY 
   PENALTY 
  Minor 
  Rarely presents and/or weak compulsion. 
  Once/adventure 
  Moderate 
  Occasional presentation and/or moderate 
  compulsion.  
  Once/long rest 
  Serious 
  Commonly presents and/or strong compulsion. 
  Once/day 
  Pervasive 
  Near continuous presentation and/or extreme 
  compulsion. 
  Multiple 
  times/day 
  Incapacitating 
  Effective mental shutdown. The PC’s adventuring 
  career is either on hold or at an end.  
  Special 
   
  Progression or Remission 
  Between adventures, an adventurer makes a Will 
  check for each current madness. A success 
  reduces the madness by one severity level or 
  removes 
  a 
  minor 
  madness 
  entirely. 
  An 
  unsuccessful check increases the severity by one 
  level. GM’s might rule that extended personal 
  care from an apothecary grants advantage, or that 
  a failed check does not increase the severity of 
  the madness, instead stabilising it at the current 
  level. An adventurer whose madness reaches 
  incapacitating 
  level 
  generally 
  goes 
  into 
  compulsory retirement. 
  Magical Healing 
  The Cure Malady spell removes one minor 
  madness or reduces a more severe madness by 
  one level.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  94 
   
  MONSTERS 
  The following explains how to read the monster 
  descriptions. 
   
  Armor Class  
  Represents the monster’s natural AC (tough hide, 
  scales, agile, etc). Humanoid monsters wearing 
  armour and using shields apply the equipment 
  rules.  
   
  Hit Dice  
  The number of 1d8 rolled to determine an 
  individual creature’s hit points. If there is a plus 
  or minus next to the number, you add or subtract 
  that number from the total. For example, a 
  monster with HD 3+3 would roll 3d8+3 for hit 
  points. Most monsters die when they are reduced 
  to zero hit points. The GM might treat a 
  particularly important monster like a PC when it 
  comes to death and dying. A monster’s “level” is 
  generally equal to its hit dice.  
   
  Attacks  
  The number of attacks the monster makes each 
  turn, and the damage each attack causes. A 
  monster’s attack bonus is equal to their hit dice 
  (eg, a 3 HD monster rolls 1d20+3 to attack vs 
  AC), to a maximum of +15. Monsters make a 
  separate attack roll for each attack. Monster 
  attacks and damage are simplified and do not use 
  the normal attribute modifiers. 
   
  Some monsters have special Off Turn Attacks 
  allowing them to make a single physical attack in 
  between adventurer turns. If such a monster has 
  no adjacent enemies in between adventurer turns, 
  the monster may make a move action in addition 
  to a single attack. Depending on their hit points 
  and other abilities, such monsters can be 
  especially fearsome opponents, able to handle 
  the party on their own. 
   
  Nat 19 
  On a natural 19 attack roll, most monsters cause 
  a special effect of some kind.  
   
  Attributes  
  Average attributes are provided for attribute 
  checks. Monster to hit bonuses, damage bonuses 
  and ACs are simplified, and do not apply 
  attribute modifiers the way PCs do.  
   
  Luck  
  Luck means the target number (on 1d20) the 
  monster needs to roll equal or under to make a 
  successful Luck save. 
   
  Move  
  Move is the monster’s movement rate. Most 
  humanoids move approximately 30 ft per turn. 
  Note that (like PCs), monsters can charge, or 
  spend their action to move twice in a single turn.  
   
  Recharge  
  Recharge abilities may be used once and not 
  again until the recharge conditions in the monster 
  entry are met.  
   
  Special Traits 
  Certain monster traits are grouped together here 
  for convenience.  
   
  Demons  
  Demons are darkness and corruption incarnate, 
  utterly depraved and malicious. Like Undead, 
  demons do not sleep, eat or breathe, and are 
  immune to all mind affecting abilities, including 
  sleep, charm, fear, illusion and stun, but 
  excluding madness. Demons see perfectly well in 
  darkness as in light. A vial of holy water causes 
  1d8 damage to demons (whether thrown, applied 
  to a weapon, etc). All Demons are immune to 
  non-magical weapons, except those of cold iron, 
  which affect them normally.  
   
  Incorporeal  
  Monsters of this kind are visible but intangible 
  and insubstantial, able to fly and pass through 
  objects and creatures like a human moves 
  through water. They are immune to non-magical 
  
   
   
  95 
   
  weapons, except those of cold iron, which affect 
  them normally.  
   
  Lycanthropes 
  Lycanthropes are half human, half beast 
  monsters, the classic example being the werewolf. 
  In LFG, were creatures are inherently evil, savage 
  and cruel, preying on human populations while 
  hiding in plain sight among them. Lycanthropes 
  may spend an action to shift between three forms: 
  human, beast, and hybrid. The human form 
  tends to have some resemblance to the beast 
  form, for example, werewolves posing as human 
  are often very hairy, with an acute sense of smell, 
  and prefer to loiter in packs.  
   
  Lycanthropes regenerate all damage caused by 
  non-magical weapons at the start of their next 
  turn, or in 1d6 minutes if reduced to zero hit 
  points. Damage from silvered weapons or fire is 
  not regenerated. A lycanthrope reduced to zero 
  hit points and completely dismembered, burnt, 
  buried or similar does not regenerate.  
   
  Any character bitten or scratched by a 
  lycanthrope must make a Luck (Con) save or be 
  cursed with lycanthropy themselves. Such a 
  character has until the next full moon to have the 
  curse removed (a Cure Malady spell will do so), 
  or the change is permanent, and the adventurer  
  becomes a monster under the GM’s control.  
   
  Magic Resistance  
  Some monsters are inherently resistant to magic 
  and indicate a “magic resistance” percentage. 
  Whenever adverse magic is used against the 
  creature, make a percentile test. If the result is 
  less than or equal to the magic resistance score, 
  the magic is negated for that creature only. For 
  example, a magic resistant creature caught in a 
  Fireball spell might be unaffected, but other 
  creatures caught in the explosion still burn.  
   
   
   
  Undead 
  Some monsters are sustained by a cursed half-
  life, trapped in an unliving but animate state. 
  Undead creatures do not sleep, eat, or breathe, 
  and are immune to all mind affecting abilities, 
  including sleep, charm, fear, illusion and stun, 
  but excluding madness. Undead see as well in 
  darkness as in light. A vial of holy water causes 
  1d8 damage to undead (whether thrown, applied 
  to a weapon, etc). Some undead are immune to 
  non-magical weapons, except those of cold iron, 
  which affect them normally. 
   
  Cause Injuries 
  Some large, physically powerful monsters cause 
  the target to roll on the Injuries & Setbacks table 
  if the attack roll is in an especially high range 
  (usually 19-20).   
   
  Boss Monsters 
  A Boss Monster is a particularly powerful 
  example of a monster, strong enough to fight the 
  party alone or with little back up. Classic Bosses 
  include high level monsters such as dragons, 
  vampires, greater demons and liches; foes that 
  threaten the greatest adventurers. For less deadly 
  foes, monsters such as owlbears, ogres, beastmen 
  chiefs, dire wolves, and so on make excellent 
  lower level Bosses.  
   
  Bosses generally exhibit any or all of the 
  following characteristics:  
   
   More Hit Points and/or Hit Dice 
  A Boss usually doubles its hit points, 
  and/or may have a higher number of Hit 
  Dice.  
   
   Major Exploit Protection 
  A Boss is not susceptible to major 
  exploits until staggered, and cannot be 
  instantly killed or incapacitated via a 
  major exploit.  
   
   Off Turn Attacks 
  A Boss makes Off Turn Attacks.  
   
  
   
  96 
   
   Stronger Luck 
  A Boss gains a Luck save to resist 
  adverse effects that don’t normally allow 
  Luck saves, for example a Sleep spell. 
  Stronger Luck ceases to operate once the 
  Boss Monster is staggered.  
   
   Reroll Pool  
  A Boss gains a Reroll Pool with 1d4+1 
  dice available at the time combat 
  commences. The Reroll Pool is available 
  for any attribute check or Luck save.  
   
   Cause Injuries 
  Any time a Boss hits a PC with a natural 
  1d20 roll of 19-20, the target must roll on 
  the Injuries & Setbacks table.  
   
   
   
   
   
   
   
   
   Custom abilities 
  Many GMs like to give their Bosses 
  custom abilities. 
   
  Designer’s Thoughts 
  The Boss Monster template is meant to challenge 
  the party with a single, very scary monster that 
  breaks the normal rules, capable of challenging 
  the party without help.  
   
  Off Turn Attacks allow a Boss to deal sufficient 
  damage to seriously threaten the party, while 
  more hit points, stronger Luck and a small Reroll 
  Pool make it difficult to end the fight early, or at 
  least before the Boss is staggered. Note that if you 
  choose to increase Hit Dice, that also impacts on 
  attack rolls and some spells.  
   
   
   
   
   
   
   
  
   
   
  97 
   
  MONSTER LIST BY HIT DICE & PAGE NUMBER 
   
  < 1 HD 
  1 HD 
  2 HD 
  3 HD 
  Giant Rat - 121 
  Beastmen – 100 
  Centaur - 102 
  Dire Wolf – 130 
  Goblin - 111 
  Dwarf – 106 
  Dire Bat – 100 
  Gargoyle – 108 
  Kobold - 115 
  Elf – 107 
  Dire Rat – 121 
  Ghoul – 109 
  Man Eating Monkey – 117 
  Humans (various) – 114 
  Giant Ant, Worker – 98 
  Giant Ant, Soldier – 99 
  Sprite – 125 
  Projectile Leech – 116 
  Giant Centipede – 102 
  Giant Eagle – 106 
  Stirge – 126 
  Skeleton - 124 
  Giant Spider – 125 
  Harpy – 113 
  Xornlings - 130 
  Urgot – 128 
  Green Slime – 112 
  Lemure – 105 
   
  Vampire Bat - 100 
  Horse - 114 
  Wererat – 116 
   
  Wolf – 129 
  Serpentman, Hraask - 122 
  Will o’ Wisp - 129 
  Wild Boar - 101 
  Yellow Mould - 131 
   
   
   
   
   
  4 HD 
  5 HD 
  6 HD 
  7 HD  
  Cockatrice – 103 
  Barrow Wight – 129 
  Giant Ant, Queen – 98 
  Banshee – 99 
  Doppelganger – 105 
  Chull – 102 
  Giant Crocodile – 103 
  Cyclops - 103 
  Fire Beetle – 101 
  Giant Serpent – 122 
  Giant Scorpion – 122 
  Flesh Golem – 111 
  Gelatinous Cube – 108 
  Giant Shark – 124 
  Grey Ooze – 112 
  Manticore – 117 
  Griffon – 113 
  Hell Hound – 104 
  Hag – 113 
  Mummy – 119 
  Ogre – 120 
  Human Sorcerer – 115 
  Imp – 104 
  Ogre Mage – 120 
  Ogre Skeleton – 124 
  Merrow – 118 
  Owlbear – 120 
  Sabretooth Tiger – 127 
  Shade – 123 
  Minor Elemental – 106 
  Serpentman, Ssurlock - 123 
  Spectre – 124 
  Tiger - 127 
  Minotaur - 118 
   
  Werewolf - 117 
  Wraith - 130 
   
  Troll - 127 
   
  8 HD 
  9 HD 
  10 HD 
  11 – 12 HD 
  Gibbering Terror – 98 
  Black Pudding – 101 
  Basilisk – 99 
  Bloodroot Treant – 127 
  Ghost – 109 
  Bulette – 102 
  Elemental - 106 
  Eye Terror – 98 
  Hill Giant – 110 
  Serpentman, Razkarrt - 123 
  Ettin – 108 
  Frost Giant – 110 
  Invisible Stalker – 115 
  Vampire - 128 
  Genie – 108 
  Mammoth – 117 
  Medusa – 118 
   
  Tentacle Spawn - 126 
  Stone Golem - 112 
  Ochre Jelly – 119 
   
   
   
  Phase Spider - 125 
   
   
   
   
   13 – 14 HD 
  15 HD 
  16 – 17 HD 
  18+ HD 
  Hydra – 115 
  Iron Golem - 111 
  Giant Octopus - 119 
  Balor – 104 
  Roc - 121 
  Lich - 116 
  Storm Giant - 110 
  Dragon – 105 
  Wyvern - 130 
  Major Elemental - 106 
   
   
  Purple Worm - 120 
  T-Rex - 126 
   
  
   
  98 
   
  Aberrant Terrors 
  Aberrant Terrors are unholy horrors spawned 
  from 
  other 
  dimensions 
  or 
  magic 
  gone 
  catastrophically wrong. Terrors appear in all 
  manner of forms but most commonly appear as 
  Eye Terrors (floating, bulbous sacks of rubbery 
  flesh with a large central eye, toothed maw, and 
  eye stalks that shoot magic beams) and Gibbering 
  Terrors (undulating, amorphous oozes of teeth, 
  and eyes, shrieking or whispering forbidden lore).  
   
  Whatever form the Terror takes, their movement 
  rate remains fairly constant at 30 ft, but the means 
  of locomotion might be slithering, crawling, 
  swimming, flying, floating, etc. Eye Terrors for 
  instance magically float in any direction, while 
  Gibbering Terrors employ a kind of burbling 
  motion, able to move up walls and across ceilings 
  as the ground.  
   
  All Terrors have a limited regeneration ability, 
  healing 1d12 hit points every round. Damage 
  from silvered weapons or fire is not regenerated. 
  A Terror reduced to zero hit points does not 
  regenerate.  
   
  Each Terror is an individual monstrosity and 
  their attacks and special traits are determined by 
  the GM. Some examples are provided below for 
  inspiration.  
   
  Eye Terror 
  No. Appearing: 1  
  Armor Class: 17 
  Hit Dice: 12 
  Attacks: Bite (3d6) plus 1d6 eye stalks.  
  Nat 19: The aberration makes a free Bite attack 
  against a single melee target. If it hits, the target 
  loses a limb (Luck (Dex) save resists). 
  S:14 D:12 C:14 I:18 W:16 Ch:1 
  Luck: 12 
  Move: 30 ft 
   
  Each turn an eye terror makes one Bite attack 
  and uses 1d6 eye stalks to project magical beams 
  of energy that mimic spell effects as follows (roll 
  1d8: (1) Disintegrate, (2) Magic Missile, (3) Flesh 
  to Stone, (4) Frighten, (5) Sleep, (6) Charm 
  Person, (7) Hold Monster, (8) Blindness). 
  Additionally, at no action cost, an eye terror’s 
  central eye may Dispel Magic in a 60 ft cone with 
  a 30 ft base once per round.  
   
  Gibbering Terror 
  No. Appearing: 1  
  Armor Class: 14 
  Hit Dice: 8 
  Attacks: Bite (2d8)  
  Nat 19: the aberration unleashes a disturbing 
  howl, causing all targets within 20 ft to make a 
  Luck (Will) save or suffer a moderate madness. 
  S:16 D:7 C:16 I:3(10) W:14 Ch:1 
  Luck: 9 
  Move: 30 ft 
   
  Any intelligent being within 60 ft of a gibbering 
  terror must make a Luck (Will) save. On a fail, 
  the target either gains a random moderate 
  madness trait (60%) or increases a current 
  madness by one severity level (40%).  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ant, Giant (Queen) 
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 6 
  Attacks: Bite (3d4 + special) and Stinger (poison) 
  Nat 19: special. 
  S:19 D:8 C:19 I:1 P:15 W:15 Ch:16 
  Luck: 8 
  Move: 30 ft and may climb walls, ceilings, etc 
  
   
   
  99 
   
  The Queen is approximately 8 ft long and directs 
  the hive colony.  On an 18+ attack roll, the victim 
  is crushed in her mandibles and suffers 3d6 
  damage each turn until freed (the victim may 
  spend their action to make an opposed Str check 
  to escape). The Queen’s stinger carries a potent 
  poison causing 1d4 Con loss (Luck (Con) save 
  for half). 
   
  Ant, Giant (Soldier) 
  No. Appearing: 2d3 
  Armor Class: 15 
  Hit Dice: 3+3 
  Attacks: Bite (2d4 + poison) 
  Nat 19: the soldier spits acid on the target, 
  causing 2d4 damage. 
  S:19 D:12 C:16 I:1 P:12 W:12 Ch:8 
  Luck: 6 
  Move: 40 ft and may climb walls, ceilings, etc 
   
  Soldier ants are approximately 4 ft long with a 
  venomous bite that requires a Luck (Con) save or 
  the target loses 1d4 Con. Soldiers may swarm a 
  target, gaining +1 to hit for each additional ant 
  beyond the first (maximum +4).  
   
  Ant, Giant (Worker) 
  No. Appearing: 2d6 
  Armor Class: 13 
  Hit Dice: 2 
  Attacks: Bite (1d6) 
  Nat 19: The worker knocks the target prone.  
  S:16 D:10 C:16 I:1 P: 10 W:10 Ch:4 
  Luck: 5 
  Move 40 ft and may climb walls, ceilings etc  
   
  These 3 ft worker ants live in hives and venture to 
  the surface for food. Workers may swarm a 
  target, gaining +1 to hit for each additional ant 
  beyond the first (maximum +4).  
   
  Banshee 
  No. Appearing: 1 
  Armor Class: 15 
  Hit Dice: 7 
  Attacks: Touch (2d8) 
  Nat 19: the target ages 2d8 years (Luck (Will) 
  save resists). 
  S:- D:- C:- I:14 P: 13 W:16 Ch:6 
  Luck: 9 
  Move: 30 ft and 60 ft flying 
   
  Banshees are beautiful fey who can transform 
  into hideous, gaunt looking humanoids. They are 
  often corrupted by dark forces, consumed by 
  loss, sorrow and hate. They are quite mad and 
  seek only to impart their pain on all intelligent 
  creatures they encounter. Some but not all 
  banshees are able to shift between physical and 
  Incorporeal form.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A banshee’s wail is terrifying and utterly 
  unforgettable; a supernatural scream of pure 
  emotional pain. All listeners within 60 ft must 
  make a Luck (Will) save or be reduced to zero 
  hit points instantly. Those who succeed on the 
  check must make a Will check at disadvantage or 
  suffer a moderate madness trait. The wail has a 
  30% chance of recharging at the start the 
  banshee’s turn.  
   
  Basilisk 
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 10 
  Attacks: Bite (2d8) and Gaze 
  
   
  100 
   
  Nat 19: the target’s weapon or armour (50% 
  chance) is petrified (Luck save resists). 
  S:20 D:10 C:16 I:2 P:10 W:14 Ch:3 
  Luck: 10 
  Move: 50 ft 
   
  Basilisks are great 14 ft lizards with eight legs, 
  able to turn material to stone by channelling a 
  supernatural gaze attack. Once per turn, the gaze 
  attack requires one organic target within 120 ft to 
  make a Luck (Con) save or be turned to stone (as 
  the Flesh to Stone spell). Basilisk lairs are often 
  surrounded by pieces of incredibly life like 
  statues, which the monster consumes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bat, Dire 
  No. Appearing: 1d4 
  Armor Class: 13 
  Hit Dice: 3 
  Attacks: Bite (2d4) and 2 Claws (1d6). 
  Nat 19: special 
  S:15 D:14 C:14 I:2 P:15 W:14 Ch:4 
  Luck: 6 
  Move: 60 ft flying  
   
  These enormous, corrupted bats have 18 ft wing 
  spans and attack with claws as well as a bite. On a 
  19+ attack roll, the Dire Bat may grab the target 
  and fly away with it at a rate of 40 ft per round. 
  The target may use their action to break free with 
  an opposed Str check. Once per day, some Dire 
  Bats may spend an action to issue a supernatural 
  screech, causing all humanoids within 30 ft to 
  lose their next action (a Luck (Will) save resists). 
   
  Bat, Vampire 
  No. Appearing: 3d6 
  Armor Class: 11 
  Hit Dice: 1 
  Attacks: Bite (1d4) 
  Nat 19: the target suffers a wasting disease causing 
  1d4 Str loss each day (Luck (Con) save resists). 
  S:1 D:15 C:8 I:2 P:15 W:10 Ch:4 
  Luck: 4 
  Move: 50 ft flying 
   
  These corrupted bats have 4 ft wing spans and 
  drain blood to survive. After landing a hit, the bat 
  clings on, causing 1 Con loss each round unless 
  the victim makes a Luck (Str) save to pry the bat 
  off. Some bats also carry debilitating diseases 
  which the host might contract, at the GM’s 
  discretion.  
   
  Beastmen 
  No. Appearing: 4d6 (raiding party) or 5d100 
  (tribe)
    
  Armor Class: 11 
  Hit Dice: 1 
  Attacks: Club (1d6+1) 
  Nat 19: the target is clubbed in the head, losing its 
  next action (Luck (Will) save resists). 
  S:15 D:10 C:13 I:7 P: 12 W:8 Ch:8 
  Luck: 4 
  Move: 30 ft 
   
  Beastmen are 7 ft, heavy set proto-humans with 
  oversized hands, skulls and teeth. They are dull 
  witted cannibals, more beast than man, raiding 
  human outposts and caravans from nearby 
  wildlands. They live to breed and fight, inevitably 
  bringing them into conflict with neighbours. 
  Beastmen multiply quickly and in great numbers. 
  They are devoid of empathy and prefer to eat 
  
   
   
  101 
   
  humans before their own elderly or young. 
  Beastmen will hunt animals but are reluctant to 
  eat them, believing them sacred, and revere 
  lycanthropes. Some tribes cultivate lycanthropy, 
  using infection as a special reward or mark of 
  nobility for favoured warriors. Beastmen loathe 
  magic and do not suffer spell casters to live. 
  Beastmen have an excellent sense of smell and 
  instincts for danger, gaining advantage on related 
  Perc checks. Beastmen chiefs are the strongest 
  and most brutal warriors, with 4 HD, and 
  possibly fighter or barbarian abilities or levels. In 
  tribes with lycanthropy, the chief is always 
  infected.  
   
  Orcs are easily substituted for Beastmen if that 
  suits the setting better. In that case, Orogs are 
  half-orc half-ogres, with 2+2 HD, and Orc War 
  Chiefs have 4+2 HD. 
   
  Beetle, Fire 
  No. Appearing: 2d4 
  Armor Class: 16 
  Hit Dice: 4 
  Attacks: Acid Spray (2d4+2) 
  Nat 19: the target is caught in the Beetle’s 
  mandibles, automatically suffering 2d4 acid 
  damage each turn. A Str contest is required to 
  break free.  
  S:16 D:10 C:14 I:2 P:10 W:12 Ch:8 
  Luck: 7 
  Move: 30 ft or 15 ft burrowing 
   
  Fire Beetles are 3 ft carnivores with thick, 
  luminescent shells. They burrow through soft 
  earth at half their usual movement rate and often 
  ambush their prey from below. Fire Beetles 
  automatically sense the movement of ground 
  based creatures within 60 ft. They attack with a jet 
  of acid that targets one creature up to 50 ft.  
   
  Black Pudding 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 9  
  Attacks: Pseudopod (2d8) or Fling Corrosive 
  Glob (2d8, up to 60 ft). 
  Nat 19: the target’s weapon is corroded, imposing 
  a -2 penalty to hit until repaired.   
  S:19 D:8 C:16 I:2 P:14 W:16 Ch:1 
  Luck: 10 
  Move: 30 ft and may climb walls, ceilings, etc 
   
  Black puddings are amorphous blobs composed 
  of a very sticky and corrosive sludge. They are 
  subterranean predators and scavengers. Non-
  magical weapons or armour making contact with 
  a Black Pudding must make a Luck save or be 
  destroyed, eaten away by the fast acting acid. 
  Black Puddings are immune to cold damage and 
  split in half if struck by lightning (halve hit 
  points). Black Puddings make Off Turn Attacks.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Boar, Wild 
  No. Appearing: 1d12 
  Armor Class: 12 
  Hit Dice: 3  
  Attacks: Gore (1d8+2) 
  Nat 19: the target is severely gored, roll on the 
  Injuries & Setbacks table.  
  S:15 D:10 C:17 I:2 P:10 W:14 Ch:4 
  Luck: 7 
  Move: 40 ft 
   
  
   
  102 
   
  Wild Boars go into a bestial fury when staggered, 
  gaining advantage on attack rolls.   
    
  Bulette  
  No. Appearing: 1 
  Armor Class: 18 
  Hit Dice: 9+4 
  Attacks: Bite (3d6).  
  Nat 19: the target is dragged underground and 
  begins asphyxiating. A Str check at disadvantage 
  is required to dig free.  
  S:22 D:13 C:19 I:2 P:13 W:14 Ch:3 
  Luck: 10 
  Move: 30 ft including when burrowing 
   
  Bulettes are 12 ft burrowing quadrupeds covered 
  in slick chitin. Their armoured head is beak 
  shaped to assist in tunnelling, and their jaws filled 
  with a ridiculous number of teeth. They burst up 
  from the earth, taking their prey by surprise 
  before dragging them underground to devour. 
  Bulettes are sometimes referred to as land sharks. 
  When attacking with surprise, bulettes gain +4 to 
  hit and cause double damage. Bulettes detect 
  tremors in the earth and automatically sense land 
  moving creatures within 120 ft. Bulettes Cause 
  Injuries on critical hits. 
   
  Centaur 
  No. Appearing: 2d4 
  Armor Class: 12 
  Hit Dice: 2  
  Attacks: Kick (1d6) and Spear/Bow (1d6+1) 
  Nat 19: the target suffers an extra 1d6 damage 
  and is knocked prone by a ferocious kick. 
  S:18 D:14 C:15 I:8 P: 13 W:13 Ch:10 
  Luck: 5  
  Move: 60 ft 
   
  These half man, half horse hybrids are 
  xenophobic and highly hostile to strangers 
  encroaching on their territory (typically deep 
  forests, low hills or expansive plains). Corrupted 
  centaur tribes are a terror to behold, fast and 
  deadly 
  raiders 
  that 
  descend 
  on 
  remote 
  homesteads and outposts to snatch away victims 
  for eating or worse. A charging centaur causes 
  double damage.  
   
  Centipede, Giant  
  No. Appearing: 2d12 
  Armor Class: 13 
  Hit Dice: 2 
  Attacks: Bite (1d3) and Stinger (poison) 
  Nat 19: the target suffers an extra strong dose of 
  poison requiring two Luck saves instead of one.  
  S:14 D:14 C:10 I:1 P:10 W:10 Ch:2 
  Luck: 5 
  Move: 30 ft 
   
  This 4 foot centipede hunts in swarms and has a 
  stinger with a debilitating poison. Failing a Luck 
  (Con) save causes 1 Dex loss. A dose of anti-toxin 
  neutralizes the poison and restores half of any 
  lost Dex. An adventurer has a 25% chance of 
  harvesting one dose of poison from a dead 
  centipede.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chull 
  No. Appearing: 1d4 
  Armor Class: 16 
  Hit Dice: 5+2 
  Attacks: Claw (2d6) and Tentacle (poison, see 
  below) 
  Nat 19: the target is caught in the chull’s pincer, 
  automatically suffering one Claw hit on the 
  
   
   
  103 
   
  monster’s turn. A Str contest is required to break 
  free.  
  S:19 D:12 C:15 I:10 P: 12 W:14 Ch:5 
  Luck: 8 
  Move: 30 ft 
   
  The chull is an 8 ft tall, unnatural merging of 
  arthropods spawned from another planet or 
  dimension. They appear as crab like humanoids 
  with tentacles where their mouths should be. 
  Their carapace is incredibly tough, making chulls 
  immune to critical hits. The slime from a chull’s 
  tentacle infects the target with a minor madness 
  trait (a Luck (Will) save resists).  
   
  Cockatrice 
  No. Appearing:1d6 
  Armor Class: 13 
  Hit Dice: 4 
  Attacks: Bite (1d3 + turn to stone) 
  Nat 19: the target’s weapon or armour (50%) is 
  petrified (Luck save resists). 
  S:6 D:17 C:11 I:2 P:13 W:10 Ch:5 
  Luck: 7 
  Move: 30 ft 
   
  The cockatrice is a 6 ft, black feathered wyvern 
  shaped beast with bird legs and a spine crested 
  rooster head. Its bite turns enemies to stone after 
  1d4 rounds unless the victim succeeds on a Luck 
  (Con) save. The petrification can be reversed in 
  the same way as the Flesh to Stone spell.  
   
  Crocodile, Giant 
  No. Appearing: 2d4 
  Armor Class: 14 
  Hit Dice: 6 
  Attacks: Bite (2d6+2)  
  Nat 19: the target loses a limb (Luck (Dex) save 
  resists). 
  S:20 D:10 C:19 I:3 P:10 W:12 Ch:5  
  Luck: 8 
  Move: 30 ft or 50 ft swimming 
   
  These 20 ft crocodiles have muscular frames and 
  powerful bites. On a natural hit roll of 19-20, a 
  giant crocodile goes into a death roll, dragging the 
  target into the water and rolling over repeatedly to 
  disorient and drown the prey. Each turn, the 
  target must make a Luck (Dex) save or lose its 
  action. A successful check means the character 
  has broken free and may act normally. Giant 
  crocodiles often wait beside the edges of 
  waterways, fully submerged but for their nostrils, 
  before ambushing their prey.  
   
  A Kronosaurus is essentially a colossal 40 ft 
  dinosaur crocodile with fins instead of legs. They 
  have 16 HD, Bite (3d12) and Off Turn Attacks.  
   
   
   
   
   
   
   
   
   
   
   
   
  Cyclops 
  No. Appearing: 3d6 (raiding party) 
  Armor Class: 12 
  Hit Dice: 7+2 
  Attacks: Oversized Club (2d8+1) 
  Nat 19: special 
  S:19 D:12 C:16 I:6 P: 8 W:10 Ch:9 
  Luck: 9 
  Move: 40 ft 
   
  Primordial Cyclops were known by another 
  name, beautiful giants that ruled their kingdom 
  with prophecy and wisdom. Civil war led to dark 
  pacts with eldritch forces however, and the race 
  fell into ruin, slowly degenerating into the 
  monsters of today. Cyclops are one-eyed, 10 ft 
  giant kin with bald heads. They have flat faces 
  allowing their central eye good peripheral vision, 
  but lack depth perception and have disadvantage 
  on ranged attacks. Cyclops are not unintelligent, 
  but are primitive, nomadic tribesmen, more 
  
   
  104 
   
  preoccupied with finding their next meal than any 
  learning. They are callous, fearsome beings with a 
  taste for flesh, be it human or herd.  
   
  Cyclops’ Cause Injuries on a natural 19-20 attack 
  roll and have a 10 ft reach. They retain vestiges of 
  augural ability and gain a free attack on a natural 
  19 or 20 attack roll. Some records refer to larger 
  17 ft Cyclops, shaggy and more bestial, with a 
  single horn protruding from their forehead. 
  These monstrosities have 14 HD and cause 
  injuries on 18+ attack rolls.  
   
  Demons and Devils 
  Demons and Devils come in many shapes and 
  sizes, four examples are provided below.  
   
  Balor 
  No. Appearing: 1 
  Armor Class: 21 
  Hit Dice: 20+4 
  Attacks: Sword (3d12+1) and Whip (see below).  
  Nat 19: special 
  S:22 D:14 C:20 I:16 P: 20 W:18 Ch:16 
  Luck: 16 
  Move: 50 ft and can fly 
   
  Balors resemble 20 ft, infernal minotaurs with 
  vast dragon wings, wreathed in smoke and flame, 
  armed with a wicked blade and white hot lash. 
  Balors are among the most powerful and cunning 
  of all demon kind, second only to the Demon 
  Princes themselves. Balors are often Boss 
  Monsters. They have 75% magic resistance.  
   
  In combat, a balor’s whip reaches up to 30 ft. On 
  a successful lash the victim is pulled beside the 
  demon, burned for 3d6 damage each turn, and 
  unable to move away without spending an action 
  to make a Str or Dex check to escape. A Balor 
  may make a sword or whip attack as an Off Turn 
  Attack. Balors Cause Injuries on any 18+ attack 
  roll and have a 10 ft reach. Once per week, after 
  a 1d4 hour ritual, a balor may summon and 
  command 2d10 lesser demons (usually a mix of 
  imps and lemures). Ancient records suggest some 
  balors are capable of spell casting.  
   
  Hell Hound 
  No. Appearing: 2d4 
  Armor Class: 13 
  Hit Dice: 5 
  Attacks: Bite (2d4) 
  Nat 19: the target’s clothes catch on fire, causing 
  1d4 damage each round until extinguished.  
  S:13 D:13 C:13 I:2 P:15 W:14 Ch:5 
  Luck: 8 
  Move: 50 ft 
   
  Hell Hounds are infernal, fire breathing dogs 
  spawned from evil dimensions. They may 
  breathe fire in a 40 ft cone with a 15 ft base for 
  5d6 damage (Luck (Dex) save for half). A 
  hellhound’s fire breath has a 40% chance of 
  recharging at the start of its turn. They have 25% 
  magic resistance. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Imp 
  No. Appearing: 1 
  Armor Class: 15 
  Hit Dice: 6 
  Attacks: Claw (1d6+1) and Bite (1d4 + poison) 
  Nat 19: the demon’s touch imparts dark sorcery; 
  the target rolls on the Dark & Dangerous Magic 
  table.  
  S:14 D:16 C:10 I:14 P: 15 W:14 Ch:14 
  Luck: 8 
  Move: 20 ft or 40 ft when flying 
  
   
   
  105 
   
  Imps are 1 ft to 4 ft tall, horned, smooth skinned 
  humanoids with bat like wings and cloudy white 
  eyes. Like all demons, imps are evil manifest and 
  seek only to beguile and corrupt any intelligent 
  beings they encounter. An imp’s bite causes 1 
  Luck drain and amnesia re the prior 1d4 hours (a 
  Luck (Will) save resists). Imps are often spell 
  casters, able to cast 3 of the following spells per 
  day: Magic Missile, Charm Person, Hideous 
  Laughter, Invisibility, Heat Metal, Phantasmal 
  Force. Imps are protected by 50% Magic 
  Resistance.  
   
  Lemure 
  No. Appearing: 4d10 
  Armor Class: 12 
  Hit Dice: 3 
  Attacks: Claw (1d4+1 and special) 
  Nat 19: the demon’s touch imparts dark sorcery; 
  the target rolls on the Dark & Dangerous Magic 
  table.  
  S:10 D:10 C:16 I:7 P: 8 W:12 Ch:7 
  Luck: 6 
  Move: 20 ft 
   
  Lemures are vaguely humanoid, but their flesh is 
  clay like, shifting and malleable upon their 
  grotesque bodies. They are lower forms of 
  demons and feed on lost souls. A lemure’s touch 
  drains 1 Cha (a Luck (Will) save resists). An 
  adventurer reduced to zero Cha dies and is 
  transformed into a Lemure in 1d4 hours. 
  Lemures have 25% Magic Resistance.  
  Doppelganger 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 4 
  Attacks: 2 Claws (1d6) 
  Nat 19: the doppelganger steals a deep secret 
  from the target. 
  S:16 D:16 C:12 I:16 P: 15 W:16 Ch:16 
  Luck: 7 
  Move: 30 ft 
   
  A Doppelganger may spend an action to 
  magically 
  mimic 
  the 
  physical 
  appearance 
  (including clothing and gear) of any person. They 
  are immune to Detect Magic, Sleep and charm 
  effects, and have 50% Magic Resistance. 
  Doppelgangers have limited mind reading 
  capabilities, able to subtlety skim the surface 
  thoughts of any intelligent being they are aware of 
  within 60 ft. This ability allows them to correctly 
  answer questions the asker already knows the 
  answer to, assisting in impersonations.  
   
  Dragon 
  No. Appearing: 1 
  Armor Class: 22 
  Hit Dice: 20+8 
  Attacks: 2 Claws (2d10) and Bite (3d10+2) 
  Nat 19: special 
  S:23 D:14 C:23 I:14 P: 22 W:20 Ch:16 
  Luck: 16 
  Special: See below  
  Move: 60 ft or 120 ft when flying 
   
  A dragon is the terrifying, fire-breathing reptile of 
  legend, an airborne behemoth with claws like 
  steel and scales like iron. An adult dragon is 
  approximately 80 ft long. Dragons have advantage 
  on all Detection tests and automatically smell the 
  presence of living creatures within 60 ft (although 
  they cannot necessarily pin point location). 
  Creatures of 7 HD or less must make a Will 
  check or flee in terror for 2d6 rounds or until out 
  of sight.  
   
  Dragons breathe fire, lightning or poisonous gas 
  in a cone up to 240 ft long and 60 ft wide at the 
  base, causing 20d8 damage (Luck (Dex) save for 
  half). The breath weapon has a 30% chance of 
  recharging at the start of the dragon’s turn, up to 
  a maximum of three uses per hour. Dragons are 
  often Boss Monsters. They may use their Claw or 
  Bite as Off Turn Attacks. Dragons Cause Injuries  
  and critical his on 19-20 attack rolls. They have 
  15 ft reach.  
   
   
  
   
  106 
   
  Every dragon in LFG is a unique creature and 
  may have other special abilities at the GM’s 
  discretion. For example, a dragon might be able 
  to cast spells, assume human shape, or foretell 
  the future.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dwarf 
  No. Appearing: 4d6 (mining party) or 2d100 + 
  300 (merchant clan) 
  Armor Class: 15 (plate) 
  Hit Dice: 1 
  Attacks: Warhammer (1d4+2) 
  Nat 19: by weapon. 
  S:11 D:10 C:14 I:10 P: 10 W:10 Ch:8 
  Luck: 4 
  Move: 30 ft 
   
  Dwarves have the special qualities noted under 
  the Races description. Culturally speaking, 
  dwarves place a high value on honour, loyalty, 
  and expert craftsmanship, and are renowned 
  builders and miners. A dwarf puts his clan name 
  before his own. Dwarves have a racial lust for 
  gold and gems that most cannot resist.  
   
  Eagle, Giant 
  No. Appearing: 1d4 
  Armor Class: 13 
  Hit Dice: 3+3 
  Attacks: Bite (2d4) and 2 x Claws (1d6) 
  Nat 19: the target is grabbed and may be carried 
  away. 
  S:16 D:14 C:14 I:2 P:15 W:14 Ch:7 
  Luck: 6 
  Move: 90 ft flying 
   
  Giant eagles have 20 ft wingspans and hunt in 
  mountains, 
  forests 
  and 
  plains, 
  generally 
  preferring animal prey. In times of scarcity, or 
  when feeding chicks, they are not above hunting 
  humans, making opportunistic dives against lone 
  explorers or small groups. If the target is 
  surprised, giant eagles attack with advantage and 
  may carry away their victim. 
   
  Elementals 
  Elementals 
  are 
  6 
  ft 
  to 
  20 
  ft 
  animate 
  manifestations of earth, fire, air and water. Earth 
  and fire elementals tend to adopt a humanoid 
  form, air elementals appear as miniature 
  cyclones, and water elementals as churning waves. 
  They are usually encountered as a result of being 
  summoned 
  by 
  magic 
  users, 
  but 
  also 
  independently coalesce. Elementals have an 
  animalistic intelligence but will follow the orders 
  of their summoner to the best of their 
  understanding. All elementals are immune to 
  mundane weapons, except those of cold iron, 
  which affect them normally. Elementals with 15 
  HD have a 10 ft reach. 
   
  Elemental, Air 
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 5, 10, or 15 
  Attacks: Batter (2d4, 2d8, 3d8) 
  Nat 19: the target is knocked backwards 1d6 x 5 
  ft. 
  S:17/18/19 D:23 C:10 I:3 P:14 W:16 Ch:3 
  Luck: 8, 10, or 15 
  Move: 240 ft flying 
   
  Air Elementals batter their opponents with 
  powerful winds or small objects or hurl them into 
  
   
   
  107 
   
  nearby terrain. Even the smallest air elemental 
  can lift a humanoid and carry them at half flying 
  speed. 15 HD elementals may spend an action to 
  suck the air from a 30 ft diameter room, forcing 
  breathing creatures to make a Luck (Con) save or 
  fall unconscious for 1d4 rounds (or suffocate, if 
  the power is maintained) 
   
  Elemental, Earth 
  No. Appearing: 1 
  Armor Class: 19 
  Hit Dice: 5, 10, or 15 
  Attacks: Fist (2d6, 2d10, 3d10) 
  Nat 19: the target is knocked prone and 
  momentarily stunned, losing its next action (Luck 
  (Con) save resists). 
  S:19/21/23 D:10 C:22 I:3 P:10 W:16 Ch:3 
  Luck: 8, 10 or 15 
  Move: 40 ft including when burrowing 
   
  Earth elementals hammer or crush opponents 
  with their mighty fists. They may merge with the 
  earth, passing through it like water or burrowing 
  through to leave a tunnel. 15 HD elementals 
  Cause Injuries on a natural 19-20 attack roll.  
   
  Elemental, Fire  
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 5, 10, or 15 
  Attacks: Claw (2d6, 2d8 or 3d8) 
  Nat 19: the target’s clothes catch fire, causing 1d6 
  hp damage each round until extinguished. 
  S:17/18/19 D:20 C:13 I:3 P:10 W:16 Ch:3 
  Luck: 8, 10, or 15 
  Move: 120 ft flying 
   
  Fire Elementals rake their opponents with searing 
  claws or blast them with 60 ft cones of flame 20 ft 
  wide at the base causing 5d6, 10d6 or 15d6 
  damage (Luck (Dex) save for half). The Fire Blast 
  attack has a 30% chance of recharging at the start 
  of the elementals turn. Creatures within 5 ft of a 
  fire elemental have a 50% chance of suffering 1d6 
  fire damage on the elemental’s turn. Fire 
  elementals shed light according to their size, and 
  cause flammable materials to ignite.  
   
  Elemental, Water 
  No. Appearing: 1 
  Armor Class: 17 
  Hit Dice: 5, 10, or 15 
  Attacks: Batter (2d6, 2d10, 3d6 + special) 
  Nat 19: All creatures in a 5 ft radius are knocked 
  prone. 
  S:18/19/20 D:14 C:20 I:3 P:13 W:16 Ch:3 
  Luck: 8, 10, or 15 
  Move: 240 ft swimming or 30 ft on land.  
   
  Water Elementals batter and drown their 
  opponents with their wave like form, trapping 
  enemies inside them. On a hit, the target must 
  make a Luck (Str) save or be engulfed, 
  automatically suffering Batter damage each round 
  on the elemental’s turn, and begins drowning. A 
  trapped creature cannot make effective attacks 
  but may spend their action to make an opposed 
  Str check to break free. A 5, 10 and 15 HD 
  elemental may simultaneously trap up to two, 
  four and eight creatures respectively.  
   
  Elf 
  No. Appearing: 3d4 (scouting party) 
  Armor Class: 13 (leather) 
  Hit Dice: 1 
  Attacks: Sword (1d8) or Bow (1d6+1) 
  Nat 19: as weapon 
  S:10 D:15 C:8 I:10 P: 13 W:10 Ch:13 
  Luck: 4 
  Move: 30 ft 
   
  Elves have the special qualities noted under the 
  Race description. Culturally speaking, elves value 
  freedom, beauty and the natural world, which 
  sometimes brings them into conflict with 
  expansionist humans and gold hungry dwarves. 
  Elves can live for many human generations, giving 
  them an aloofness and arrogance that promotes 
  an isolationist view. 
   
   
  
   
  108 
   
  Ettin 
  No. Appearing: 1d6 
  Armor Class: 13 
  Hit Dice: 10+3 
  Attacks: 2 Big Clubs (2d10) 
  Nat 19: the target is knocked prone and mocked 
  mercilessly by both heads. 
  S:19 D:10 C:15 I:7 P: 9 W:12 Ch:8 
  Luck: 10 
  Move: 40 ft 
   
  Ettins are 12 ft neanderthal like humanoids with 
  two heads. They are relatively dull witted and the 
  heads often argue with each other. With two 
  brains ettins have advantage on any mind 
  affecting Luck save. Ettins Cause Injuries on 
  critical hits and have a 10 ft reach. On a fumbled 
  attack the ettin heads break into a violent 
  argument and lose their next turn.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gargoyle 
  No. Appearing: Often 1, a matching pair, or 
  otherwise 2d8 
  Armor Class: 15 
  Hit Dice: 3+3 
  Attacks: 2 Claws (1d3+1), Bite (1d4+1) and Gore 
  (1d4+1) 
  Nat 19: the target’s weapon shatters against the 
  Gargoyle’s hide (Luck save resists). 
  S:16 D:14 C:20 I:10 P: 14 W:13 Ch:3 
  Luck: 6 
  Move: 30 ft or 60 ft when flying 
   
  Gargoyles are supernatural, winged beings, stony 
  skinned with vacant eyes, resembling the rooftop 
  statues of medieval cathedrals. A gargoyle can 
  masquerade as a statue for years, patiently waiting 
  for a passing victim, sustained by forbidden 
  magic. They are inherently evil and malevolent 
  creatures, existing primarily as conjured guardians 
  and are immune to age and poison. A natural 1-2 
  attack roll against a Gargoyle requires the attacker 
  to make a Luck save or their weapon shatters 
  against the monster’s rock hard hide.  
   
  Gelatinous Cube 
  No. Appearing: 1 
  Armor Class: 11 
  Hit Dice: 4+4 
  Attacks: Pseudopod (2d4) 
  Nat 19: the target is sucked into the Cube (Luck 
  (Dex) save resists). 
  S:18 D:10 C:16 I:2 P:14 W:16 Ch:1 
  Luck: 7 
  Move: 30 ft and may climb walls, ceilings, etc 
   
  Gelatinous cubes are highly translucent, jelly like 
  monsters that expand to fill a 10 ft cube, which 
  happens to fit most dungeon corridors. They 
  automatically sense movement within 120 ft and 
  are voracious predators, absorbing and dissolving 
  all forms of organic matter. They are sometimes 
  employed by lazy dungeon lords as inexpensive 
  cleaners. A creature that touches the cube must 
  make a Luck (Con) save or be paralysed for 1d6 
  hours, during which time the victim is completely 
  dissolved. A creature caught inside a cube 
  automatically suffers 2d4 damage every round, 
  but may spend an action to make an opposed Str 
  check to escape (if not paralysed).  
   
  Genie 
  No. Appearing: 1 
  Armor Class: 18 
  Hit Dice: 10+4 
  
   
   
  109 
   
  Attacks: Weapon (2d10) 
  Nat 19: the target is subject to a Dispel Magic 
  spell, at the Genie’s discretion. 
  S:19 D:14 C:16 I:17 P: 18 W:17 Ch:14 
  Luck: 10 
  Move: 60 ft flying, swimming or burrowing 
   
  Genies are 10 ft daemons with a defining 
  connection to air (Djinn), fire (Efreet), water 
  (Marid) or earth (Dao). They often appear bare 
  chested in flowing pants or robes, eyes reflecting 
  their elemental power. While not inherently evil 
  like their demon and devil cousins, genies are 
  astoundingly 
  arrogant, 
  smug, 
  callous 
  and 
  domineering towards mortals. No genie enters 
  the human realm by choice, but is instead tricked 
  or forced into service, a fact that inflames them at 
  the slightest provocation. Each genie’s terms of 
  bondage are unique and determined by the GM.  
   
  Most commonly they serve as guardians, assassins 
  or advisors. When a genie’s service is complete, it 
  becomes uncontrolled, and inexorably seeks 
  horrible 
  and 
  excessive 
  vengeance 
  before 
  vanishing forever. Genies have 50% magic 
  resistance and are immune to damage from their 
  respective element. They may cast the standard 
  version of Forbidden Wish three times per day. 
  Genies arm themselves with conjured fire swords, 
  ice hammers and so on, with a 10 ft reach, and 
  may make Off Turn Attacks.  
   
  Ghost 
  No. Appearing: 1 
  Armor Class: 12 
  Hit Dice: 8 
  Attacks: Touch (1d4 + special) 
  Nat 19: the target ages twice as much as usual. 
  S:- D:15 C:- I:10 P: 13 W:17 Ch:3 
  Luck: 9 
  Move: 30 ft 
   
  Ghosts are the tortured souls of those unable to 
  cross over from one life to the next, trapped or 
  stranded between worlds. They are committed to 
  a single unrelenting objective or emotion such as 
  revenge, justice, hopelessness or rage. Most 
  ghosts are quite insane as a result. They are 
  Incorporeal, able to pass through objects, and are 
  harmed only by magic or cold iron weapons. A 
  ghost’s awful caress instantly ages the target 3d10 
  years (no Luck save permitted) and requires a 
  Luck (Will) save to resist gaining a serious 
  madness trait. If a target is aged more than its 
  expected lifespan, it dies a desiccated husk. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ghoul 
  No. Appearing: 2d12 
  Armor Class: 13 
  Hit Dice: 3 
  Attacks: Claw (1d6+1) and Bite (1d4) 
  Nat 19: the target is subject to the equivalent of a 
  Slow spell for 1d6 rounds (Luck (Con) save 
  resists). 
  S:16 D:13 C:12 I:10 P:13 W:14 Ch:8 
  Luck: 6 
  Move: 40 ft 
   
  Ghouls are intelligent, fast paced pack-hunters 
  that sustain their unnatural existence on a diet of 
  corpses. They are Undead with all the usual 
  benefits. A ghoul’s touch carries powerful 
  necromantic energy, requiring a Luck (Con) save 
  or the victim is paralysed for 1d6 x 10 minutes. 
  Ghouls will sometimes make an opportunistic 
  retreat with a paralysed adventurer in tow, 
  
   
  110 
   
  scampering back to their hidden lair before 
  engaging in a feeding frenzy.  
   
  Giants 
  Giants are at least 12 ft tall, massive and 
  frightening humanoids filled with arrogance, 
  avarice and ire. Giants are strict carnivores and 
  consider humans a preferred delicacy compared 
  to cows or sheep. Creatures of less than 2 HD 
  must make a Luck (Will) save or flee for 2d6 
  rounds upon sighting a giant. All giants Cause 
  Injuries on a natural 19-20 attack roll and have a 
  10 ft reach. 
   
  Giant, Frost 
  No. Appearing: 1d10 
  Armor Class: 15 (armoured) 
  Hit Dice: 12+4 hit points 
  Attacks: Giant Axe (3d8+2) 
  Nat 19: special 
  S:21 D:10 C:16 I:11 P: 11 W:14 Ch:11 
  Luck: 12 
  Move: 50 ft 
   
  Frost giants are approximately 15 ft tall and live in 
  keeps or caverns of snow and ice in frozen 
  regions. They are of low intelligence, most have 
  never been taught to read or write, and keep 
  sophisticated oral histories. They hurl boulders, 
  carts, barrels or humanoid creatures up to 120 ft 
  for 4d6 damage. Some elder frost giants, of 
  ancient bloodlines, may breathe a cone of 
  freezing cold once per day; 60 ft long and 20 ft 
  wide at the base causing 6d8 damage (Luck (Dex) 
  save for half).   
   
  Giant, Hill 
  No. Appearing: 1d12 
  Armor Class: 12 
  Hit Dice: 8+2 
  Attacks: Oversized Club (2d8+2) 
  Nat 19: special 
  S:20 D:8 C:15 I:6 P: 9 W:12 Ch:8 
  Luck: 9 
  Move: 40 ft 
  Hill giants are approximately 12 ft tall, the lowest 
  caste of the true giants. Most are primitive cave 
  dwellers or nomads with only rudimentary 
  language, carrying clubs and crude tools. They 
  hurl boulders, carts, barrels or humanoid 
  creatures up to 120 ft for 3d6 damage. Hill giants 
  have an acute sense of smell, gaining advantage 
  on related checks. 
   
  Giant, Storm 
  No. Appearing: 1d8 
  Armor Class: 18 (armoured) 
  Hit Dice: 16+6 
  Attacks: Giant Trident (3d10+2) 
  Nat 19: special 
  S:22 D:12 C:18 I:14 P: 15 W:16 Ch:14 
  Luck: 16 
  Move: 50 ft  
   
  The 18 ft Storm Giants are the masters of giant 
  kind, the most intelligent and most likely to speak 
  with humans before devouring them. Storm 
  giants prefer mountain tops, underwater, or cloud 
  based realms. They hurl boulders, carts, barrels 
  or humanoid creatures up to 120 ft for 5d6 
  damage.  Storm Giants may cast Fog Cloud, 
  Lightning Bolt or Control Weather once per day.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  111 
   
  Goblin 
  No. Appearing: 4d6 
  Armor Class: 11 
  Hit Dice: 1d4 hp 
  Attacks: Dagger (1d4) 
  Nat 19: as weapon 
  S:7 D:14 C:10 I:10 P: 11 W:10 Ch:8 
  Luck: 3 
  Move: 30 ft  
   
  Goblins are 4 ft, spindly humanoids with prickly 
  skin, pointed ears and sharp teeth. They inhabit 
  dark woods and underground caverns. Goblins 
  see as well in darkness as torch light, making 
  them excellent ambushers by nightfall, but find 
  sunlight painful to the eyes and avoid daytime 
  activity. Goblins suffer a 33% miss chance when 
  fighting in sunlight. Hobgoblins are rarer, larger 
  and more intelligent goblins, with 3 HD. Most 
  hobgoblins cast a handful of 1st and 2nd level 
  spells, or have full magic user levels.  
   
  Golems 
  Golems are humanoid automatons built to serve 
  their masters. The process is long, dark and 
  gruelling, requiring an unwilling sacrifice to 
  provide the golem’s animating spark. Golems 
  have a 50% chance of negating hits by non-
  magical weapons. Golems do not sleep, eat, or 
  breathe, and are immune to all mind based 
  effects, including sleep, charm, fear, illusion, stun 
  and madness. Golems automatically sense 
  physical creatures within approximately 30 ft. 
   
  Golem, Flesh 
  No. Appearing: 1 
  Armor Class: 14 
  Hit Dice: 7+3 
  Attacks: 2 Fists (2d6) 
  Nat 19: the target is knocked prone, and the 
  golem gains a free attack (Luck (Will) save 
  resists). 
  S:18 D:10 C:18 I:- P: 10  W:- Ch:- 
  Luck: 9 
  Move: 30 ft 
   
  Flesh Golems are 7 ft humanoid automatons 
  bound together using the parts of different dead 
  creatures, most often humans. Flesh golems have 
  50% Magic Resistance, except against lightning 
  which energizes it, granting the benefits of a 
  Haste spell, and cold damage which mimics a 
  Slow 
  spell. 
  A 
  Flesh 
  Golem 
  enters 
  an 
  uncontrolled rage when staggered, gaining Off 
  Turn Attacks, but automatically losing 1d6 hit 
  points each round until its exertions tear itself 
  apart.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Golem, Iron 
  No. Appearing: 1 
  Armor Class: 20 
  Hit Dice: 15+7 
  Attacks: 2 Weapon or 2 Fists (2d10) 
  Nat 19: special 
  S:22 D:12 C:24 I:- P:15 W:- Ch:- 
  Luck: 15 
  Move: 40 ft  
   
  Iron golems are the greatest of the automatons; 
  16 ft animated statues of hardened metal. They 
  attack with hammer like fists or gigantic weapons. 
  Iron golems may breathe noxious gas in a 30 ft 
  cone, 10 ft wide at the base, causing 10d6 damage 
  (Luck (Con) save for half). The Breath Weapon 
  has a 30% chance of recharging at the start of the 
  
   
  112 
   
  golem’s turn. They have 90% Magic Resistance, 
  except against lightning which Slows them, and 
  fire which heals them. Iron golems have a 10 ft 
  reach, make Off Turn Attacks, and Cause 
  Injuries on natural attack rolls of 19-20.  
   
  Golem, Stone 
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 11+3 
  Attacks: 2 Fists (2d8) 
  Nat 19: bear hug (see below). 
  S:21 D:11 C:23 I:- P:13 W:- Ch:- 
  Luck: 11 
  Move: 30 ft 
   
  Stone golems are 12 ft statues that move in a 
  robotic, grinding fashion. They have 60% Magic 
  Resistance, except against Stone to Flesh, 
  Transmute Rock to Mud, Stoneshape or Move 
  Earth spells which cause 6d8 damage (once only). 
  A golem that hits a single target with both Fist 
  attacks draws it into a crushing bear hug, forcing a 
  Luck (Con) save to avoid rolling on the Injuries & 
  Setbacks table. Stone golems have a 10 ft reach.  
   
  Green Slime 
  No. Appearing: 2d6 
  Armor Class: 10 
  Hit Dice: 2 
  Attacks: Pseudopod or Fling Slime (1d6 + 
  special) 
  Nat 19: the target is struck in the head by green 
  slime and must make a Luck (Con) save or die 
  (with advantage if wearing a helm). 
  S:13 D:13 C:13 I:2 P:12 W:16 Ch:1 
  Luck: 5 
  Move: Immobile 
   
  Green slime is an immobile, predatory amoeba. 
  It attacks by dropping onto moving targets from 
  above or flinging pieces of slime up to 30 ft. 
  Green slime detects living creatures by sensing 
  heat within 120 ft. Any metal or organic 
  substance green slime touches transforms into 
  green slime within 1 round (a Luck (Con) save 
  resists). If a limb or object becomes slime, it 
  attaches to the host and spreads each round, 
  transforming more of the victim. For example, 
  green slime might first transform a hand, then an 
  arm, then the torso which would kill a humanoid. 
  Green slime dropping from above has a 50% 
  chance of landing on the victim’s helmet, head or 
  shoulders, as opposed to a limb. Green slime is 
  destroyed by sunlight, fire or extreme cold, 
  rendering it an inert tar like substance. A Cure 
  Malady spell destroys the slime. 
    
  Grey Ooze 
  No. Appearing: 1d3 
  Armor Class: 12 
  Hit Dice: 6 
  Attacks: Tunnelling Pseudopod (2d4 + special) or 
  Emotion Burst 
  Nat 19: a psychic lash drains the target 1d4 Int 
  (Luck (Will) save resists). 
  S:18 D:16 C:16 I:4 P:14  W:16 Ch:1 
  Luck: 8 
  Move: 40 ft and may climb walls, ceilings, etc 
   
  Grey ooze, also known as grey matter ooze, is 
  more liquid than ooze, a fast flowing and 
  terrifying amoeba that feeds on the thoughts of 
  living creatures. It attacks by surging into the 
  target’s mouth, nose and ears, tunnelling its way 
  to the victim’s brain which it absorbs. Victims 
  suffer 2d4 damage and lose 1d4 Int (Luck (Will) 
  save for half) on each successful attack.  
   
  Grey ooze have rudimentary intelligence and 
  possess limited telepathic abilities. They learn to 
  absorb and mimic basic emotions such love, 
  happiness, sadness, awe and wonder, which they 
  can project out to distance of 120 ft. They use 
  these telepathic projections to lure or herd prey. 
  Grey ooze may also target a single creature with 
  an intense burst of alien emotion, requiring a 
  Luck (Will) save to resist a moderate madness. 
  This emotion burst ability has a 40% chance of 
  recharging every hour. A grey ooze will often 
  stalk its prey for a period, attempting emotion 
  bursts to soften, destabilize or isolate a target 
  before attacking. 
  
   
   
  113 
   
  An adventurer reduced to zero Int is killed by the 
  ooze, which takes up residence in the host’s skull. 
  The parasite then controls the host in an 
  appalling, puppet like fashion, until it desires 
  another meal, at which point the ooze pours out 
  of the host’s orifices.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Griffon 
  No. Appearing: 2d6 
  Armor Class: 14 
  Hit Dice: 4 
  Attacks: 2 Claws (1d4+1) and Bite (2d4) 
  Nat 19: special 
  S:19 D:15 C:16 I:2 P:14  W:13 Ch:8 
  Luck: 7 
  Move: 60 ft or 120 ft when flying 
   
  Griffons have the body of a lion or horse, with 
  the wings, head, and talons of an eagle. They 
  usually nest in high mountain aeries, where they 
  lay their eggs and hunt their prey. On a natural 
  attack roll of 19-20, a humanoid target is grabbed 
  and may be flown away with. The target may use 
  their action to initiate an opposed Str check to 
  break free. 
   
  Hag 
  No. Appearing: 1 or 3 
  Armor Class: 13 
  Hit Dice: 6 
  Attacks: 2 Claws (1d6+1) 
  Nat 19: the target is cursed and loses 1 point of 
  Luck.  
  S:19 D:15 C:10 I:14 P: 14 W:15 Ch:4 
  Luck: 8 
  Move: 30 ft 
   
  Hags are monsters that appear as elderly, hideous 
  crones. They roam or lair on the outskirts of 
  human settlements, often posing as isolated 
  hermits. Hags are highly intelligent and often 
  adopt the language and culture of the region. 
  Hags feed on humans, preferably children and 
  babes, but can subsist on animals if required. 
  Hags possess unnatural strength and their 
  fingernails lengthen to wolf like claws when 
  fighting. A hag may enchant the eye of a victim 
  into an Evil Eye, transforming it into a precious 
  stone the hag can see through as if under the 
  effect of a Clairvoyance spell. Hags sometimes 
  gift the Eyes as pendants, turning the wearer into 
  an unwitting spy. Hags are protected by 30% 
  Magic Resistance.  
   
  A trio of Hags is known as a Coven and multiply 
  their powers. If all three hags are within the same 
  geographic region (forest, mountains, plains, etc), 
  each gains the ability to cast spells as a 6
  th level 
  magic user. If two hags are in the region, they are 
  3
  rd level magic users. A single hag in a region has 
  no spell casting ability. Once per lunar cycle, a 
  coven may perform a 1d4 hour ritual to gain 
  limited powers of prophecy.  
   
  Harpy 
  No. Appearing: 2d6 
  Armor Class: 12 
  Hit Dice: 3 
  Attacks: 2 Talons (1d4) 
  Nat 19: the target must make a Luck (Will) save 
  or suffer a minor madness. 
  S:9 D:15 C:10 I:10 P: 12 W:13 Ch:15 
  Luck: 6 
  Move: 30 ft and 60 ft when flying 
   
  Harpies have the upper body of a human female 
  and the lower body and wings of a vulture. Their 
  song is a charm that draws victims to the harpy (a 
  Luck (Will) save resists). A harpy’s touch 
  
   
  114 
   
  enchants the victim like a Charm Person spell 
  (even if injured) and drains 1d4 Str each day until 
  death at zero Str (when the Harpy finally devours 
  her meal).  
   
  Horse 
  No. Appearing: Any 
  Armor Class: 10 
  Hit Dice: 2 
  Attacks: Hoof (1d6) 
  Nat 19: the target is knocked prone. 
  S:19 D:13 C:16 I:2 P:10 W:13 Ch:6 
  Luck: 5 
  Move: 60 ft 
   
  The above stats are for a riding horse. Warhorses 
  have 3 HD and make a Hoof (1d8+1) attack. A 
  horse acts at the same time as the rider but makes 
  separate attacks. Riding horses will generally 
  attempt to flee combat rather than fight. A war 
  horse might require persuading to attack certain  
  monsters.  
   
  Humans 
  Humans make up a great variety of opponents. 
  Some examples are provided below.  
   
  Human (Adventurer) 
  No. Appearing: 1d6+2 
  Armor Class: Varies 
  Hit Dice: Varies 
  Attacks: Varies  
  Nat 19: as weapon 
  Attributes: Varies 
  Luck: Varies 
  Move: 30 ft 
   
  The purpose of this entry is to remind GMs that 
  sometimes the perfect opposition for your PCs is 
  another adventuring company. An experienced, 
  coordinated party with opposing goals can create 
  time pressures and a unique rivalry that makes 
  the inevitable showdown especially memorable.  
   
   
   
  Human (Bandit/Cultist) 
  No. Appearing: 3d6 (bandit raiding party) or 
  2d100 (bandit hideout) or 3d10 (cultist lair)  
  Armor Class: 11 (leather) 
  Hit Dice: 1 
  Attacks: Weapon  
  Nat 19: as weapon 
  S:12 D:11 C:11 I:10 P: 10 W:10 Ch:10 
  Luck: 4 
  Move: 30 ft 
   
  Bandits roam caravan routes and under patrolled 
  city blocks, looking for wealthy marks. Bandits 
  are commonly skilled in Sleight of Hand 
  (especially pick pockets). Cultists operate covertly 
  in villages, towns and cities, kidnapping victims 
  for sacrificial rituals. Some rare cultists, with 
  access to forbidden lore or a dark patron, learn to 
  cast a handful of magic user spells.  
   
  Human (Berserker) 
  No. Appearing: 3d10 (raiders) or 3d100 (tribe)
    
  Armor Class: 13 (Heavy Hide) 
  Hit Dice: 1 
  Attacks: Axe (1d8+1) 
  Nat 19: as weapon 
  S:13 D:10 C:13 I:8 P: 9 W:12 Ch:10 
  Luck: 4 
  Move: 30 ft 
   
  Berserkers are warriors that have learnt to fight 
  with astounding ferocity. They gain a +2 bonus 
  on attack rolls and never make morale checks 
  once combat is joined. Some particularly 
  fearsome berserkers have barbarian class levels.  
   
  Human (Guardsmen) 
  No. Appearing: 1d6+4 
  Armor Class: 14 (chain and shield) 
  Hit Dice: 1 
  Attacks: Sword (1d8) 
  Nat 19: as weapon 
  S:14 D:10 C:12 I:10 P:12 W:10 Ch:10 
  Luck: 4 
  Move: 30 ft 
   
  
   
   
  115 
   
  Human soldiers serve as city guardsmen, 
  mercenaries, 
  and 
  men-at-arms. 
  They 
  are 
  generally armed with chain armour, a shield, and 
  a mace, sword, or spear. Guard captains have 3 
  HD, superior weapons and armour, and might 
  have fighter abilities or levels. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Human (Sorcerer) 
  No. Appearing: 1 
  Armor Class: 12 
  Hit Dice: 5 
  Attacks: Sword (1d8) 
  Nat 19: as weapon 
  S:9 D:14 C:10 I:15 P: 14 W:15 Ch:10 
  Luck: 8 
  Move: 30 ft 
   
  Sorcerers, wizards, druids, evil priests… whatever 
  label is applied, all spell casters rely on the tainted 
  forces of magic for power. This example sorcerer 
  casts spells like a 5
  th level magic user (4/2/1). The 
  sorcerer knows the following spells: Shield, Sleep, 
  Charm Person, Cure Wounds, Hold Person, 
  Invisibility, Speak with Dead, Fly, Lightning Bolt 
  and Dispel Magic. The sorcerer has advantage 
  when resisting adverse mind effects such as sleep, 
  charm, fear and madness.  
   
  Hydra 
  No. Appearing: 1 
  Armor Class: 15 
  Hit Dice: 13  
  Attacks: 9 Bites (1d6+1) 
  Nat 19: special 
  S:22 D:8 C:20 I:3 P: 14 W:15 Ch:3 
  Luck: 13 
  Move: 50 ft 
   
  The Hydra is 30 ft reptilian quadruped with nine 
  serpentine heads. Severed heads by virtue of 
  major exploits or similar grow back in one round 
  unless the stump is sealed with fire, lightning or 
  acid. Hydra Cause Injuries on a 19-20 attack roll 
  and have a 10 ft reach.  
   
  Invisible Stalker 
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 8 
  Attacks: “Bite” (2d8) 
  Nat 19: the target and stalker vanish to the void to 
  finish their duel. If the stalker is destroyed, the 
  target reappears. 
  S:18 D:19 C:15 I:15 P: 19 W:15 Ch:7 
  Luck: 9 
  Move: 40 ft flying 
   
  Invisible stalkers are 7 ft supernatural assassins 
  from the void, and are most commonly 
  encountered as a result of the Invisible Stalker 
  spell. They are invisible, winged monsters 
  compelled to obey a single command from their 
  conjurer until they succeed or are destroyed. 
  Invisible Stalkers have 50% Magic Resistance. 
   
  Kobold 
  No. Appearing: 5d4 
  Armor Class: 10 
  Hit Dice: 1d4 hp 
  Attacks: Dagger (1d4) or Bow (1d6) 
  Nat 19: as weapon 
  S:7 D:14 C:9 I:13 P: 14 W:8 Ch:8 
  Luck: 3 
  Move: 30 ft 
   
  Kobolds 
  are 
  clever, 
  diminutive, 
  reptilian 
  humanoids, sometimes found in league with 
  serpentmen, wyverns or dragons. They are 
  
   
  116 
   
  devious, cruel, and prefer to rely on traps and 
  guerrilla warfare rather than engage in direct 
  conflict. Many use slings or short bows, and they 
  fight with short swords or spiked clubs in melee. 
  All kobolds have the rogue Skirmish ability.  
   
  Rare 
  records 
  suggest 
  ancient 
  kobolds 
  experimented with strange magics invoking 
  powers of steam, magnetism, and canned 
  lightning (translated as the Rites Mechanis). A 
  Rites Occultist has 3 HD, Int 16, and wields wyrd 
  “magical” 
  items 
  such 
  as 
  the 
  steamhorn, 
  thunderpod and ironward. 
   
  Leech, Projectile 
  No. Appearing: 5d4 
  Armor Class: 10 
  Hit Dice: 1 
  Attacks: Bite (1d3 + blood drain) 
  Nat 19: the leech latches on to the target’s face, 
  causing an eye injury, per the Injuries & Setbacks 
  table (Luck (Con) save resists, with advantage if 
  wearing a helm). 
  S:10 D:10 C:16 I:2 P: 14 W:8 Ch:3 
  Luck: 3 
  Move: 20 ft and may climb walls, ceilings, etc 
   
  Projectile Leeches are 1 ft rubbery blood suckers 
  that launch themselves up to 10 feet through the 
  air to attack. Their rubbery hides are impervious 
  to bludgeoning damage. On a hit, a projectile 
  leech latches onto the target and automatically 
  causes 1d4 damage and 1 Con loss each turn. A 
  Str contest (Str 16) at disadvantage removes the 
  parasite. Alternatively, the application of a 
  handful of salt, fire or acid automatically causes 
  the leech to curl up and die.  
   
  Lich 
  No. Appearing: 1 
  Armor Class: 18 
  Hit Dice: 15 
  Attacks: Hand (1d10 + special) 
  Nat 19: the Lich’s touch imparts dark sorcery, the 
  target rolls on the Dark & Dangerous Magic 
  table. 
  S:14 D:14 C:12 I:20 P: 20 W:20 Ch:14 
  Luck: 15 
  Move: 30 ft 
   
  Liches are Undead wizards, transformed by dark 
  rites or as the result of dangerous forces gone 
  wrong. Whatever the cause, the transformation 
  inevitably turns the magic user mad, and the 
  longer 
  the 
  lich 
  persists, 
  the 
  greater 
  its 
  derangement. Liches are 10
  th to 12
  th level magic 
  users and are often Boss Monsters. They typically 
  build up a collection of magic items over their 
  long years of magical research. A lich’s touch 
  causes paralysis for 2d6 rounds (a Luck (Will) 
  save at disadvantage resists). A lich has 50% 
  magic resistance.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lycanthropes 
  See the Lycanthrope properties entry for general 
  traits. Two example lycanthropes are provided 
  below.  
   
  Lycanthrope, Wererat 
  No. Appearing: 4d6 
  Armor Class: 12 
  Hit Dice: 3 
  Attacks: Bite (2d4)  
  Nat 19: if appropriate, a giant rat at comes to the 
  lycanthrope’s aid. 
  S:14 D:18 C:10 I:13 P: 14 W:10 Ch:8 (Hybrid) 
  Luck: 6 
  
   
   
  117 
   
  Move: 30 ft 
   
  Wererats are often found in cities, lurking in 
  sewers or abandoned alleyways. By spending an 
  action, they may exert control and issue orders to 
  ordinary rats, giant rats and dire rats, which are 
  compelled to obey. Wererats are extremely 
  sneaky and gain advantage on Stealth checks.  
   
  Lycanthrope, Werewolf 
  No. Appearing: 1, or a mated pair, or 3d6.  
  Armor Class: 13 
  Hit Dice: 6+4 
  Attacks: Bite (2d6) 
  Nat 19: if appropriate, a wolf (60%) or dire wolf 
  (40%) comes to the lycanthrope’s aid. 
  S:18 D:14 C:14 I:10 P: 15 W:13 Ch:8 
  Luck: 8 
  Move: 30 ft 
   
  Werewolves 
  are 
  the 
  classic 
  wolf 
  based 
  lycanthrope. They may exert control and issue 
  orders to ordinary wolves, giant wolves and dire 
  wolves, which are compelled to obey. They have 
  an excellent sense of smell in all forms (gaining 
  advantage on related tests).  
   
  Mammoth 
  No. Appearing: 1d4 
  Armor Class: 13 
  Hit Dice: 11+3 
  Attacks: Gore (3d6+2) 
  Nat 19: the target is trampled and must roll on 
  the Injuries & Setbacks table.  
  S:21 D:9 C:20 I:3 P:12 W:13 Ch:8 
  Luck: 11 
  Move: 60 ft or 120 ft flying 
   
  A mammoth is a gigantic 12 ft tall woolly 
  elephant with oversized tusks. They are generally 
  foul tempered, destructive brutes, who will 
  trample or gore unwelcome intruders in their 
  territory. A mammoth may make a special 
  Trample charge attack by moving at least 30 ft, 
  causing double damage and the target must roll 
  on the Injuries & Setbacks table. Mammoths are 
  immune to ordinary cold, and have advantage 
  resisting cold based magic. They have a 10 ft 
  reach.  
   
  Man Eating Monkey 
  No. Appearing: 5d6 
  Armor Class: 13 
  Hit Dice: 1d4 hp 
  Attacks: Bite (1d6) 
  Nat 19: the target is disarmed (Luck (Dex) save 
  resists). 
  S:10 D:17 C:10 I:4 P:13 W:8 Ch:8 
  Luck: 3 
  Move: 30 ft including climbing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Man eating monkeys are 3 ft agile primates with 
  elongated teeth, extended jaws and feral tempers. 
  They are clever pack hunters and will seek to 
  stalk and ambush their opponents, usually 
  dropping from the trees while their prey sleeps. 
  Man eating monkeys go into a feeding frenzy 
  when a target becomes staggered, at which time 
  all monkeys within 30 ft will seek to attack the 
  wounded target, ignoring other targets and risking 
  free attacks to reposition. On a critical hit, a man 
  eating monkey climbs up onto the back of the 
  target and sinks its fangs into the prey’s neck, 
  forcing the target to make a Str check or fall 
  prone. 
   
  Manticore 
  No. Appearing: 1d4 
  Armor Class: 13 
  Hit Dice: 7 
  
   
  118 
   
  Attacks: 2 Claws (1d6), Bite (1d8) and 1d6 Tail 
  Spikes (1d6+1) 
  Nat 19: special 
  S:19 D:14 C:18 I:8 P: 10 W:12 Ch:8 
  Luck: 9 
  Move: 60 ft or 120 ft flying 
   
  The manticore has the body of a great cat, dragon 
  like wings, a tusked humanoid head, and a tail 
  armed with projectile spines. They often lair on 
  high cliff tops, riding the mountain winds hunting 
  suitable prey. In addition to its Claw and Bite 
  attacks, a Manticore may fire 1d6 tail spikes up to 
  a range of 180 ft. On a Claw attack roll of 19-20, 
  the manticore batters the target with its wings, 
  knocking the target prone or moving it 1d4 x 5 ft 
  in any direction (Luck (Str) save resists). 
  Manticores are of low intellect but some have the 
  capacity to speak.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Medusa 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 8 
  Attacks: Bow (1d6+1) + Snake hair attack (see 
  below) 
  Nat 19: the target’s weapon or armour (50%) is 
  petrified (Luck save resists). 
  S:10 D:15 C:12 I:15 P: 13 W:15 Ch:8 
  Luck: 9 
  Move: 30 ft 
  A Medusa is a cursed humanoid with a female 
  upper body and face, but with hair consisting of 
  writhing snakes. They have no legs, conjoined 
  instead to the lower half of a scaled serpent. The 
  gaze of a medusa turns anyone looking upon it to 
  stone (a Luck (Con) save resists). Adventurers 
  may choose to avert their gaze if not surprised, 
  effectively fighting the monster blind.  
   
  In addition to the medusa’s weapon attack, the 
  snake-hair makes one attack per round, causing 
  1d3 damage + poison (2d6 damage plus 1d4 Dex 
  loss, with a Luck (Con) save for half). An 
  adventurer reduced to zero Dex turns to stone. A 
  medusa may make a bow or snake-hair attack as 
  an Off Turn Attack. 
    
  Merrow 
  No. Appearing: 2d4 
  Armor Class: 12 
  Hit Dice: 5 
  Attacks: Trident (2d8) 
  Nat 19: If appropriate, a giant shark comes to the 
  Merrow’s aid.  
  S:16 D:16 C:12 I:8 P:10  W:13 Ch:10 
  Luck: 8 
  Move: 30 ft or 40 ft swimming 
   
  Merrow are 7 ft aquatic humanoids with four 
  arms and a shark, squid or piranha like head. 
  They spend most of their time in oceans, rivers 
  or lakes, but are quasi amphibious and can 
  survive on land for a few hours if necessary. 
  Merrow are strict carnivores of low intellect, 
  highly attracted to shiny things which they horde 
  in their underwater lairs. They communicate via 
  clicks, whistles and repetitive tones reminiscent of 
  whale songs. Merrows will swarm a staggered 
  target, entering a shark like feeding frenzy. A 
  frenzied merrow never makes morale checks and 
  will attack the staggered target until one or the 
  other is dead. The body of a PC reduced to zero 
  hit points must be recovered from a merrow 
  within one round or it is irretrievably lost.  
   
  Minotaur 
  No. Appearing: 1 or 1d8 
  Armor Class: 15 (armoured) 
  
   
   
  119 
   
  Hit Dice: 5+4 
  Attacks: Big Axe (2d8) 
  Nat 19: the target must roll on the Injuries & 
  Setbacks table (Luck (Dex) save resists).  
  S:19 D:14 C:19 I:6 P:14 W:15 Ch:7 
  Luck: 8 
  Move: 30 ft 
   
  The minotaur is an 8 ft tall, bestial man-eating 
  predator, with the head of a bull and a humanoid 
  body covered in shaggy hair. Most are brutal and 
  of primitive intelligence. A special charge attack 
  may be made up to 60 ft, gaining advantage to hit 
  for 2d8+2 damage, and the target must make a 
  Luck (Con) save or roll on the Injuries & 
  Setbacks table. Minotaurs have a 10 ft reach.  
   
  The Infernal Minotaur is a half demon variant, 
  with jet black eyes, smoking hooves and a bloody 
  drool. They may Roar (as the Frighten spell) 
  once per day, and are immune to non-magical 
  weapons except those of cold iron, which affect 
  them normally. Infernal minotaurs see as well in 
  darkness as in light and have 35% magic 
  resistance. 
   
  Mummy 
  No. Appearing: 1 or 1d8 
  Armor Class: 13 
  Hit Dice: 7 
  Attacks: Fist (1d12 + Mummy Rot) 
  Nat 19: the target is cursed and loses 1 point of 
  Luck. 
  S:19 D:8 C:16 I:3 P:10 W:14 Ch:3 
  Luck: 9 
  Move: 30 ft 
   
  Mummies appear as the classic bandage wrapped 
  Undead of popular fiction. They are particularly 
  susceptible to fire which causes double damage. 
  Mummies have no real intelligence and simply 
  follow the orders of their master, even if their 
  master has long since passed. Their touch inflicts 
  Mummy Rot, a magical curse that causes 1 Con 
  loss and prevents healing of all kinds until the 
  adventure ends (a Luck (Will) save resists). A 
  Cure Malady spell will lift the mummy’s curse. 
  Ochre Jelly 
  No. Appearing: 1d3 
  Armor Class: 11 
  Hit Dice: 8 
  Attacks: Pseudopod (2d8) 
  Nat 19: the ochre jelly splits in two. 
  S:18 D:10 C:16 I:2 P:13  W:16 Ch:1 
  Luck: 9 
  Move: 30 ft and may climb walls, ceilings, etc 
   
  Ochre Jellies are mindless, amorphous oozes that 
  seek to dissolve opponents with their acidic 
  pseudopods. 
  They 
  absorb 
  any 
  adventurer 
  reduced to zero hit points within one round, 
  making recovery of the body impossible. Ochre 
  jellies are immune to fire and are split in two by 
  cold damage (divide hit points in half).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Octopus, Giant 
  No. Appearing: 1 
  Armor Class: 15 
  Hit Dice: 17+3 
  Attacks: Bite (2d8) and 8 Tentacles (1d10) 
  
   
  120 
   
  Nat 19: special 
  S:23 D:14 C:22 I:3 P:10 W:15 Ch:3 
  Luck: 16 
  Move: 30 ft or 120 ft swimming 
   
  A giant octopus is approximately 80 ft long, 
  dwarfing small sailing vessels which are inevitably 
  splintered by the beast’s devastating tentacles. 
  They are reluctant to crawl on land but can do so 
  for short periods if sufficiently enraged or hungry. 
  Their Tentacle attacks have a 15 ft reach and 
  Cause Injuries on a natural 19-20 attack roll. 
  They swallow their target whole on a natural 19-
  20 Bite attack. A swallowed target may attack the 
  monster’s guts with a small weapon such as a 
  dagger, suffering 3d10 crushing and acidic 
  damage on the monster’s turn. A severely injured 
  giant octopus will flee, releasing a 200 ft radius of 
  black ink, and regurgitate any swallowed (but 
  fighting) opponents. Any attacks in the inked area 
  suffer a 33% miss chance.  
   
  Ogre 
  No. Appearing: 1, a mated pair, or 2d4 
  Armor Class: 12 
  Hit Dice: 4+3 
  Attacks: Spiked Club (2d8) 
  Nat 19: special 
  S:19 D:8 C:15 I:6 P: 7 W:8 Ch:7 
  Luck: 7 
  Move: 40 ft 
   
  Ogres are 9 ft, hairless, powerfully built 
  humanoids, with elongated canines and pointed 
  ears. They are of low intelligence, brutal and easy 
  to anger. When staggered, an ogre enters a 
  murderous rage, gaining a free attack against 
  every foe within reach. If an ogre rolls a natural 
  19-20 attack, the target must make a Luck (Con) 
  save or roll on the Injuries & Setbacks table.  
  Ogres have a 10 ft reach.  
   
  Ogre Mage 
  No. Appearing: 1 
  Armor Class: 15 
  Hit Dice: 7+4 
  Attacks: Big Sword (2d8) 
  Nat 19: the Ogre Mage summons spirit warriors 
  equivalent to a Monster Summoning II spell. 
  S:19 D:10 C:15 I:15 P: 14 W:15 Ch:10 
  Luck: 9 
  Move: 40 ft 
   
  The ogre mage is a highly intelligent ogre with 
  spell casting abilities. An ogre mage may cast Fly, 
  Invisibility, Darkness 15 ft radius, Sleep, Charm 
  Person, Phantasmal Force and Cone of Cold 
  once per day. Ogre mages may spend an action 
  to assume human shape or shift back to their real 
  form. If an ogre mage rolls a natural 19-20 attack, 
  the target must make a Luck (Con) save or roll 
  on the Injuries & Setbacks table.  
   
  Owlbear 
  No. Appearing: 1 or a mated pair 
  Armor Class: 13 
  Hit Dice: 6+3 
  Attacks: 2 x Claws (1d6+2) and Bite (2d4) 
  Nat 19: bear hug (see below). 
  S:19 D:12 C:16 I:3 P:10 W:15 Ch:4 
  Luck: 8 
  Move: 40 ft 
   
  Owlbears have the body of a bulky 10 ft bear and 
  the head of an owl, including a powerful lacerated 
  beak.  Owlbears that hit with both claw attacks 
  draw the victim into a crushing hug forcing the 
  victim to roll on the Injuries & Setbacks table (a 
  Luck (Con) save resists). Owlbears are foul 
  tempered and explode into extreme violence; 
  they cause 20 hp damage on critical hits and have 
  a 10 ft reach.  
   
  A Giant Ape might substitute for owlbears in 
  remote jungle areas, with Dex 14, a 40 ft climb 
  speed, and throw boulders/branches for 2d6 
  damage up to 50 ft.  Winged Giant Apes also 
  have a 40 ft fly speed. 
   
  Purple Worm 
  No. Appearing: 1 
  Armor Class: 17 
  Hit Dice: 20 
  
   
   
  121 
   
  Attacks: Bite (3d12+3) and Stinger (poison) 
  Nat 19: special 
  S:24 D:8 C:24 I:3 P:14 W:15 Ch:2 
  Luck: 16 
  Move: 90 ft slithering, swimming or burrowing 
   
  The purple worm is a colossal, 100 ft column of 
  rubbery flesh and a circular maw filled with row 
  upon row of man sized teeth. They hunt in seas 
  and burrow beneath the earth, rarely surfacing 
  except in times of extreme scarcity, or summoned 
  by apocalyptic cults. Purple worms detect their 
  prey through smell, ground vibrations and 
  echolocation to a distance of 240 ft. They swallow 
  their prey whole on a natural attack roll of 18+, 
  make Off Turn Attacks and have a 15 ft reach. A 
  swallowed target may attack the monster’s guts 
  with a small weapon such as a dagger, suffering 
  3d10 crushing and acidic damage on the 
  monster’s turn. In addition to the worm’s 
  dreaded bite, it has a poison tail stinger that 
  instantly kills humanoid targets that fail a Luck 
  (Con) save. An adventurer has a 40% chance of 
  harvesting 1d4 doses of poison from a dead 
  Purple Worm. 
   
  Rat, Dire  
  No. Appearing: 3d4 
  Armor Class: 12 
  Hit Dice: 2+3 
  Attacks: Bite (2d4) 
  Nat 19: the target must make a Luck (Con) save 
  or suffer a virulent disease, draining 1d4 Str over 
  the next 1d10 minutes. 
  S:13 D:15 C:13 I:2 P:13 W:9 Ch:4 
  Luck: 5 
  Move: 60 ft  
   
  Similar to giant rats, but about the size of a large 
  wolf, dire rats are stealthy pack hunters with a 
  calculated malevolence. Once per day, some dire 
  rats may issue an awful squeal, summoning 3d6 
  obedient giant rats (or a swarm of ordinary rats) 
  from nearby sewers or wilderness. A dire rat bite 
  has a 50% chance of carrying a death plague, 
  causing sufferers to lose 1d4 Con each day until 
  they die at zero Con. A Luck (Con) save resists. 
  An apothecary may be able to cure the disease 
  with the correct healing herbs.  
   
  Rat, Giant 
  No. Appearing: 5d4 
  Armor Class: 11 
  Hit Dice: 1d4 hp 
  Attacks: Bite (1d3) 
  Nat 19: If appropriate, another Giant Rat (60%) 
  or Dire Rat (40%) comes to aid this Giant Rat.  
  S:3 D:14 C:8 I:2 P:13 W:6 Ch:4 
  Luck: 3 
  Move: 40 ft 
   
  Giant rats are about the size of a large cat. They 
  are often found in sewers and lurking in forests 
  nearby civilization. A giant rat bite has a 50% 
  chance of carrying a wasting disease, causing 
  sufferers to lose 1d4 Str each day until they are 
  bedridden at zero Str. A Luck (Con) save resists. 
  An apothecary may be able to cure the disease 
  with the correct healing herbs.  
   
  Roc 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 14 
  Attacks: 2 Claws (2d6) and Bite (2d10+2) 
  Nat 19: special 
  S:23 D:13 C:20 I:2 P:14 W:16 Ch:10  
  Luck: 14 
  Move: 240 ft flying 
   
  Rocs are dragon sized, eagle or vulture like birds, 
  large enough to prey upon elephants. On a Claw 
  attack roll of 19-20, the roc may grab the target in 
  one claw and fly away with it (often to be dropped 
  from a great height, then eaten, or fed to 
  hatchlings). The target may use their action to 
  make an opposed Str or Dex check to slip free. 
  Rocs have a 15 ft reach.  
   
  Scorpion, Giant 
  No. Appearing: 1-6 
  Armor Class: 15 
  Hit Dice: 6 
  
   
  122 
   
  Attacks: 2 x Claws (1d8) and Stinger (1d4 + 
  poison) 
  Nat 19: the target is caught in the scorpion’s 
  pincer, automatically suffering one Claw hit on 
  the monster’s turn. A Str contest is required to 
  break free.  
  S:19 D:13 C:15 I:1 P:10 W:14 Ch:3  
  Luck: 8 
  Special: Poison 
  Move: 40 ft 
   
  The giant scorpion is a 10 ft monstrosity with a 
  plate like carapace and oversized claws. Its stinger 
  carries a deadly poison; the target must make a 
  Luck (Con) save or lose 1 Con each hour until 
  death at zero Con. Tending by an apothecary 
  might slow the effect to 1 Con loss per 2d6 hours. 
  A dose of anti-toxin will neutralize the poison, 
  preventing further Con loss.  A Giant Scorpion 
  has a 10 ft reach.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Serpent, Giant 
  No. Appearing: 1d6 
  Armor Class: 13 
  Hit Dice: 5 
  Attacks: Bite (1d8 + poison) 
  Nat 19: special 
  S:19 D:16 C:13 I:3 P:10 W:12 Ch:5  
  Luck: 8 
  Move: 30 ft 
   
  Giant serpents vary in size and colour but are 
  generally 8 to 12 ft long and one or two feet thick 
  at their widest point. Their oversized heads often 
  have dislocating jaws and fangs laced with venom. 
  Serpent poison varies from species to species, but 
  commonly causes 1d6 damage and 1d4 Con, Str 
  or Dex loss (a Luck (Con) save resists). On a 
  natural 19-20 attack roll, a giant serpent coils 
  around its target, constricting it and rendering it 
  helpless. A trapped victim may spend their action 
  to make an opposed Str check to break free. 
  Larger specimens of up to 12 HD are not 
  unheard of, growing to more than 20 ft in length.  
   
  Serpentmen 
  Serpentmen are a cruel and despotic race from a 
  lost age, once great rulers over early humankind 
  but now forgotten and exiled into dark corners of 
  the world. They breed two primary forms, the 
  Ssurloc warrior, a giant, 8 ft hybrid serpent with a 
  humanoid upper torso, and the Hraarsk cultists; a 
  reptilian biped that can often pass for human in a 
  cloak and cowl. Some ancient writings also refer 
  to a third form, the noble caste Razkarrt, 
  recorded as beautiful, cold blooded, human like 
  beings, able to conceal their forked tongues and 
  reptilian eyes through shapeshifting.  
   
  Hraarsk  (Humanoid) 
  No. Appearing: 4d4  
  Armor Class: 14 
  Hit Dice: 2+2 
  Attacks: Bite (1d4 + poison) or weapon 
  Nat 19: the Hraarsk imparts a momentary 
  hypnotic effect, causing the target to lose their 
  next action (Luck (Will) save resists). 
  S:12 D:13 C:10 I:10 P: 12 W:10 Ch:9  
  Luck: 5 
  Move: 30 ft 
   
  Hraarsk are the lowest breed of serpentmen, 
  reptilian humanoids and dedicated cultists of 
  dark and insidious powers from beyond the stars. 
  Hraarsk Bites cause 1d4 damage and drain 1 
  Will (a Luck (Con) save resists). Victims reduced 
  to zero Will fall into a trance like state, making 
  them completely suggestible, even to the point of 
  committing suicide. Hraarsk sometimes poison 
  
   
   
  123 
   
  wells before stealing away townsfolk for use in 
  sacrificial rituals. Some rare hraarsk are recorded 
  as displaying sorcerous powers.  
   
  Razkarrt (Noble) 
  No. Appearing: 1d4  
  Armor Class: 18 
  Hit Dice: 9+4 
  Attacks: Bite (1d6 + poison) or weapon 
  Nat 19: the razkarrt unleashes a potent charm 
  effect; the target makes a Luck (Will) save or is 
  subject to the equivalent of a Confusion spell.  
  S:12 D:19 C:14 I:18 P: 16 W:18 Ch:14  
  Luck: 10 
  Move: 30 ft  
   
  Razkarrt are the noble caste of the serpentmen, 
  ruling over their civilization with great cunning 
  and ruthlessness. They seek to restore the 
  serpentfolk to greatness, or in the alternative, to 
  hasten humankind towards final destruction. The 
  razkarrt often masquerade as humans, seeking 
  positions of power with access to networks of 
  spies and informants. Razkarrt take great pleasure 
  in manipulating foolish warmbloods as their plans 
  unfold. Razkarrt may spend an action to 
  shapeshift between human, noble and hybrid 
  form. Some are powerful sorcerers, able to cast 
  spells like a 1d6+6 level magic user. 
   
  Ssurloc (Hybrid) 
  No. Appearing: 2d4  
  Armor Class: 16 
  Hit Dice: 6+3 
  Attacks: Bite (2d4 + poison) or weapon 
  Nat 19: the Ssurloc makes a surprise tail whip 
  attack, causing 1d8 damage and knocking the 
  target prone.  
  S:18 D:16 C:14 I:10 P: 11 W:13 Ch:10  
  Luck: 8 
  Move: 40 ft 
   
  Ssurlocs are 8 ft hybrids, half humanoid, half 
  serpent, devoid of empathy and utterly loyal to 
  the serpentmen cause. A ssurloc Bite carries a 
  potent poison causing 1d6 damage and 1 Dex 
  loss (a Luck (Con) save resists). Ssurloc warriors 
  often coat their weapons with their venomous 
  saliva.  
   
  Shade 
  No. Appearing: 2d6 
  Armor Class: 12 
  Hit Dice: 4 
  Attacks: Touch (1d6+1 + Str drain) 
  Nat 19: the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists). 
  S:- D:16 C:- I:10 P: 13 W:10 Ch:7  
  Luck: 7 
  Move: 40 ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shades are Incorporeal Undead with the usual 
  benefits. Shades resemble misty, ink dark 
  shadows, existing only to steal the vitality from the 
  living to sustain their cursed half life. Their chill 
  touch drains 1 Str with a successful hit. An 
  adventurer reduced to zero Str is instantly slain 
  and has a 50% chance of being reborn a shade 
  (subservient to its creator) the next midnight.  
   
  Elder shades are ancient versions of their kind; 
  they have 7 HD, drain 1d4 Str per hit, and 
  control packs of ordinary shades. Some also 
  demonstrate limited spell like abilities similar to 
  Silent Image, Darkness 15 ft radius, Fog Cloud, 
  Dispel Magic and Shadowbolt (as Lightning Bolt, 
  but made of life leeching energy rather than 
  lightning). 
   
  
   
  124 
   
  Shark, Giant 
  No. Appearing: 2d4 
  Armor Class: 12 
  Hit Dice: 5+3 
  Attacks: Bite (3d6) 
  Nat 19: the target must make a Luck (Con) save 
  or lose a limb.  
  S:18 D:13 C:- I:2 P:8  W:10 Ch:4  
  Luck: 8 
  Move: 60 ft swimming 
   
  The above statistics are for 15 ft, aggressive man 
  eating giant sharks. When a giant shark reduces a 
  target to staggered, all giant sharks in a 20 ft 
  radius go into a feeding frenzy, gaining a free 
  attack. 
   
  Skeleton 
  No. Appearing: 3d10 
  Armor Class: 11 
  Hit Dice: 1 
  Attacks: Spear (1d6+1) 
  Nat 19: if appropriate, other nearby bones (or a 
  defeated skeleton) animate to aid this Skeleton. 
  S:13 D:13 C:10 I:- P: 13 (special) W:- Ch:-  
  Luck: 4 
  Move: 30 ft 
   
  Skeletons are magically animated bones that 
  unerringly follow the last orders of their master, 
  even if their master has since passed. They have 
  no personalities as such and are more automaton 
  than creature. They are Undead with the usual 
  benefits and are also impervious to piercing 
  damage from arrows, javelins, and so on. 
  Skeletons 
  makes 
  excellent 
  guardians, 
  automatically sensing any living creature within 60 
  ft and have no need for food, sleep or shelter. 
  The magic that sustains a skeleton can last 
  centuries, if not millennia.  
   
  Skeleton, Ogre 
  No. Appearing: 3d10 
  Armor Class: 12 
  Hit Dice: 4 
  Attacks: Spiked Club (2d8)  
  Nat 19: if appropriate, other nearby bones (or a 
  defeated Ogre Skeleton) animate to aid this Ogre 
  Skeleton. 
  S:15 D:10 C:16 I:- P: 13 (special) W:- Ch:-  
  Luck: 7 
  Move: 40 ft 
   
  As humanoid skeleton, but approximately 10 ft 
  tall. Ogre skeletons do not possess the same 
  physical strength as their living counterparts. On 
  the other hand they are just as hardy, obey 
  orders, and do not stink or complain. Most 
  necromancers consider them an improvement.  
  Giant skeletons have a 10 ft reach.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spectre 
  No. Appearing: 1 
  Armor Class: 15 
  Hit Dice: 7 
  Attacks: Spectral weapon or touch (1d8 + level 
  drain) 
  Nat 19: the Spectre and target vanish to a 
  nightmare realm of dark sorcery to finish their 
  duel. If the Spectre is destroyed, the target 
  reappears. 
  S:- D:15 C:- I:13 P: 15 W:15 Ch:9  
  Luck: 9 
  Move: 30 ft in any direction 
  
   
   
  125 
   
  Spectres are Incorporeal Undead that pass 
  through solid objects like water. A spectre’s icy 
  touch drains one level until the end of the 
  adventure (a Luck (Will) save resists). An 
  adventurer reduced to zero levels dies, and rises 
  as a subservient wraith in 1d4 days. Spectres 
  possess a malign intelligence and remember 
  much of their former life, but those memories 
  are tainted by feelings of hate, vengeance and 
  torment.  
   
   
   
   
   
   
   
   
   
   
   
   
  Spider, Giant  
  No. Appearing: 2d4 
  Armor Class: 13 
  Hit Dice: 2+2 
  Attacks: Bite (1d6+1 + poison) 
  Nat 19: special 
  S:14 D:16 C:12 I:2 P:12 W:10 Ch:4  
  Luck: 5 
  Move: 40 ft and may climb walls, ceilings, etc 
   
  Giant Spiders are 6 ft long, aggressive hunters 
  and web builders. On a natural 19-20 attack roll, 
  a giant spider wraps its victim in webs, rendering 
  them helpless (a Luck (Str) save resists). On its 
  turn, a trapped victim may spend its action to 
  attempt to break free (an opposed Str check vs 
  Str 17). A giant spider’s poisonous bite causes 
  1d6 damage and 1 Dex loss (a Luck (Con) save 
  resists). An adventurer has a 25% chance of 
  harvesting 1d3 doses of poison from a dead 
  spider.  
   
   
  Spider, Phase 
  No. Appearing: 1d4 
  Armor Class: 15 
  Hit Dice: 8+2 
  Attacks: Bite (2d6 + poison) 
  Nat 19: the phase spider automatically phases out 
  of existence after its turn is complete.  
  S:15 D:19 C:12 I:2 P:14 W:14 Ch:5  
  Luck: 9 
  Move: 40 ft and may climb walls, ceilings, etc 
   
  Phase spiders are 8 ft long, natural ambushers 
  who surprise their prey by phasing into existence 
  from above or behind (automatic surprise at the 
  GM’s discretion). A phase spider’s poisonous 
  bite is lethal after 1d3 rounds on a failed Luck 
  (Con) save. An apothecary may be able to delay 
  the poison’s effect for 1d3 hours. A phase spider 
  has a 50% chance of phasing out of existence 
  after its turn, reappearing at the start of its next 
  turn anywhere within 40 ft.  
   
  Sprite 
  No. Appearing: 5d4 
  Armor Class: 12 
  Hit Dice: 1 hit point 
  Attacks: Tiny Bow or Blade (1d2 + poison) 
  Nat 19: the target is cursed and loses 1 point of 
  Luck. 
  S:3 D:17 C:5 I:12 P: 13 W:15 Ch:15 
  Luck: 3 
  Move: 30 ft including when flying or swimming 
   
  Sprites are 6 inch fey humanoids often found in 
  forests or near water. The ground based pixies 
  have gossamer wings, while water based nixies 
  have gills and are amphibious. Sprites are 
  intensely 
  curious, 
  jealous, 
  vengeful 
  and 
  notoriously capricious. Sprite poison requires a 
  Luck (Will) save or imposes a deep slumber for 
  1d4 hours. Upon awakening, the victim has no 
  memory of the hour prior to the poison, and is 
  often bereft of any shiny or beautiful trinkets such 
  as coins, gems and jewellery. An adventurer has a 
  50% chance of looting 1d3 doses of poison from 
  a band of sprites.  
   
   
  
   
  126 
   
  Stirge 
  No. Appearing: 3d10 
  Armor Class: 12 
  Hit Dice: 1d4 hp 
  Attacks: Sting (1d3 + blood drain) 
  Nat 19: the Stirge infects the target with a blood 
  borne disease, causing 1d4 Str loss over 1d6 
  hours (Luck (Con) save resists). 
  Luck: 3 
  S:4 D:16 C:6 I:2 P:10 W:5 Ch:4  
  Move: 60 ft when flying 
   
  Stirges resemble grotesque, 1 ft hummingbirds 
  with four hook like appendages. Stirges have a 
  needle proboscis they stab into their prey to drain 
  blood. After landing a hit, the Stirge latches on 
  with its hooks, automatically causing 1d4 damage 
  each turn. Attacking an attached Stirge is 
  awkward if you wish to avoid injuring the host, 
  imposing a -2 penalty to hit. Alternatively, allies 
  may swing away with abandon, but with a 25% 
  chance of accidentally injuring both the Stirge 
  and the host. An attached Stirge will drain an 
  unconscious adventurer to death in 1d6 rounds if 
  left unchecked.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  T-Rex 
  No. Appearing: 1 
  Armor Class: 14 
  Hit Dice: 20 
  Attacks: Bite (3d10+2) 
  Nat 19: special 
  S:23 D:13 C:21 I:3 P: 12 W:15 Ch:4 
  Luck: 16 
  Special: See below  
  Move: 60 ft 
   
  The Tyrannosaurus Rex is the gigantic, 40 ft 
  dinosaur king from the prehistoric era. Its 
  oversized skull and jaws, in combination with its 
  aggression and speed, usually make it the top 
  predator in the area. Creatures of 4 HD or less 
  must make a Will check or flee in terror for 2d6 
  rounds or until out of sight. T-Rex Cause Injuries 
  and critical his on 19-20 attack rolls. They have a 
  15 ft reach.  
   
  Tentacle Spawn 
  No. Appearing:1 or 1d4 (pod)
    
  Armor Class: 13 
  Hit Dice: 10+2 
  Attacks: 2 Tentacles (1d8 + special) 
  Nat 19: the tentacle spawn unleashes a psychic 
  blast, momentarily stunning the target which loses 
  its next action (Luck (Will) save resists). 
  S:13 D:16 C:14 I:19 P: 19 W:19 Ch:15  
  Luck: 10 
  Move: 30 ft 
   
  Tentacle spawn are oily skinned humanoids with 
  octopus like heads from another planet or 
  dimension. Their motives are inscrutable but 
  they are intelligent and exist on a steady diet of 
  brains, preferably human. They are subterranean 
  and become severely disorientated if exposed to 
  wide open spaces. Spawns attack by attempting to 
  burrow their tentacles into their opponent’s skull 
  and brain. If both Tentacle attacks hit, the target 
  must make a Luck (Con) save or die on the 
  monster’s next turn, unless the two are somehow 
  separated.  
   
  Tentacle spawn may spend an action to project a 
  mental blast of abject horror in a 60 ft cone, 20 ft 
  wide at the base, causing 1d4 Int loss and 
  imposing a serious madness trait (a Luck (Will) 
  save resists). The Mental Blast attack has a 30% 
  chance of recharging at the start of the tentacle 
  spawn’s turn. Tentacle spawn may spend an 
  action to produce each of the following spell 
  
   
   
  127 
   
  effects once per day: Charm Person, Blindness, 
  Charm Monster, Telekinesis and Telepathy.  
   
  Tiger 
  No. Appearing: 2d4 
  Armor Class: 13 
  Hit Dice: 4+4 
  Attacks: 2 Claws (1d4+2) and Bite (1d8+1) 
  Nat 19: the target is knocked prone. 
  S:19 D:13 C:17 I:3 P:13 W:10 Ch:6  
  Luck: 7 
  Move: 50 ft 
   
  Tigers have advantage when tracking and on 
  stealth checks. A tiger that hits with both Claws 
  knocks the target prone, and automatically hits 
  with its bite. 
    
  Tiger, Sabretooth 
  No. Appearing: 1 or 2d4 
  Armor Class: 13 
  Hit Dice: 7+2 
  Attacks: Bite (2d6) and 2 x Claws (1d6+1) 
  Nat 19: the target is knocked prone and cannot 
  stand back up without winning a Str contest.  
  S:20 D:13 C:19 I:3 P:14 W:15 Ch:7  
  Luck: 9 
  Move: 60 ft 
   
  This enormous, prehistoric cat stands 5 ft at the 
  shoulder and weighs more than a grizzly bear. It 
  is renowned for its long teeth, powerful frame 
  and cunning stalking techniques, often hunting in 
  packs. If the sabretooth moves at least 20 ft and 
  hits, the target must make a Luck (Str) save or be 
  knocked prone, and cannot stand back up 
  without spending an action and succeeding on an 
  opposed Str check. Sabretooths have advantage 
  on tracking and stealth checks.  
   
  Treant, Bloodroot 
  No. Appearing: 1d4 
  Armor Class: 17 
  Hit Dice: 11 
  Attacks: 2 Batter (3d6) 
  Nat 19: special 
  S:22 D:10 C:20 I:3 P:13 W:17 Ch:4  
  Luck: 11 
  Move: 30 ft 
   
  Bloodroot treants are sentient, 20 ft animated 
  trees corrupted by great evil. Unlike the 
  peaceable ent tree shepherds, bloodroots have a 
  hunger for blood and flesh rather than soil and 
  stream. Bloodroots look like any normal tree 
  until they attack, battering their foes with 
  powerful limbs before digging them down into 
  the earth and rooting themselves atop the still 
  warm corpse. Bloodroots are unintelligent and 
  incapable of speech, but do use leaf rustling to 
  communicate very basic concepts to each other. 
  Bloodroots Cause Injuries on a natural 19-20 
  attack roll and have a 10 ft reach. They are 
  particularly susceptible to fire which causes 
  double damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Troll 
  No. Appearing: 1d12 
  Armor Class: 13 
  Hit Dice: 7 
  Attacks: 2 Claws (1d4+1) and Bite (1d8+1) 
  Nat 19: if the target is accompanied by a pet or 
  henchmen, the pet/ally is eaten by the troll (or 
  has a limb torn off).  
  S:19 D:12 C:17 I:6 P: 7 W:8 Ch:7 
  Luck: 9 
  Move: 30 ft 
   
  
   
  128 
   
  Trolls are 10 ft rubbery fleshed humanoids with 
  large ears and hard nodules patterning their skin. 
  They have oversized heads, with large teeth and 
  elongated arms and claws with a 10 ft reach. 
  Trolls are famous for their power to self 
  regenerate; they heal all damage at the start of 
  their next turn, or in 1d6 rounds if reduced to 
  zero hit points. Damage from fire or acid is not 
  regenerated. A troll reduced to zero hit points 
  and completely burnt or buried does not 
  regenerate. Trolls prefer to lair in swamplands 
  and moors, sinking beneath foul waters to 
  hibernate in times of scarcity, waiting for prey to 
  rouse them.  
   
  Urgot 
  No. Appearing: 2d6 (raiding party) or 10d10 
  (tribe) 
  Armor Class: 11 
  Hit Dice: 1+4 
  Attacks: Club or Tentacle or Claw or Bite, etc 
  (1d6+1) 
  Nat 19: the target is cursed and loses 1 point of 
  Luck.  
  S:13 D:13 C:16 I:7 P: 9 W:12 Ch:6 
  Luck: 5 
  Move: 30 ft 
   
  Urgot are abominations of dark sorcery or the 
  cursed bloodlines of humans whose ancestors 
  made pacts with infernal powers. Urgot differ 
  from tribe to tribe, but all display major 
  mutations such as tentacles, severe hunchbacks, 
  missing or deformed limbs, fish eyes, prehensile 
  tails, quadruped motion, shark teeth, and so on. 
  Urgot are intelligent, cruel and depraved pack 
  hunters. They employ ritual scarring to mark 
  seniority, and usually keep to the deep shadows 
  of 
  ancient 
  temples, 
  forests 
  and 
  isolated 
  mountains.  
   
  A group of urgot hunters may issue a 
  simultaneous, highly disturbing wail, chittering or 
  moan once per day, causing all sentient creatures 
  within 20 ft to make a Luck (Will) save or suffer a 
  minor madness. Some tribes contain a spell 
  caster known as an Urgozer, with 3+3 HD and 
  the ability to cast a handful of 1
  st to 3
  rd level spells 
  each day, for example: Hideous Laughter, 
  Clairvoyance, Charm Person, Blindness, Speak 
  with Dead, Dispel Magic, Mirror Image and 
  Slow.  
   
  Vampire 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 9 
  Attacks: Bite (1d10 + level drain) 
  Nat 19: if appropriate, a thrall comes to aid the 
  vampire.  
  S:19 D:19 C:16 I:16 P: 17 W:16 Ch:16 
  Luck: 10 
  Move: 30 ft or 60 ft in gaseous form 
   
  Vampires are wicked Undead blood feeders that 
  masquerade as humans and live within the very 
  towns they prey upon. They are intelligent and 
  present as cold, clammy handed humans, often 
  physically beautiful with enticing voices. A 
  vampire may make a supernatural gaze attack up 
  to 10 ft against anyone staring into their eyes, 
  mimicking a Charm Person effect. Their gaze 
  attack has a 30% chance of recharging at the start 
  of the vampire’s turn.  
   
  Vampires are immune to non-magical weapons, 
  except those of cold iron, which affect them 
  normally. They regenerate 1d12 damage at the 
  start of their turn. Fire or acid suspends this 
  regeneration for 1d6 rounds. If reduced to zero 
  hit points, a vampire turns to mist and seeks to 
  escape back to its coffin, where it slowly 
  regenerates over 1d4 hours. The only way to 
  permanently slay a vampire is to submerge it in 
  running water, expose it to direct sunlight, or 
  drive a wooden stake through its heart.  
   
  Vampires may spend an action to summon a 
  flock of bats, a swarm of rats or a pack of wolves 
  from nearby wilderness. A vampire’s bite drains 
  one level from the victim (a Luck (Will) save 
  resists) until the end of the adventure. A creature 
  
   
   
  129 
   
  reduced to zero levels by a vampire’s bite rises as 
  a thrall with 3 HD and similar weapon immunity 
  and Bite effects. After a time, the vampire may 
  choose to release the thrall, allowing it to mature 
  into a full vampire. Vampires are conscious of 
  creating too many rivals however, and are 
  territorial with respect to feeding grounds. They 
  are just as likely to destroy a thrall as release it.  
   
  Vampires are often Boss Monsters. Especially 
  ancient vampire lords are known to cast magical 
  spells. Vampires have some unique indicators 
  and weaknesses. They find the smell of garlic 
  repugnant, do not cast reflections in mirrors, and 
  hiss and retreat for 2d6 rounds when forcefully 
  presented with the icon of a good deity.  
   
  Wight, Barrow 
  No Appearing: 2d4 
  Armor Class: 14 
  Hit Dice: 5 
  Attacks: Claw (1d6 hp + level drain) 
  Nat 19: the wight’s touch imparts dark sorcery; 
  the target rolls on the Dark & Dangerous Magic 
  table. 
  S:17 D:14 C:14 I:14 P: 16 W:15 Ch:8 
  Luck: 8 
  Move: 30 ft 
   
   
   
   
   
   
   
   
   
   
  Barrow Wights are semi decayed humanoid 
  Undead that inhabit tombs, graveyards, and 
  burial mounds (barrows). They are immune to 
  non-magical weapons, except those of cold iron, 
  which affect them normally. Barrow wights 
  possess a cursed insight into forbidden mysteries, 
  reflected 
  in 
  their 
  unhinged 
  and 
  sadistic 
  personalities All barrow wights develop some 
  degree of spell casting ability, equal to 1d4+1 
  magic user levels. A barrow wight’s claw attack 
  drains one level from the victim (a Luck (Will) 
  save resists) until the end of the adventure. An 
  adventurer reduced to zero levels rises as an 
  obedient zombie in 1d4 hours.  
   
  Will o’ Wisp 
  No. Appearing: 2d4 
  Armor Class: 16 
  Hit Dice: 2+2 
  Attacks: Shock (1d6) 
  Nat 19: all natural light sources within 30 ft of the 
  wisp are extinguished, and all wisps within 60 ft 
  shed no light for one round (effectively invisible).  
  S:3 D:19 C:6 I:13 P: 15 W:15 Ch:5 
  Luck: 5 
  Move: 60 ft 
   
  Will o’ wisps are malicious, translucent spheres 
  of eerie light that hunt in dangerous wilderness, 
  luring travellers to their deaths. They are 
  Undead, some say the last vestiges of souls who 
  died painful deaths alone in the wilds. They often 
  inhabit swamps, high moors and dark forests. 
  Will o’ wisps are quick to react, gaining advantage 
  on initiative checks. They can brighten or dim 
  their luminescence, and change shape to appear 
  as a group of lights, a shimmering pool, or a 
  glowing humanoid. They automatically sense the 
  living within 240 ft. Older variants learn to 
  manifest illusions of shadow and light (as Silent 
  Image) up to 240 ft to assist in their deceptions.  
   
  Wolf 
  No. Appearing: 3d4 
  Armor Class: 12 
  Hit Dice: 1+2 
  Attacks: Bite (1d4+1) 
  Nat 19: the target is knocked prone.  
  S:13 D:14 C:15 I:2 P:12 W:10 Ch:6  
  Luck: 4 
  Move: 60 ft 
   
  Wolves are pack hunters and may be found in 
  large numbers. Male wolves weigh from 80 to 
  100 pounds and have advantage when tracking. If 
  wolves flank their prey, they gain advantage on 
  
   
  130 
   
  attack rolls instead of +1. Wolf stats might also 
  substitute for hunting dogs, war dogs, and so on.  
   
  Wolf, Dire 
  No. Appearing: 2d4 
  Armor Class: 13 
  Hit Dice: 3+4 
  Attacks: Bite (2d4+1) 
  Nat 19: if appropriate, a wolf (60%) or dire wolf 
  (40%) comes to aid the dire wolf.  
  S:18 D:15 C:17 I:2 P:13 W:14 Ch:6  
  Luck: 6 
  Move: 60 ft 
   
  Dire wolves (also known as worgs) are horse 
  sized, corrupted and malevolent wolves with a 
  taste for human flesh. They have advantage when 
  tracking and are sometimes used as steeds. If dire 
  wolves flank their prey, they gain advantage on 
  attack rolls instead of +1. Some rare dire wolves 
  may issue an eldritch howl once/day, raising any 
  dead wolves or dire wolves within 120 ft as 
  obedient zombies in one round.  
   
   
   
   
   
   
   
   
   
   
  Wraith 
  No. Appearing: 1d6 
  Armor Class: 14 
  Hit Dice: 6 
  Attacks: Ghostly Sword (1d8 + special) 
  Nat 19: the target’s weapon or armour (50%) turn 
  insubstantial (Luck save resists). 
  S:- D:17 C:- I:10 P: 13 W:12 Ch:7 
  Luck: 8 
  Move: 30 ft 
   
  Wraiths are most commonly encountered as 
  thralls to their spectre master. A wraith may shift 
  between Incorporeal and physical form, but 
  physical manifestation causes them great pain and 
  they do so only for short periods. Wraiths often 
  appear armed with ghostly weapons, which in 
  addition to causing normal damage, require a 
  Luck (Will) save to avoid losing 1d4 Will. An 
  adventurer reduced to zero Will dies instantly 
  with a pitiable shriek.  
   
  Wyvern 
  No. Appearing: 1d4 
  Armor Class: 17 
  Hit Dice: 13 
  Attacks: Bite (2d8) and Sting (1d6+2 and poison) 
  Nat 19: the target is grabbed and may be carried 
  away. 
  S:22 D:16 C:20 I:3 P: 15 W:14 Ch:7 
  Luck: 13 
  Move: 30 ft or 90 ft when flying  
   
  Wyverns are 30 ft, two-legged quasi dragons, with 
  horned skulls, and fore claws attached to their 
  wings. They have a bestial intellect and cunning. 
  Wyverns Cause Injuries on critical hits and have 
  a 10 ft reach. A wyvern’s stinger carries a potent 
  poison causing 1d4 Str loss (Luck (Con) save for 
  half). An adventurer has a 20% chance of 
  harvesting 1d4 doses of poison from a dead 
  wyvern. 
   
  Xornling 
  No. Appearing: 2d4 
  Armor Class: 15 
  Hit Dice: 1d4 hp 
  Attacks: Bite (1d2 + special)  
  Nat 19: the xornling bites a chunk out of the 
  target’s weapon, reducing the damage die by one 
  category (eg 1d8 becomes 1d6) until repaired.  
  S:6 D:17 C:9 I:4 P:13 W:12 Ch:9 
  Luck: 3 
  Move: 20 ft and may climb walls, ceilings, etc 
   
  Xornlings are diminutive 4 inch subterranean 
  monstrosities that sustain themselves on rocks, 
  minerals, gems and metals. They resemble 
  alienesque spiders with six legs, a hard, noduled 
  
   
   
  131 
   
  carapace, and darting eyes scattered across their 
  body. A grinding maw is located beneath their 
  oval midsection. Xornlings “hear” gems and 
  metals within 120 ft, have animal like intelligence, 
  and often develop a taste for jewellery and coins. 
  A xornling left to its own devices will eat 1d10 
  coins, gemstones, or a chunk of a metal every few 
  hours. Xornlings are natural chameleons and gain 
  advantage when hiding. The bite of a xornling 
  causes minimal damage, but requires a Luck 
  (Con) save or causes 1 Str loss. An adventurer 
  reduced to zero Str is turned to stone.   
   
  Yellow Mould 
  No. Appearing: 2d4 
  Armor Class: 10 (automatic hit in melee) 
  Hit Dice: 3 
  Attacks: Projectile Spore (see below) 
  Nat 19: the spore is extra strong, bursting in a 10 
  ft radius.  
  S:6 D:- C:16 I:2 P:14 W:- Ch:- 
  Luck: 6 
  Move: Immobile 
   
  Yellow mould is a semi-sentient fungus; it is 
  immobile but attacks by way of projectile spores 
  up to 60 ft that burst in a 10 ft diameter. Failing a 
  Luck (Con) save against the spores means that 
  the adventurer dies a horrible choking death in 
  1d6 rounds. An adventurer protecting their nose 
  and mouth with a mask has advantage on the 
  check. The dead become incubators for the 
  spores, sprouting another yellow mould in 1d4 
  days. An apothecary may be able to delay the 
  spore poison for 3d6 hours. Yellow mould is 
  particularly susceptible to fire which causes 
  double damage. When pickings are slim, yellow 
  mould falls into a stasis like dormancy.   
   
  Zombie 
  No. Appearing: 3d8 
  Armor Class: 11 
  Hit Dice: 2+2 
  Attacks: Fist (1d8) 
  Nat 19: if appropriate, other nearby bodies (or a 
  defeated zombie) animate to aid this zombie. 
  S:15 D:7 C:18 I:- P: 12 W:- Ch:-  
  Luck: 5 
  Move: 20 ft 
   
  Zombies are walking corpses, mindlessly obeying 
  orders, even if their creator has long passed. 
  Standard zombies are simple animated corpses, 
  but some horrific variants spread zombification 
  by biting or eating human brains. Zombies 
  continue to attack a target until it is destroyed, 
  dismembering humans, splintering doors, and so 
  on. The body of an adventurer reduced to zero 
  hit points must be recovered from a zombie in 
  one round or it is irretrievably lost. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  132 
   
  MORALE 
  Certain monsters, such as mindless enemies or 
  fanatics, are fearless and always fight to the death. 
  The majority, however, will not continue to fight 
  a hopeless battle, and seek to retreat, surrender 
  or flee instead. The GM decides when monsters 
  abandon the battle and retreat, based on the 
  situation 
  and 
  the 
  monster’s 
  intelligence. 
  Alternatively a Will check could determine 
  whether the monsters have the grit to fight on. 
  Morale checks are modified by the leader’s Cha 
  modifier, if any. The party’s own NPC allies are 
  subject to morale. Adventurers never test for 
  morale; the players decide when to fight and 
  when to flee.  
   
  NPC REACTIONS 
  The GM is in charge of deciding how NPCs react 
  to adventurers in social interactions, depending 
  on what makes sense in all of the circumstances. 
  Sometimes however the GM might decide the 
  outcome is uncertain, or simply prefer to inject 
  some randomness to the scenario, and let the 
  dice decide how an NPC responds.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In such a case, the adventurer makes a Cha check 
  (modified at the GM’s discretion). The degree of 
  co-operation or obstruction from the NPC 
  depends on the degree of success or failure of the 
  check. With a great success, the NPC is co-
  operative and will go out of their way to assist. On  
   
  an ordinary success, the NPC will agree or help 
  but is not willing to put themselves at any great 
  risk or loss to do so. An ordinary failure means 
  the NPC probably won’t co-operate, or only with 
  an adverse complication or setback. A terrible 
  failure means the NPC takes an opposing 
  position to the adventurer and actively obstructs 
  the character, either directly or indirectly.  
   
  Example 1 
  The party wishes to enter a city after nightfall and 
  is challenged by the city guards. After some small 
  talk, the GM calls for a Cha check to convince 
  the guards to let them in. With a great success, 
  the captain takes a liking to one of the 
  adventurers, welcomes them inside, directs them 
  to the safest inn, and provides a warning about 
  cut purses frequenting certain streets. On an 
  ordinary success, the captain invites them inside 
  and directs them to the closest inn. On a failure, 
  the captain grumbles about low pay and solicits a 
  few gold as a “night tax” before allowing entry. 
  On a terrible failure, the captain takes a firm 
  dislike to the wandering freebooters, suspicious 
  of their motives, and doesn’t permit entry. He 
  tells them they can camp outside the walls, and if 
  they’re still there in the morning, they can make 
  their case to the captain of the relieving shift.  
   
  Example 2 
  An adventurer wishes to buy some equipment 
  from a merchant. After some preliminary 
  discussion and negotiation, the GM calls for a 
  Cha check to determine the merchant’s attitude. 
  On a great success, the adventurer gets a fantastic 
  price or an additional item thrown in for free. On 
  an ordinary success, the merchant locates the 
  items required and sells them for a fair price. On 
  a failure, the merchant is unable to locate (or 
  unwilling to part with) some of the goods, but 
  sells the remainder at a fair price. On a terrible 
  failure, the merchant takes a firm dislike to the 
  adventurer and declines to sell him any goods, or 
  alternatively sells them at an exorbitant price.  
   
  
   
   
  133 
   
  Example 3 
  An adventurer is doing the rounds of some city 
  taverns, buying drinks and spinning yarns for the 
  locals in a bid to gather useful information about 
  a person, place or thing. On a great success, the 
  player learns all four pieces of intelligence the 
  GM has about the item of interest. On an 
  ordinary success, the player learns two of the four 
  things. On a failure, the player learns the one 
  critical piece of information required for the 
  adventure to move forward, but word of his 
  inquiries leak back to an opposed stakeholder, 
  who sets plans in motion. On a terrible failure, 
  agents of an opposed stakeholder intercept the 
  adventurer mid drinking session, and attempt to 
  kidnap him! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  134 
   
  TRAPS 
  There are generally two kinds of traps in LFG, 
  the simple trap and the complex trap.  
   
  Simple traps  
  Simple traps are single part traps that are quick to 
  resolve, triggering after an adventurer misses a 
  clue such as the holes housing a poison needle, 
  concealed trip wires or a pressure sensitive 
  flagstone. They are often resolved by players 
  asking questions and interacting with the 
  environment.  
   
  Simple traps can appear in any place that makes 
  sense, and their usual purpose is to deter or 
  prevent passage or access. Simple traps may or 
  may not require a Perc check to detect, 
  depending on what the adventurers do.  
   
  Trap effects are left to the GM to determine but 
  some examples are provided below:  
   
  DANGER 
  LEVEL 
  EXAMPLE 
  EFFECT 
  Minor 
  Trip wire 
  connected 
  to a 
  crossbow. 
  Make an attack roll 
  at +4, using 
  crossbow damage. 
   
  Moderate 
  Poison 
  needle lock. 
  Target makes a 
  Luck (Con) save or 
  suffers 2d6 damage 
  and paralysis of one 
  hand for 1d6 days 
  (Cure Minor Injury 
  spell negates). 
   
  Major 
  Gigantic 
  rolling 
  boulder. 
  Target makes a 
  Luck (Dex) save or 
  is reduced to zero 
  hit points. 
   
   
   
   
   
   
  Complex Traps 
  Complex traps are encounters in their own right 
  and are often set pieces in an adventure. They 
  require significant GM planning ahead of time in 
  order to make sense and allow for interesting 
  options to bypass or negate the trap. Complex 
  traps are usually multi part with serious 
  consequences if the players cannot resolve them.  
   
  These traps tend to be telegraphed by the GM up 
  front. The fun of complex traps arises from the 
  players interacting with the different elements and 
  figuring out a way to resolve them. The GM 
  should generally provide obvious clues or 
  warnings that a serious trap or hazard is present 
  before unleashing it on their unsuspecting party!  
  An example complex trap is provided below.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gargoyle Trap 
  This complex trap protects the treasury of a 
  wealthy merchant prince. The treasury room has 
  a twenty ft ceiling, and is laden with chests of 
  coins and other valuables on three ft pillars 
  scattered about the room. In the centre is a six ft 
  pillar on which a gargoyle is perched. The room 
  has a slight acrid smell to it. When a person 
  enters the room without the password, the 
  gargoyle swoops to attack.  
   
  The gargoyle pillar begins to sink into the floor 
  with an ominous grating sound, dropping by 1d4 
  feet each round. If the pillar reaches floor level 
  the trap is sprung, dropping the entire floor 
  
   
   
  135 
   
  (excluding the pillars) into a sheer pit 20 feet 
  deep and spraying poisonous gas from the walls. 
  The gas is heavier than air and does not rise out 
  of the pit. Note the gargoyle is immune to poison 
  and can fly.  
   
  Players might negate or bypass the first part of the 
  trap by placing weight similar to the gargoyle back 
  onto the pillar, or jamming or destroying the 
  internal mechanical device. Alternatively they 
  might deal with the second part of the trap by 
  scrambling onto one of the pillars, covering their 
  faces with wet scarves to assist against the fumes, 
  lassoing and riding the gargoyle, scaling pillars to 
  get free of the pit, and so on.  
   
  The core danger level of this trap depends on 
  how powerful the gargoyle and poison gas are.  
   
  The encounter can be made more or less difficult 
  by changing the pit depth, adding spikes or a 
  grinding floor, adding hand holds to climb out, 
  substituting the gargoyle for a giant eagle or other 
  creature susceptible to poison, and so on.   
   
   
   
   
   
   
   
  
   
  136 
   
  TREASURE 
  Monster treasure is split into two categories: 
  Carry Loot and Lair Treasure. 
   
  GMs are free to modify the treasure baselines to 
  suit their campaign and/or the scenario at hand. 
  For example, a posse of travelling nobles might 
  use a Lair roll despite being on the road, or a trio 
  of knights might generate one roll each on the 
  Carry Loot table (normally one roll could cover 
  all three). GMs that prefer higher wealth might 
  make more frequent rolls or double rewards. In 
  more frugal campaigns, the GM might make 
  fewer rolls and/or halve rewards. As always, the 
  GM is free to improvise details to better suit the 
  story.  
   
  When a Permanent Magic Item is generated, 
  there is a 66% chance the item has a Discreet 
  magic property, as opposed to an Obvious magic 
  property. Similarly, a One Shot Magic Item has a 
  66% chance of being a Potion as opposed to a 
  Scroll.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Carry Loot  
  When the party starts looting the bodies of the 
  fallen, it’s time to roll on the Carry Loot table. 
  Some enemies might not carry any treasure 
  (animals, giant vermin, etc), but most intelligent 
  humanoids will.  
   
  If Carry Loot is appropriate, the GM rolls 1d100 
  twice and chooses the most appropriate result. 
  GMs might make additional rolls depending on 
  the number of bodies. Generally speaking a 
  Carry Loot entry could cover as many as two 
  dozen individuals.  
   
  1d100 
  (roll 
  twice) 
  CARRY LOOT 
  1 
  1d4 gp and roll on the Trinkets & 
  Curios table.  
  2 
  Quartz or Agate stone(s) worth 1d10 
  gp. 
  3 
  1d4 gp. 
  4 
  1d6 gp and 50% chance of a rot grub 
  infestation. Anyone touching this 
  corpse must make a Luck (Con) save 
  or contract rot grubs (disease, causing 
  1d4 Con loss each day, until cured). 
  A tending apothecary might reduce 
  the damage by half and/or eradicate 
  the parasite within 1d4 days.  
  5 
   Nothing of significance (besides 
  clothes and other obvious gear). 
  6 
  1d6 gp plus a fire pot (50%) or 
  manacles (50%) tucked into a pocket, 
  pouch or belt.  
  7 
  1d8 gp. 
  8 
  1d10 gp. 
  9 
  1d12 gp. 
  10 
  2d4 gp and roll on the Trinkets & 
  Curios table. 
  11 
  1d8 gp plus Turquoise or Crystal 
  stone(s) worth 5d10 gp. 
  12 
  2d4 gp. 
  13 
  2d6 gp. 
  
   
   
  137 
   
  14 
  2d8 gp. 
  15 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  16 
  A fine compass (50%) or sextant 
  (50%) in good working condition.  
  17 
  2d10 gp.  
  18 
  2d12 gp. 
  19 
  5d4 gp. 
  20 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  21 
  2d6 gp plus Jasper or Onyx stone(s) 
  worth 5d20 gp. 
  22 
  3d4 gp. 
  23 
  2d6 gp and roll on the Valuables 
  table. 
  24 
  3d8 gp. 
  25 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  26 
  1d10 gp plus a vial, bottle or dust 
  pouch of antitoxin (50%) or sleeping 
  draught (50%; ingested, if resisted 
  make a Con check or fall asleep in 
  1d4 
  minutes, 
  unless 
  forcefully 
  roused).  
  27 
  4d6 gp. 
  28 
  3d10 gp. 
  29 
  5d6 gp. 
  30 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  31 
  2d6 gp plus Amber or Amethyst 
  stone(s) worth 2d100 gp. 
  32 
  4d4 gp. 
  33 
  2d6 gp and roll on the Valuables 
  table. 
  34 
  4d8 gp. 
  35 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  36 
  2d4 gp plus a sturdy leather case 
  holding a worn but functional set of 
  lockpicks (50%) or a miniature 
  telescope (50%). 
  37 
  5d6 gp. 
  38 
  6d6 gp and 50% chance of a cursed 
  coin. Anyone retaining the coin 
  inexplicably has their Luck reduced 
  by 1 point. The Luck point is 
  restored at the start of the next 
  adventure (assuming the coin has 
  moved on).  
  39 
  4d10 gp. 
  40 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  41 
  2d6 gp plus Jasper or Topaz stone(s) 
  worth 1d4 x 50 gp. 
  42 
  5d4 gp. 
  43 
  2d6 gp and roll on the Valuables 
  table. 
  44 
  5d8 gp. 
  45 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  46 
  2d4 gp plus 50 ft of silk rope (50%) or 
  set of six iron spikes (50%).  
  47 
  6d8 gp. 
  48 
  5d10 gp. 
  49 
  8d6 gp. 
  50 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  51 
  2d6 gp plus Jade or Pearl gemstone(s) 
  worth 1d4 x 100 gp. 
  52 
  6d4 gp. 
  
   
  138 
   
  53 
  2d6 gp and roll on the Valuables 
  table. 
  54 
  6d8 gp. 
  55 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  56 
  2d4 gp plus a silver mirror (80 gp) or 
  signal whistle (50%). 
  57 
  5d12 gp. 
  58 
  6d10 gp. 
  59 
  8d8 gp and 5% chance of a Magic 
  Item 
  (90% 
  One 
  Shot, 
  10% 
  Permanent). 
  60 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  61 
  2d8 gp plus Opal or Moonstone 
  gemstone(s) worth 1d4 x 200 gp. 
  62 
  7d4 gp. 
  63 
  7d6 gp and 50% chance an ethereal 
  force takes an interest in the 
  adventurer, following him around for 
  1d4 days. During this time, spooky 
  but harmless happenings occur (eg: 
  creaky footsteps, items rolling off 
  tables, muted whispering in the wind, 
  and so on). 
  64 
  7d8 gp. 
  65 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  66 
  2d6 gp plus an ivory poisoner’s ring 
  (worth 50gp), with a single dose of 
  poison (50% chance).  
  67 
  6d12 gp. 
  68 
  7d10 gp. 
  69 
  9d8 gp and 5% chance of a Magic 
  Item 
  (85% 
  One 
  Shot, 
  15% 
  Permanent). 
  70 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  71 
  2d8 gp plus Emerald, Amethyst  or 
  Peridot gemstone(s) worth 1d4 x 300 
  gp. 
  72 
  8d4 gp. 
  73 
  2d6 gp and roll on the Valuables 
  table. 
  74 
  8d8 gp. 
  75 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  76 
  2d8 gp plus 1d4 vials of acid (50%) or 
  tripwires (50%). 
  77 
  7d12 gp. 
  78 
  8d10 gp. 
  79 
  10d8 gp and 10% chance of a Magic 
  Item 
  (80% 
  One 
  Shot, 
  20% 
  Permanent). 
  80 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  81 
  2d8 gp plus Sapphire or Ruby 
  gemstone(s) worth 1d4 x 400 gp. 
  82 
  9d4 gp. 
  83 
  9d6 gp and 50% chance this corpse 
  isn’t completely dead! The dying (or 
  undead, or animated?) creature might 
  seek to take action one last time, or 
  simply expire in an alarming manner. 
  Magical or apothecary intervention 
  might save the creature at the GM’s 
  discretion.  
  84 
  9d8 gp. 
  85 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  86 
  2d10 gp plus 1d3 healing salves (50%) 
  or collapsible grappling hook (50%) 
  tucked into a pouch, sack or 
  backpack.  
  87 
  7d12 gp. 
  88 
  8d12 gp. 
  
   
   
  139 
   
  89 
  9d10 gp and 10% chance of a Magic 
  Item 
  (75% 
  One 
  Shot, 
  25% 
  Permanent). 
  90 
  3d4 gp and roll on the Trinkets & 
  Curios table. 
  91 
  2d10 gp plus Diamond(s) worth 1d4 
  x 500gp. 
  92 
  10d4 gp. 
  93 
  2d6 gp and roll on the Valuables 
  table.  
  94 
  10d8 gp. 
  95 
  Nothing 
  of 
  significance 
  (besides 
  clothes and other obvious gear). 
  96 
  2d20 gp plus a brace of 2d4 torches 
  (50%) or 1 pint of lamp oil (50%).  
  97 
  9d10 gp. 
  98 
  9d12 gp. 
  99 
  10d10 gp and 15% chance of a Magic 
  Item 
  (70% 
  One 
  Shot, 
  30% 
  Permanent). 
  100 
  3d4 gp and roll on the Trinkets & 
  Curios Table. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  140 
   
  Lair Treasure  
  Lair treasure is generally allocated according to 
  the predominant or highest Hit Dice of the 
  recently vanquished. An entry generally covers up 
  to several hundred monsters (consolidated in a 
  base of operations such as a castle, cave complex, 
  temple, etc).  
   
   
  LAIR TREASURE 
  HD 
  MAGIC ITEM 
  GOLD 
  VALUABLES 
  1 
  5% (One Shot 90%) 
  5d100 gp 
  30% 
  2 
  10% (One shot 90%) 
  7d100 gp 
  35% 
  3 
  15% (One shot 90%) 
  9d100 gp 
  40% 
  4 
  20% (One shot 80%) 
  12 x 1d100 gp 
  45% (1d4) 
  5 
  25% (One shot 80%) 
  15 x 1d100 gp 
  50% (1d4) 
  6 
  30% (One shot 80%) 
  20 x 1d100 gp 
  55% (1d4) 
  7 
  35% (One shot 70%) 
  30 x 1d100 gp 
  60% (1d6) 
  8 
  40% (One shot 70%) 
  50 x 1d100 gp 
  65% (1d6) 
  9 
  50% (One shot 70%) 
  75 x 1d100 gp 
  70% (1d6) 
  10 
  60% (One shot 60%) 
  100 x 1d100 gp 
  80% (2d4) 
  11 
  70% (One shot 60%) 
  125 x 1d100 gp 
  90% (2d4) 
  12+ 
  80% (One shot 60%) 
  150 x 1d100 gp 
  2d4+2 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  141 
   
  Trinkets & Curios 
  The Trinkets & Curios table is for those oddball 
  items adventurers sometimes stumble across. 
  About 90% of the items are non-magical. Many 
  have a touch of mystery about them, or the seed 
  of a side trek. About 10% of the items have a 
  minor enchantment.  
   
  If a Trinket or Curio is appropriate, the GM rolls 
  1d100 twice and chooses the most appropriate 
  result.  
   
   
   
   
   
   
   
  1d100 (roll 
  twice) 
  TRINKETS & CURIOS 
  1 
  A 1 ft, deep red and grey feather. If inspected closely, tiny black writing can see be seen 
  along the shaft. The writing is in a lost language. If translated, it reads “The Seeking of the 
  Sky God is ended.”  
  2 
  A stained scroll case containing an old chart revealing directions to the Lost Ruin of 
  Sulgaard. 
  3 
  A jet black music horn, made of a shell like material, that appears to be in working order. 
  When blown it produces a deep and strangely disturbing sound. If by the water, crabs crawl 
  up onto the shore, drawn to the music.  
  4 
  A single bloodstained tarot card: The Seven of Swords (signifying betrayal and deception).  
  5 
  The broken horn of an Ogre Mage or Minotaur, hung on a leather thong. 
  6 
  Tied up with string are the title deeds to The Hunting Harlot, Port Brax. 
  7 
  A decrepit, and slightly malodourous, preserved rabbit’s foot on a metal chain. Anyone who 
  keeps the foot for a day increases their maximum Luck by 1 point.  The Luck point is lost if 
  the owner is separated from the lucky foot.  
  8 
  An intricate eyeglass shaped in the likeness of a yellow cat’s eye.  
  9 
  Three small crystal vials of what appear to be red blood. The vials are marked with druidic 
  signs for son, beastman and bird. 
  10 
  A varnished case containing a string of garlic, two wooden stakes and a silver cross.  
  11 
  A fragile black paper fan. When unfolded, the fan depicts two mesmerising snake eyes. 
  Once per week one target who observes the snake eyes must make a Luck (Will) save or be 
  subject to a Charm Person spell. Using the fan in this way drains the user of 1 Luck point 
  and requires a roll on the Dark & Dangerous Magic table. 
  12 
  A folded piece of parchment reveals a charcoal sketch of a stunning young woman. A wide 
  lake and a large tree split by lightning are depicted behind her 
  13 
  A dog whistle fashioned of bone. When used at night, there is a 50% chance of a wild dog 
  with a patch eye appearing from the wilderness. The dog is smart, brave, and friendly to the 
  owner, happy to keep watch or perform other minor tasks if well treated. The dog 
  disappears back into the wilderness every dawn. 
  
   
  142 
   
  14 
  A six inch clockwork knight, made up of patchwork metal parts. If wound, the knight 
  shuffles forward up to 20 ft, whirring and clicking, before making a single strike with his 
  miniature sword.   
  15 
  A purple silk scarf, bearing the insignia of House Ortesia.  
  16 
  A wide leather belt with a studded bronze buckle. One of the studs opens a secret 
  compartment in the buckle (50%) or releases a two inch buckle blade (50%).  
  17 
  An iron wrought rose of spectacular craftsmanship. 
  18 
   An envelope, wax sealed with the mark of Lady Farris, the infamous Tax Collector of 
  Crow’s Keep.  
  19 
  Folded parchment containing the notes to a whimsical tune. If hummed, sung or played on 
  a wind instrument, there is a 50% chance a handful of butterflies surrounds the musician. 
  The butterflies depart when the tune ends.  
  20 
  A painted toy boat, in excellent condition. A single child figurine steers the ship. There is 
  space for a second figurine, but it appears to be missing. 
  21 
  Tucked away in a water proof satchel is a sea blue masquerade mask, with a slim wooden 
  handle. 
  22 
  A small, nickel edged book with a hummingbird motif lock. If successfully unlocked, the 
  book contains hand written essays on avian husbandry and training by the reputable (and 
  deceased) Falconer Kothmai, of considerable worth to the right collector.  
  23 
  Fossilized tree sap encasing a six inch dragonfly with elongated tentacles instead of 
  mandibles.  
  24 
  A hemp sack contains a two ft length of reinforced, silvered chain, attached to silvered 
  manacles.   
  25 
  A completely sealed, six inch oak barrel, with sloshing liquid inside. 
  26 
  An impeccable leather carry case marked with the twin moons sigil of the Aegir 
  Brotherhood. Inside are the pieces of an exquisitely crafted miniature crossbow. 
  Assembling the crossbow takes 1 minute. Three needle like bolts with tiny poison 
  compartments are set into the lid (60 ft range, silent, 1d2 damage + poison). 
  27 
  An incredibly heavy, bronze like cube, with alien hieroglyphs marking each side. Once per 
  week, if the hieroglyphs are pressed in a particular order (requiring a successful Int check), 
  the cube resonates a low frequency thrumming, causing all creatures within 20 ft (excluding 
  the user) to make a Luck (Will) save or suffer a moderate madness. Each time the cube is 
  used, the order of hieroglyphs changes, requiring an Int check to decipher. 
  28 
  The serrated tooth of a Bulette (or similar creature), fashioned into a scary looking knife.  
  29 
  A counterfeit coin of the local currency, weighted to favour one side (70% chance of coming 
  up heads). The replica is a perfect copy, apart from the weight, which can be detected by 
  handling the coin and making a Perc or Int check.  
  30 
  A tiny gilded cage with a spotted moth inside, and a medicine dropper filled with nectar. If 
  the moth is released underground, it unerringly flies towards the nearest surface exit. If 
  offered nectar, the moth will happily follow the adventurer, returning to the cage to rest or 
  for protection against predators. 
  31 
  A copper ring with a flat shield motif, polished to a mirror like state.  
  
   
   
  143 
   
  32 
  A fine hide throat collar with bone studs. Once every 1d4 days, the user may press one of 
  the studs to magnify their voice up to 10 times as loud for a few seconds. The enchanted 
  voice may be modified in pitch, and/or accompanied by the sound of distant thunder, 
  lightning or high winds. 
  33 
  A strange yellow candle of foul smelling wax. Inscribed on the bottom of the candle is a 
  single word: the adventurer’s name.  
  34 
  An apparently empty glass jar with a whitewood lid. Any attempt to twist the lid loose is 
  immediately met with a loud hissing noise, as if the jar is under extreme pressure. If thrown, 
  the bottle explodes in a 10 ft radius for 3d6 damage.  
  35 
  This corpse has a map tattooed on its back. The map is in an ancient and obscure language. 
  If translated, the map reveals the secret location of the Tower of Urodir.  
  36 
  A secure, enamelled box, bound with silver cord. Inside is a purple seedling growing a 
  single golden leaf. An Int (Wilderness Lore) check reveals the plant is Goldenward, long 
  thought to be extinct. Some records suggest it can be made into a special tonic with 
  protective properties.  
  37 
  A multi-coloured gemstone of curious origin. No stone dealer alive is able to identify it.  
  38 
  In a small pouch is a tuft of thick, dark brown hair, bound with string. Over the next few 
  days, hair towards the centre of the tuft seems to grow slightly longer. The hair is from a 
  lycanthrope, and might be a valuable potion or medical ingredient. 
  39 
  A sturdy hide pouch sewn shut with strong fishing line. Something small wriggles inside.  
  40 
  A spare boot stuffed with straw. If the boot is emptied, a dark green, scaled egg is found. 
  The egg is about the size of a child’s fist, and is warm to the touch.  
  41 
  A promissory note to Ms Lorthe Toureme, entitling her to “three of the finest racing steeds 
  of Vervagen Steeds & Tannery.” 
  42 
  A very ancient and ornate bronze oil lamp, badly tarnished and in need of a thorough clean 
  up. From time to time, the lamp seems to creak of its own accord.   
  43 
  A crimson envelope bearing a blue star sigil. Inside is a fine piece of folded parchment in a 
  rare language. If translated, it reads:   
  Alive as thee but absent breath 
  Cold in life as we’art in death 
  Always a thirst we ever drink 
  Clad in mail but never clink
  3  
  44 
  Wrapped in a gold handkerchief is a red bamboo Chinese finger puzzle patterned with 
  white stars. Suspended in the middle of the puzzle is a small, fluffy feather.  
  45 
  A small velvet bag with a tiny padlocked draw chain. If opened, the bag contains the 
  varnished skull of a human baby.  
  46 
  A false eye (either in a pocket or the corpse’s replacement eye). The iris snaps open to 
  reveal a small secret compartment.  
  47 
  A gold coloured pill box depicting a single cat on the lid. Inside are the shadows of eight 
  cats. If the owner fails an All Dead or Mostly Dead check, the failure is automatically 
  turned into a success. The next time the owner attempts to locate the box, it cannot be 
  found.  
  48 
  Wrapped in a clean linen cloth is a single, ordinary looking acorn. Sewn into the corner of 
  the cloth are the words High Aldwin.  
                                                   
  3 The riddle answer is Fish. 
  
   
  144 
   
  49 
  A wine case containing a bottle labelled Rowfred’s Finest Red, depicting a cheery bald 
  fellow, raising his glass with a sly wink. There is a 50% chance the wine has been poisoned.  
  50 
  The left side of a white gold two halves heart necklace. Inscribed on the back are the words 
  Till next we meet. 
  51 
  A pair of fine, leather gloves, black in colour. The right glove has six fingers. 
  52 
  A cold iron cage lantern, with no oil reservoir or candle spike. The oversized handle ring 
  has a broken chain link attached to it. The lantern is inscribed with runes of holy abjuration.  
  53 
  A small book entitled Path to Forgiveness, edged in gold filigree. Inside, some pages have 
  been cut away to insert a small gold ingot and a handwritten note, stating “As agreed, three 
  more once Jarl Khora is crow pickings.”   
  54 
  An antique crystal perfume dispenser with a hose and squeeze pump. The top of the 
  dispenser is decorated with a pewter octopus. A green liquid can be seen inside.  
  55 
  A small cane box with the words “Eat Me” imprinted on small nickel plate set into the top. 
  Inside is a small iced cake.  
  56 
  A polished jet black orb that reflects nothing, wrapped in cloth. If the orb is revealed within 
  2 ft of a small open flame, such as a torch or candle, the flame is extinguished and the orb 
  grows warm for 1d4 hours. Larger fires such as a campfire have a 50% chance of being 
  extinguished. Magical fire, or fires of humanoid size or greater are unaffected. The orb may 
  absorb up to 1d4 fires each day.  
  57 
  A cold iron amulet stamped with geometric designs not attributable to any current day 
  culture. Anyone who wears the amulet does not dream. 
  58 
  A small drawstring pouch containing an exquisite, crystal clear snowflake that does not melt.  
  59 
  An ebony ring carved like entwined vines. If exposed to water the ring sprouts tiny green 
  leaves.  
  60 
  Wrapped in colourful braided cord, are legal papers entitling the bearer to a one half share 
  in Delecarte’s Circus Les Wonderment. 
  61 
  A 100 ft coil of giant spider silk rope. The rope is extraordinarily light and strong, with 
  incredible tensile strength and resistance to severing. On the other hand, the rope is highly 
  flammable and burns quickly. 
  62 
  The blackened, clawed finger of the ancient hag Menethorii of the Unseelie Court. Some 
  say the spiteful hag comes for her missing digit every blood moon.  
  63 
  A bronze tablet bound in human skin. The tablet is inscribed in an ancient tongue on both 
  sides. If translated, a rambling account is revealed, seeming to expound the means of 
  communicating with (or perhaps binding?) the demon Uln-Rgaoon, Child of Whispers. 
  64 
  In a cracked, old map case, is a nautical map with co-ordinates to a mysterious isle recorded 
  as Varn Karagoss (translation Place of Ending). The island is many leagues to the distant 
  north, and is surely encased in snow and ice. The island does not appear on contemporary 
  maps, but is referenced in some rare texts as a burial ground for ancient giant kin. 
  65 
  A crystal bracelet fashioned in a fog motif, with three animal charms attached: a bird, a wolf 
  and an octopus. There are links for two other charms, but they are missing.  
  66 
  A brass bicep bracer engraved with an Efreet like figure. Anyone that wears the bracer for 
  24 hours becomes immune to fire, including magical fire, as long as the bracer is worn.  
  67 
  A lightweight wooden case containing a luxurious feather quill. Two small bottles of ink are 
  also set into the case. The first ink is a faint brownish yellow, and smells like bile. The 
  second is congealed blood.  
  
   
   
  145 
   
  68 
  A hand sized ball of parchment tied up with string. If the string is removed, and the many 
  parchment layers unwrapped, at the centre is a pinch of odourless and tasteless white 
  powder.  
  69 
  A fine ring case festooned with silver filigree, but with no ring inside. A false bottom reveals 
  a coin sized, obsidian disk, depicting a black raven with three eyes.  
  70 
  A pair of plain leather gloves. Across the back of the left glove is concealed a very flat 
  skeleton key/lockpick of incredible workmanship.  
  71 
  A tarnished gold anklet chain with three tarnished charms: a windmill, a boot and a torch. A 
  fourth, gleaming and untarnished charm, is also attached: a sailing ship.  
  72 
  A brass bas-relief, depicting a life like image of the finder’s parent, sibling, or childhood 
  imaginary friend, trapped within a gilded cage.  
  73 
  A heavy eight inch gate key, fashioned of cold iron, inscribed with hieroglyphs from an 
  earlier age. If translated, the hieroglyphs translate to Star Door. 
  74 
  A seal stamp made of dark yellow stone that is always cool to the touch. The seal is a 
  leafless tree.  
  75 
  A kraken like statuette, carved from blue and white coral.  
  76 
  In a padded pouch is a small, brass hourglass, filled with a very dense, dark red mist, 
  instead of sand. It is surprisingly heavy. 
  77 
  A tiny opal jar containing two pinches of extremely fine, bright blue dust. If the dust is 
  sprinkled on a non-magical object, it forms into an exact, permanent copy. 
  78 
  A thick journal bound in grubby fur, filled with awful, highly disturbing sorcerous ramblings. 
  Anyone who studies the journal intently (taking a number of days, if not weeks) may learn 
  to cast one 1
  st level spell per long rest, but also develops an incurable moderate madness.  
  79 
  A white veil with a slim adamantine chain. The chain is incredibly strong, and could be used 
  as a garrotte.  
  80 
  An ebony canister sealed with wax. The canister is filled with ash, in the middle of which 
  are a pair of pulsating, purple pods, connected together by slick, black tendrils.  
  81 
  A hemp sack filled with coal. If the coal is examined, small bite marks can be seen on some 
  pieces. Concealed in the sack are 1d2 xornlings, diminutive fey that eat rocks and metals. 
  The xornlings have been eating coal for quite a while, and are ready to move onto 
  something more appetising, like steel. Or gold.   
  82 
  A padded tube holds a small, adjustable convex mirror, connected to an extendable rod 
  (enabling the user to peek around corners without exposing himself). The base of the rod 
  includes a small hidden compartment, big enough to fit a small gem, coin or similar object.  
  83 
  A colourful seashell amulet on a string of dark beads. A friendly, amphibious hermit crab 
  lives in the shell, venturing out at night to eat leaves, fruit or meat. If treated well, the crab 
  keeps watch for the wearer, scaring off vermin or pinching the wearer awake if danger 
  threatens. 
  84 
  A drawstring pouch containing three sticks of green incense, stamped with a two headed 
  monkey. Anyone who breathes the smoke of the incense for more than 5 minutes must 
  make a Luck (Will) check or suffer a minor madness for 1d10 days.  
  85 
  A stout smoking pipe apparently made of lacquered wood. In fact the pipe is made from 
  hardened iron, expertly painted to pass for wood, and makes for an excellent bludgeon.  
  The pipe can be used to smoke, but is very heavy, requiring at least one hand.  
  86 
  A glass jar with air holes in the lid, containing a dozen small beetles and some lettuce leaves. 
  If the jar is tapped, the beetles glow brightly, softly illuminating a 5 ft radius. 
  
   
  146 
   
  87 
  A brick. Looks harmless enough, but then, most bricks do. Might be inscribed with the 
  words Mr Brick in small writing on one side (50%).  
  88 
  A two inch lead figurine, depicting a striking young priestess, holding aloft a tentacled orb. 
  From time to time, very faint muttering can be heard coming from the figurine. If placed 
  next to a person’s ear, the tentacled orb animates, caressing the holder’s ear and enabling 
  the muttering to be understood. There is a 50% chance the figurine imparts useful 
  information betwixt disturbing truths mankind ought never know. After learning any useful 
  information, the user must make a Will check or suffer a minor madness.  
  89 
  A drawstring pouch of fifty cold iron caltrops.  
  90 
  A scroll of complex formulae and charcoal sketches, depicting some manner of winged 
  flying contraption. 
  91 
  Two old, stained jars, containing an awful smelling, yellowed viscous sludge. The mix inside 
  is a unique chemical of rare concoction, producing a fast acting glue effect when exposed to 
  air. If thrown at a creature, a Str contest vs Str 16 is required. On a failure, the target is 
  glued to the spot, has his arms glued, his face glued, or some other similar setback. The Str 
  contest may be repeated each round (as an action) to break free. 
  92 
  A steel flask with a safety latch attached. A sloshing liquid can be heard inside. The flask 
  contains a black, putrid smelling brine (diseased; anyone exposed to the smell must make a 
  Luck (Con) save or contract a wasting disease, losing 1d4 Con each day until cured (50%), 
  or a delicious fey honey that increases the user’s Perc and Dex by 1d4 points for 24 hours 
  (50%). Either way, the flask contains two doses.  
  93 
  A thick cotton pouch containing a handful of powerful lodestones (magnets). A single 
  lodestone within two feet of a compass produces false readings.  
  94 
  A sheet of tin rolled up into a scroll bound with platinum cord. The scroll must be 
  unwound to be read, and reveals a chronological star chart, annotated in an alien language. 
  If translated, the chart suggests a once in 433 year planetary alignment, the Ark of Phobos, 
  is imminent. 
  95 
  Mixed in with some coins is a two inch disk of ebony. One side of the disk is inscribed with 
  three intertwined serpents. Those in the know understand the ebony tri-serpent is a symbol 
  of the Six Eyes, a network of informants that sell their services to the highest bidder.  
  96 
  A steel hipflask filled with a fiery whiskey. The brew is particularly potent, requiring a Con 
  check to avoid becoming intoxicated earlier than the imbiber expects.  
  97 
  A small wooden box containing three inches of a pearl coloured horn. A small glass bottle 
  inside the box holds what appears to be powdered horn. A person knowledgeable in 
  Arcane Lore might identify the material as unicorn horn, legendary for its healing 
  properties. 
  98 
  A wooden witchdoctor mask, trimmed with bright feathers and two horns made from the 
  teeth of a large cat or other predator. The mask has three painted eyes and a beak instead 
  of a mouth.  
  99 
  A seven inch, primitive cutting blade made of basalt stone. Wide groves are carved into the 
  blade and handle to channel blood down to the pommel. The pommel has been crudely 
  worked to resemble a human heart.  
  100 
  Roll on the Valuables table. 
   
   
  
   
   
  147 
   
  Valuables 
  The Valuables table represents treasure that is 
  not coins, including for example jewellery, ingots, 
  gemstones and art objects.  
   
  Rolls on this table are primarily generated from 
  the Lair Treasure table, occasionally from Carry 
  Loot, and any other time the GM feels one or 
  more individual items of value are required.  
   
  If a Valuable object is appropriate, the GM rolls 
  1d100 twice and chooses the result that best fits 
  the circumstances. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  1d100 
  (roll 
  twice) 
  VALUABLES 
  1 
  Roll on the Trinkets & Curios table.  
  2 
  1d12 quartz stones worth 1d10 gp 
  each. 
  3 
  1d12 agate stones worth 1d12 gp 
  each. 
  4 
  A three inch carving of a sabretooth 
  cat from the Jungles of Suurat (10 gp). 
  5 
  A steel hand mirror with pearl edging 
  (15 gp). 
  6 
  An ornate nickel bell (20 gp). 
  7 
  A tin ring with geometric designs (30 
  gp). 
  8 
  An intricate bronze necklace (40 gp). 
  9 
  A pure nickel ingot (50 gp). 
  10 
  A gold gilded lantern of the Order of 
  Korog (60 gp). 
  11 
  Roll on the Trinkets & Curios table. 
  12 
  1d10 crystal stones worth 5d10 gp 
  each. 
  13 
  1d10 turquoise stones worth 7d10 gp 
  each. 
  14 
  A fine painting of the lost city of 
  Skythrone, a towering city built into a 
  mountain side (70 gp). 
  15 
  An old and very rare book; Ophia’s 
  Unusual Herbs (80 gp). 
  16 
  A set of platinum eating utensils: a 
  fork, knife and spoon (90 gp). 
  17 
  A copper bicep bracer with a 
  minotaur icon (100 gp). 
  18 
  A brass nose ring of Ancient Kwador. 
  19 
  A pure brass ingot (110 gp). 
  20 
  A pouch of silvered caltrops (120 gp).  
  21 
  Roll on the Trinkets & Curios table. 
  22 
  1d8 jasper stones worth 5d20 gp each. 
  23 
  1d8 onyx stones worth 6d20 gp each. 
  24 
  An immaculate, water proof cloak of 
  luxurious wool from the fashion 
  houses of Ortesia (120 gp). 
  25 
  An obsidian circlet of dwarven design 
  (130 gp). 
  26 
  A five inch ivory statuette of a 
  handsome bard playing a lute (140 
  gp).  
  27 
  A silver ring with an ivy motif (150 
  gp).  
  28 
  A 
  finely 
  detailed 
  brass 
  amulet, 
  depicting a primordial sun god (160 
  gp). 
  29 
  A bundle of promissory notes from 
  the Amnath Mercantile Collective 
  
   
  148 
   
  (170 gp). 
  30 
  A silvered hook hand (180 gp).  
  31 
  Roll on the Trinkets & Curios table. 
  32 
  1d8 amber stones worth 2d100 gp 
  each. 
  33 
  1d6 amethyst stones worth 2d100 gp 
  each. 
  34 
  A mahogany harp with silver edging 
  (200 gp). 
  35 
  An intricate silver candelabra (210 gp) 
  36 
  A three inch brass orb decorated with 
  a platinum rope pattern (220 gp). 
  37 
  A silver anklet with a dragon motif 
  (230 gp). 
  38 
  A leather forearm bracer studded with 
  small turquoise stones (240 gp). 
  39 
  A pure copper ingot (250 gp).  
  40 
  A silver cross with holy icons 
  inscribed with gold (280 gp).  
  41 
  Roll on the Potions table. 
  42 
  1d6 jasper stones worth 1d4 x 50 gp 
  each. 
  43 
  1d6 topaz stones worth 1d4 x 75 gp 
  each. 
  44 
  A bronze chalice studded with small 
  onyx gemstones (300 gp).  
  45 
  A finely crafted silver brooch with a 
  falcon motif (310 gp).  
  46 
  A six foot tapestry depicting a 
  ferocious battle between armour clad 
  giants in the clouds (320 gp).  
  47 
  A bronze bracelet with gold charms 
  depicting the four elements (330 gp). 
  48 
  A silver necklace with an amethyst 
  pendant (340 gp).  
  49 
  A four ft chest containing colourful 
  bolts of fine silk (350 gp).  
  50 
  A copper bell decorated with small 
  topaz gemstones (360 gp).  
  51 
  Roll on the Potions table. 
  52 
  1d6 pearl gemstones worth 1d4 x 100 
  gp each. 
  53 
  1d6 jade gemstones worth 1d4 x 150 
  gp each. 
  54 
  A trio of ebony dice with pips inlaid 
  with pearl (400 gp). 
  55 
  A teak masquerade mask, with 
  ornamental jade and a deep purple 
  feather (420 gp).  
  56 
  A one ft bronze sceptre with a claw on 
  the 
  end, 
  encrusted 
  with 
  small 
  bloodstones (450 gp).  
  57 
  An intricate silver double finger ring, 
  depicting a pair of swallows (460 gp).   
  58 
  A pair of ivory earrings studded with 
  tiny diamonds (470 gp).  
  59 
  A small silver ingot (480 gp). 
  60 
  An oak telescope inlaid with a jasper 
  wave motif (490 gp). 
  61 
  Roll on the Scrolls table. 
  62 
  1d4 opal gemstones worth 1d4 x 200 
  gp each. 
  63 
  1d4 moonstone gemstones worth 1d4 
  x 250 gp each. 
  64 
  A one ft jade statue of a coiled serpent 
  (540 gp). 
  65 
  An ornate silver bowl with a sun 
  motif, rimmed in gold (550 gp). 
  66 
  A 
  six 
  inch 
  articulating 
  hound, 
  fashioned of burnished steel, with a 
  gold key and tiny emerald eyes (560 
  gp).  
  67 
  A bronze circlet decorated with 
  moonstones (570 gp).  
  68 
  A gold signet ring with a human eye 
  motif (580 gp).  
  69 
  A trio of silver bangles with a corded 
  rope motif (590 gp)  
  70 
  A magnifying glass with a silver 
  crescent moon motif (600 gp).  
  71 
  Roll on the Scrolls table. 
  
   
   
  149 
   
  72 
  1d3 amethyst or peridot gemstones 
  worth 1d4 x 300 gp each. 
  73 
  1d3 emerald gemstones worth 1d4 x 
  350 gp each. 
  74 
  An antique wooden shield plaque, 
  depicting a two headed raven sigil, 
  decorated 
  with 
  dark 
  opals 
  and 
  amethyst stones (620 gp).  
  75 
  A lifelike, five ft sandalwood statue of 
  an attractive woman (630 gp).  
  76 
  A two ft mahogany chest edged with 
  gold 
  and 
  studded 
  with 
  amber 
  gemstones. 
  The 
  chest’s 
  lock 
  is 
  inordinately difficult to pick (imposing 
  disadvantage with a -3 penalty. 640 
  gp).  
  77 
  A silver necklace with a gold pendant 
  in the shape of a dancing flame (660 
  gp). 
  78 
  An ebony ring studded with small 
  peridot gemstones (670 gp).  
  79 
  A four inch alabaster skull, decorated 
  with platinum lines and tracings (680 
  gp). 
  80 
  An ivory signal horn with intricate 
  bronze capping, encrusted with amber 
  gemstones (680 gp). 
  81 
  Roll on the Magic Items (Discreet) 
  table. 
  82 
  1d2 sapphire gemstones worth 1d4 x 
  400 gp each. 
  83 
  1d2 ruby gemstones worth 1d4 x 450 
  gp each. 
  84 
  An ancient pair of cold iron gauntlets, 
  decorated with holy symbols and 
  moonstones (720 gp).  
  85 
  An ebony walking cane with a 
  hardened platinum tip and opal 
  octopus handle (740 gp).  
  86 
  An exquisite ten inch silver tree 
  sculpture, leaves studded with tiny 
  diamonds (850 gp). 
  87 
   A silver crown with platinum tracery 
  in a cloud motif (900 gp).  
  88 
  A platinum ring with a lion motif 
  (1,000 gp).  
  89 
  A small gold ingot, stamped with the 
  hound sigil of 
  Verdaux Royale 
  (1,100). 
  90 
  A 
  platinum 
  compass with 
  gold 
  markings (1,200 gp). 
  91 
  Roll on the Magic Items (Discreet) 
  table. 
  92 
  1d2 diamonds worth 1d4 x 500gp 
  each. 
  93 
  A small unmarked platinum ingot 
  (1,300 gp).  
  94 
  A blacksteel breastplate decorated 
  with a gold and platinum griffon 
  motif, highlighted with small rubies 
  (1,400 gp).  
  95 
  A silver incense brazier and chain, 
  studded with amethyst gemstones 
  (1,500 gp). 
  96 
  A gold quill studded with small 
  diamonds (1,700 gp).  
  97 
  A fine platinum necklace decorated 
  with ruby encrusted teardrops (1,800 
  gp).   
  98 
  A gold crown decorated with small 
  emeralds (2,000 gp).  
  99 
  A single perfect diamond worth 2,500 
  gp. 
  100 
  Title deeds to Ironcliff Keep on the 
  Isle of Abusi. 
   
   
   
   
  
   
  150 
   
  One Shot Magic Items 
  In a Low Fantasy setting, all magic items are rare, 
  but one shot items such as potions and scrolls are 
  more common than permanent items.  
     
  Potions 
  Potions come in a variety of containers, including 
  vials, flasks, jugs, waterskins, powder satchels and 
  so on. A potion lasts for 1d6 x 10 minutes unless 
  indicated otherwise, or the imbiber may end the 
  effect early by spending an action.  Each time a 
  potion is used, the imbiber must check for a 
  Dark & Dangerous Magic effect, as if they had 
  cast a spell. If an effect does not trigger, the 
  imbiber’s DDM chance increases by 1, as usual.  
   
  1d100 
  POTION 
  1–2 
  Borrowed Talent 
  3-5 
  Burrowing 
  6-7 
  Cheat Fate 
  8-10 
  Clairvoyance 
  11–12 
  Diminution 
  13-15 
  Disenchantment 
  16-17 
  Dragon’s Breath 
  18-20 
  Etherealness 
  21-22 
  Fire Resistance 
  23-25 
  Flying 
  26-27 
  Fortune 
  28-30 
  Gaseous Form 
  31–32 
  Giant Strength 
  33–35 
  Growth 
  36–37 
  Heroism 
  38–40 
  Invisibility 
  41–42 
  Invulnerability 
  43–45 
  Levitation 
  46–47 
  Poison 
  48-50 
  Sharpened Senses 
  51-52 
  Shifting 
  53-55 
  Slipperiness 
  56-57 
  Spider Climb 
  58-60 
  Suggestion 
  61-62 
  Swiftness 
  63-65 
  Tongues 
  66–67 
  Treasure Finding 
  68-70 
  Vampiric Touch 
  71-72 
  Water Mastery 
  73-88 
  Healing 
  89-91 
  Extra Healing 
  92-94 
  Cure Minor Wounds 
  95-97 
  Regenerate 
  98-100 
  Restoration 
   
   
   
  
   
   
  151 
   
  Borrowed Talent: You steal one ability from the 
  next creature you touch, including the ability to 
  cast a specific spell, if desired (a Luck (Will) save 
  resists). 
  Burrowing: You can burrow through earth, stone, 
  metal and wood at a rate of 5 ft per minute. 
  Magical material or warded areas have a 50% 
  chance to resist the effect. 
  Cheat Fate: You may cause 
  any one roll that affects you 
  to be rerolled. 
  Clairvoyance: As the spell. 
  Cure Minor Injury: As the 
  spell. 
  Diminution: You shrink to a 
  minimum height of six 
  inches. 
  Disenchantment: You may cast Dispel Magic 
  once 
  during 
  the 
  time 
  the 
  potion 
  lasts. 
  Alternatively, if you fail a Luck save to resist 
  magic, you may use the potion effect to negate 
  the spell (for yourself only) instead. 
  Dragon’s Breath: You breathe fire, lightning, acid 
  or poisonous gas in a cone 60 ft long and 20 ft 
  wide at the base, causing 10d6 damage (Luck 
  (Dex) save for half). 
  Etherealness: As the spell. 
  Extra Healing: As Cure Serious Wounds. 
  Fire Resistance: You are immune to normal fire 
  and suffer only half damage 
  from magical fire. 
  Flying: As the spell. 
  Gaseous Form: As the spell. 
  Giant Strength: You gain Str 22 
  (modifier +5) for melee attacks, 
  damage and acts of strength. 
  Good Fortune: Restores 2d4 
  Luck points. 
  Growth: You grow up to 20 ft in 
  height. Your Str increases to a 
  minimum of 16. Your weapon 
  die increases by two categories (dice categories 
  are: d2, d3, d4, d6, d8, d10, d12, 2d8, 2d10, etc). 
  Healing: As Cure Light Wounds. 
  Heroism: Gain immunity to fear, madness and a 
  +2 bonus to attacks and damage. 
  Invisibility: As the spell. 
  Invulnerability: You gain advantage on Luck 
  rolls, and enemies suffer disadvantage on 
  attacks against you. 
  Levitation: As the spell. 
  Poison: 1d4 doses of poison. 
  Regenerate: As the spell. 
  Restoration: As the spell. 
  Sharpened Senses: You can see in normal 
  darkness, gain echolocation like a bat and the 
  olfactory sensitivity of a bloodhound. 
  Shifting: You may change shape into another 
  single humanoid or natural animal form. You 
  gain the physical capabilities of the creature 
  you mimic, but retain your intelligence and 
  personality. You may change back and forth 
  between your real form and the other form 
  using an action. 
  Slipperiness: You cannot be grappled and 
  may turn any part of yourself or your gear 
  frictionless. 
  Spider Climb: You 
  may walk up walls 
  and on ceilings etc 
  like a spider. 
  Suggestion: As the 
  spell. 
  Swiftness: 
  You 
  move 
  at 
  twice 
  normal speed and 
  physical attacks against you have a 50% miss 
  chance. 
  Tongues: 
  You 
  can 
  speak, 
  read 
  and 
  understand all languages. There is a 10% 
  chance this effect becomes permanent. 
  Treasure Finding: You may detect large 
  quantities (at least 500 gp worth) of treasure 
  (coins, art objects, gems, etc) within 500 ft. 
  Vampiric Touch: Your touch drains 2d6 hit 
  points from the target, and you heal the same            
  amount. Each time you drain hit points in 
  this way, you must make a Dark & 
  Dangerous Magic check. 
  Water Mastery: You can breathe water, swim 
  as fast as a shark, and walk on water if you 
  wish. 
  
   
  152 
   
  Scrolls 
  Magical scrolls contain spells that anyone may 
  attempt to cast, not just magic users. Part of their 
  enchantment includes the ability to read and 
  comprehend the arcane runes contained within.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A non-magic user attempting to use a spell scroll, 
  or a magic user attempting to use a spell scroll of 
  higher level than she can normally cast, requires a 
  successful Int check. On a successful check, the 
  spell is cast as intended. On a failed check, the 
  spell is miscast, and instead of the intended 
  effect, the user rolls on the Dark & Dangerous 
  Magic table. Casting a spell from a scroll may be 
  interrupted, just like a normal spell. Scroll based 
  spells add to a character’s Dark & Dangerous 
  Magic chance the same as normal spell casting. 
  To determine which spell(s) is inscribed on a 
  scroll, roll 1d20 and consult the relevant spell 
  level list.  
   
  1d100 
  SPELL(S) 
  1 – 25 
  1
  st level spell 
  26-40 
  1d4 x 1
  st level spells 
  41-50 
  2
  nd level spell 
  51-60 
  1d4 x 2
  nd level spells 
  61-70 
  3
  rd level spell 
  71-75 
  1d4 x 3
  rd level spells 
  76-80 
  4
  th level spell 
  81-85 
  1d3 x 4
  th level spells 
  86-90 
  5
  th level spell 
  91-95 
  1d2 x 5
  th level spells 
  96-100 
  6
  th level spell 
   
  Permanent Magic Items 
  In a low magic setting, permanent magic items 
  are very rare and each item is a unique piece. 
  This is partly due to the scarcity of spell casters 
  (and other sources of power capable of creating 
  them), and partly because the process is long and 
  arduous.  
   
  In order to permanently enchant an object, the 
  creator must sacrifice a portion of their personal 
  power, binding it to the item for as long as it 
  persists, a price many spell casters are not 
  prepared to pay. In addition, it is sometimes 
  necessary to bargain with otherworldly forces to 
  complete the creation process (a prospect most 
  magicians prefer to avoid).  
   
  On the one hand, whilst permanent magic items 
  are infrequently made, once created, they are 
  incredibly hard to destroy, and often endure for 
  hundreds (if not thousands) of years. An 
  adventurer stumbling across a magical sword is 
  likely to find one fashioned in the style of a past 
  age rather than the present. Similarly, an amulet 
  of mystical power is more likely a druidic token 
  from a lost tribe rather than recent invention. A 
  permanent magical item cannot be destroyed by 
  ordinary means (although they can be damaged, 
  albeit often not easily). The GM determines how 
  a particular item might be destroyed or 
  disenchanted.  
   
   
  
   
   
  153 
   
  Appearance and History 
  Each magic item has its own special appearance 
  or feel, and a unique history. An enchanted 
  object need not be flashy or made of expensive 
  materials, but anyone who wields it understands 
  there is something different about it. Perhaps a 
  sword never dulls, a gnarled staff is warm to the 
  touch, or a breastplate moulds itself to fit the 
  wearer perfectly.  Items such as these endure 
  over generations, developing histories of their 
  own as they pass from one keeper to the next.  
   
  The GM determines the form of a magic item. 
  Alternatively, roll twice on the table below and 
  use or improvise the most appropriate result. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1d20 
  Object 
  1d20 
  Object 
  1d20 
  Object 
  1d20 
  Object 
  1 
  Necklace/Amulet 
  6 
  Boots/Shoes 
  11 
  Armour 
  16 
  Belt/Girdle 
  2 
  Gemstone 
  7 
  Cloak/Wrap 
  12 
  Weapon 
  17 
  Orb/Book 
  3 
  Ring/Earring 
  8 
  Helm/Hat/Crown 
  13 
  Weapon 
  18 
  Clothes/Robes 
  4 
  Glove/Gauntlet(s) 
  9 
  Armour 
  14 
  Weapon 
  19 
  Bowl/Mirror 
  5 
  Forearm/Bicep 
  Bracer(s) 
  10 
  Armour 
  15 
  Rope/Lantern 
  20 
  Roll on 
  Trinkets & 
  Curios Table 
  
   
  154 
   
  Attunement 
  All permanent items require the user to bind 
  themselves to the object before being able to 
  access its properties. This process might take 
  minutes, hours or days, varying from item to 
  item. Once bound however, the adventurer and 
  object establish an intangible but undeniable 
  sorcerous connection; a mysterious joining that 
  matures over time. 
   
  When an adventurer first attunes to an item, they 
  usually gain access to a single property from the 
  table below. Over the course of the adventurer’s 
  career however, further properties might be 
  unlocked at the GM’s discretion. Whether these 
  additional powers were latent properties, or new 
  enchantments imbued through external events, is 
  up to the GM. The additional properties might 
  have an underlying theme, or they might not, 
  depending on the story involved.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Designer’s Thoughts:  
  Magic items that improve over time are intended 
  to help keep the number of magical items low, 
  consistent with a low magic world, whilst still 
  allowing players to gain new and interesting 
  abilities.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Using Magic Items 
  Most magic items require an adventurer to spend 
  an action to activate an effect, but others offer a 
  benefit at no action cost. Whenever a magical 
  power is triggered or invoked, a 1d20 is rolled to 
  check for a Dark & Dangerous Magic effect. The 
  chance to trigger an effect escalates each time a 
  magical effect is used, as if the user had cast a 
  spell. Permanent magic items that allow the user 
  to cast a spell generally cast the spell at the level 
  of the user, but are not subject to the usual spell 
  interruption rule. 
   
  Properties 
  The GM determines the special properties of 
  permanent magic items. Example properties are 
  split into two types: Obvious and Discreet. 
  Obvious properties tend to have flashy or clearly 
  supernatural effects. Discreet powers are more 
  difficult 
  to 
  detect. 
  Generally 
  speaking, 
  a 
  permanent items has a 66% chance of a discreet 
  property as opposed to an obvious property.  
   
   
   
   
   
   
   
  
   
   
  155 
   
  Obvious Properties 
  1d100 
  OBVIOUS  PROPERTIES 
  1-3 
  Lightbringer: Once every 1d4 days, the user may spend an action to release a burst of blinding 
  daylight; all creatures within 30 ft must make a Luck (Dex) save or be blinded for 1d4 rounds.  
  4-6 
  Winged: Once every 1d4 days, the user may spend an action to sprout wings (feathered, scaled 
  or membranous) to fly (use the Fly spell rules).  
  7-9 
  Ghostform: Once every 1d4 days, the user may spend an action to turn ethereal (as the spell) for 
  2d4 rounds. 
  10-12 
  Trickster: Once every 1d4 days, the user may cast Disguise Self.   
  13-15 
  Fallbreaker: The user of this object is subject to a constant Featherfall spell. Check for a Dark & 
  Dangerous Magic effect every time Featherfall occurs.   
  16-18 
  Lightning: Once every 1d4 days the user may cast Lightning Bolt.  
  19-21 
  Displacement: From time to time, the user is protected by an illusory displacement effect, 
  misdirecting physical assaults. Every physical attack that targets the user (only) has a 20% miss 
  chance. Check for a Dark & Dangerous effect each time a miss occurs.  
  22-24 
  Sabretooth: Once per week, the user may spend an action to summon a sabretooth cat. The 
  monster follows the user’s directions and remains until slain or 1d4 hours, whichever occurs 
  first.  
  25-27 
  Vampiric: When the user is staggered, if the user injures a living creature, the user may heal 2d4 
  hit points. Check for a Dark & Dangerous Magic effect each time the user heals.   
  28-30 
  Frightful: Once every 1d4 days, the user may cast Fear. 
  31-33 
  Disintegration: Once per week, the user may touch the item to another object, instantly turning 
  the target object to dust. The target object must fit within a 10 ft cube. If the target object is 
  possessed by another creature, a Luck save resists.  
  34-35 
  Chaos Boon: Once every 1d4 days, this item mimics the effect of one random potion. The user 
  understands the nature of the boon before deciding whether to spend an action to invoke it. The 
  boon automatically changes every 1d4 days. 
  36-38 
  Giantblood: Once every 1d4 days, the user may spend an action to grow to 9 ft and increase her 
  Str score to 20, gaining +4 to hit and damage for 2d6 rounds.  
  39-41 
  Shifter: Once every 1d4 days, the user may invoke the effect of a Shifting potion, except the 
  duration is 1d10 minutes. 
  42-44 
  Spell Shield: Once per week, the user may make a Luck save to capture a spell that includes the 
  user as a target, storing the magic in the item (and negating the spell’s immediate effect). The 
  user may spend an action to cast the stored spell at a later time.  
  45-47 
  Reflection: Once per week, the user may make a Luck save to reflect an attack or magical effect 
  back on the attacker (reroll any attack roll).  
  48-50 
  Thunderclap: Once every 1d4 days, the user may invoke a thunderous force, generating a 60 ft 
  cone with a 20 ft base. Creatures and small objects in the cone are flung backwards 1d6 x 10 ft. A 
  Luck (Con) save resists.   
  51-53 
  Swiftness: Once every 1d4 days, the user gains +2 AC, +4 initiative and doubles her movement 
  speed for 2d6 rounds.  
  54-56 
  Forbidden Invocation: Twice per day, the user may invoke an effect on the Dark & Dangerous 
  Magic table. Do not test for a separate additional Dark & Dangerous Magic effect.  
  
   
  156 
   
  57-59 
  Leaping: Once every 1d4 days, the user may add a 30 ft leap (in any direction or trajectory) to 
  his normal move distance.  
  60-62 
  Intelligent: The item is infused with a personality, which is capable of communicating with the 
  user telepathically when touched. Most such entities have excellent memories and are able to 
  provide advice on a range of topics. Unfortunately such entities tend towards insanity over the 
  longer term. Some are even capable of generating spell like effects (often, but not always, when 
  the user wants them), or are capable of usurping control of their user for short periods. Test for 
  a Dark & Dangerous Magic effect after the provision of any significant advice, spell or usurping 
  effect.  
  63-65 
  Spider Essence: Once every 1d4 days, the user may (i) move up walls or across the ceiling for 
  2d6 rounds (no action), or (ii) after hitting with a physical attack, cause a poison effect in addition 
  to normal damage (poison details at GM’s discretion).  
  66-68 
  Wonderment: Once per day, the user may spend an action to conjure a random magical effect. 
  Consult the internet for a random effects table to your liking (eg: the OGL Rod of Wonder). 
  69-71 
  Hurling: After being thrown, this item flies back to the user’s hand before the end of her turn (if 
  desired). When used to make a thrown attack, the item criticals on a natural 17-20 attack roll. 
  Test for a Dark & Dangerous Magic effect on a critical hit.   
  72-74 
  Invisibility: Once every 1d4 days, the user may cast Invisibility. 
  75-77 
  Scrying: Once per week, the user may observe (like the Clairvoyance spell) a named entity on 
  the same plane of existence for 1d6 minutes. The user must complete a ritual taking 1d4 hours 
  before invoking this effect. Scrying is blocked by a thin sheet of lead, or stone or wood more 
  than 1 ft thick.  
  78-80 
  Cloudrunner: Once per week, the user may spend an action to summon a small flying cloud 
  chariot. The cloud chariot has a move rate of 60 ft and can carry two sitting humanoids or four 
  standing. The chariot lasts for 1d4 hours.  
  81-83 
  Serpentine: The user may spend an action to transform the item into a giant serpent (see 
  monster entry for details). The serpent obeys the user’s directions. The monster remains until 
  slain (reverting back to object form) or 1d4 hours, whichever occurs first. 
  84-86 
  Storm Caller: Once per week, the user may summon light, moderate or heavy weather of his 
  choosing, ranging from pleasant sunshine, oppressive heat, torrential rain, thunderstorms and/or 
  dangerous winds. Catastrophic weather such as cyclones or tsunamis is generally not possible. 
  The unnatural weather lasts for 1d4 days and spreads over a 1d10 mile diameter region. In order 
  to summon the weather, the user must complete a 1d4 hour ritual. Test for a Dark & Dangerous 
  Magic effect each day the weather persists.  
  87-88 
  Opening: Once every 1d4 days, the user may spend an action to open any and all locks, 
  manacles, knots, barred doors or blocked entry ways within 30 ft.  
  89-90 
  Transforming: This item has two forms: a weapon and a brooch, ring or other piece of 
  innocuous jewellery. The user may spend an action to instantly transform the item from one 
  form to the other.  
  91-92 
  Fog: Once every 1d4 days, the user may spend an action to fill a 60 ft diameter area with thick 
  smoke, fog or mist. All creatures in the area are blinded. The smoke, fog or mist naturally 
  disperses within 1d6 x 10 minutes.  
  93-94 
  Red Ruin: Once per week, the user may spend an action to shoot a searing red beam at one 
  target within 120 ft. The beam causes 10d10 fire damage (Luck (Dex) save for half).  
  95-96 
  Soul Trap: Once every 1d4 days, the user may spend an action to trap the soul of a recently 
  deceased creature (within 1d4 rounds) in the item by touching the corpse. At a later time, the 
  user may cast Speak with Dead, which releases the soul, or cast Cure Serious Wounds, which 
  harvests it. Test for a Dark & Dangerous Magic effect when a soul is trapped. 
  
   
   
  157 
   
  97-98 
  Unseen Force: Once every 1d4 days, the user may cast Unseen Hand. 
  99-00 
  Dark Blessing: The user does not age, and gains a 50% chance to negate undead based level 
  drain or attribute drain. Test for a Dark & Dangerous Magic effect each time an undead effect is 
  negated.  
    
  Discreet Properties 
  1d20 
  DISCREET  PROPERTIES 
  1 
  Indestructible: The item cannot be marked, damaged or destroyed by anything less than a 
  supernatural entity of demigod like status. When reduced to zero hit points, the user has 
  advantage when determining (i) whether he is All Dead or Mostly Dead, and (ii) when rolling on 
  the Injuries & Setbacks table.  
  2 
  Vorpal Blade: This weapon is impossibly sharp against flesh, bone and sinew. On a natural 19 or 
  20 attack roll, the target loses a limb or is beheaded. Check for a Dark & Dangerous Magic effect 
  each time this occurs.  
  3 
  Telepathic: the user may communicate telepathically with one intelligent creature at a time within 
  120 ft. A recipient may respond in kind if it wishes, assuming it understands the user’s language. 
  This ability is at will. Check for a Dark & Dangerous Magic effect after each telepathic 
  conversation.  
  4 
  Magic Resistance: The user gains continual 50% magic resistance (including against beneficial 
  effects). The user can turn this resistance on or off with an action. Check for a Dark & 
  Dangerous Magic effect each time the magic resistance negates a magical effect.  
  5 
  Speaker of Tongues: The user understands, speaks and reads all languages. Test for a Dark & 
  Dangerous Magic effect after each translation or conversation in a language normally unknown 
  to the user.  
  6 
  Resilience: The user reduces all damage suffered by 2 hit points, and critical hits against the user 
  are treated as normal hits instead.  
  7 
  Fortune: The user gains a 33% chance to ignore any reduction of his Luck attribute. Test for a 
  Dark & Dangerous Magic effect each time the effect occurs.  
  8 
  Deflection: Once per round, after being hit by a ranged attack, the user may choose to make a 
  Dex check to negate the attack.  
  9 
  Darkvision: Once every 1d4 days, the user may cast Darkvision.  
  10 
  Mage Sight: Once every 1d4 days, the user may spend an action to detect within 60 ft (i) magic, 
  (ii) invisible creatures or objects, and (iii) illusions. The effect lasts for 1d6 x 10 minutes.   
  11 
  Thiefly Arts: Once every 1d4 days, the user may automatically succeed at picking a lock, picking 
  a pocket, or hiding. This ability may be invoked immediately after failing the roll to attempt such 
  an action.  
  12 
  Jack of All Trades:  While the user possesses this item, they count as trained in all skills, and 
  gain one additional Reroll Pool die. Test for a Dark & Dangerous Magic effect when applying a 
  bonus skill or reroll die.  
  13 
  Iron Grit: When reduced to half maximum hit points, the user gains a +2 bonus to AC, and 
  rerolls any failed Luck saves. Check for a Dark & Dangerous Magic effect when a Luck reroll 
  succeeds. 
  14 
  Sure Striking: Once every 1d4 days, the user may turn a missed attack roll, or ordinary successful 
  hit, into a critical hit instead.  
  
   
  158 
   
  15 
  Uncanny Parry: Once per day, the user may negate a melee weapon attack that would otherwise 
  hit or damage him.  
  16 
  Natural Prowess: Anyone may wield this weapon or don this armour even if it is not on their 
  class list. Test for a Dark & Dangerous Magic effect during each combat in which the weapon or 
  armour is used. 
  17 
  Sixth Sense: The subject is never surprised, automatically wakes from sleep if in danger, and 
  gains advantage on initiative checks. Test for a Dark & Dangerous Magic effect each time the 
  user may have been surprised, but for this item. 
  18 
  Shroud of Secrets: The user has advantage on all knowledge checks and may sometimes make a 
  check for information she couldn’t possibly know (GM discretion). Test for a Dark & 
  Dangerous Magic effect if both dice roll 15 or higher, or the user recalls information they could 
  not know.  
  19 
  True Blood: The user is immune to poisons and diseases of all kinds (including magical). Check 
  for a Dark & Dangerous Magic effect each time this protection triggers. 
  20 
  Fleet of Foot: The user gains a +15 ft bonus to his speed, and has advantage on Interception and 
  Chase checks. Check for a Dark & Dangerous Magic effect each time the user exceeds her 
  normal speed.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  159 
   
  UNDERWATER COMBAT & 
  DROWNING 
  Adventurers have an unfortunate habit of getting 
  into underwater struggles with monsters trying to 
  drown them. When fighting in an underwater 
  melee, piercing weapons operate normally, 
  slashing weapons attack at disadvantage, and 
  clubbing weapons are useless. Arrows moving 
  through water only inflict damage up to about 10 
  ft deep. 
   
  Adventurers laden with equipment can normally 
  hold their breath and swim for about 1 round per 
  point of Con, plus another 1d4 rounds. When 
  fighting underwater however, the base duration is 
  a number of rounds equal to one third Con score 
  (round up). After this period, the adventurer 
  must make a Luck (Con) save at the end of their 
  turn or die. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  160 
   
  WILDERNESS & CITY 
  EXPLORATION 
   
  Exploring and navigating the wilderness is 
  generally left to the GM to adjudicate. An 
  adventuring party equipped with a map and 
  compass will usually reach their intended 
  destination, but exploring uncharted areas might 
  risk getting lost or disorientated, requiring an Int 
  (Wilderness Lore) check to resolve.  
   
  Simplified travel distances for an 8 hour trek are 
  provided below (assuming daytime travel on foot 
  and carrying a moderate to heavy load, ie 
  weapons, armour, supplies and loot). Explorers 
  can push themselves to travel twice as far by 
  starting at dawn and doing a 16 hour forced 
  march, but this pace leaves no time for foraging, 
  is noisy and draws attention, and may require a 
  Con check at the end of each day to maintain 
  such a pace the next day.  
   
  Riders on horses or other beasts generally travel 
  twice as quickly. Carrying extreme loads, bad 
  weather, travelling at night, by stealth, and so on 
  may reduce travel speed at the GM’s discretion.  
   
  Travel Speed 
  TRAVEL SPEED 
  ENVIRONMENT 
  8  HOURS 
  TRAVEL 
  Roads & Trails 
  10 miles 
  Plains & Light Woods 
  8 miles 
  Forests, Hills, Subterranean 
  7 miles 
  Mountains, Jungles, Swamps, 
  Deserts & Artic Ranges 
  5 miles 
  Ocean (large sea vessel at about 
  5 knots) 
  40 miles 
   
  River or Lake (rowboat, canoe, 
  barge, small sailing vessel at 
  about 3 knots) 
  24 miles 
   
   
   
   
  Random Encounters 
  Part of adventuring involves dealing with the 
  unexpected, from a lucky item at a street vendor 
  to an encampment of vicious beastmen blocking 
  a mountain pass. The following series of tables 
  are provided to assist and inspire the GM when 
  improvising encounters for a party. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The GM might decide for example that exploring 
  a certain patch of wilderness is dangerous and 
  impose a 30% chance of a random encounter 
  every 4 hours. If a random encounter is triggered, 
  the GM rolls twice on the relevant table, and 
  chooses the encounter which best fits the 
  situation.  
   
  Travelling at night is generally more dangerous 
  than in the day. Many monsters can see in the 
  dark, while adventurers are limited to the radius 
  of their torch, lantern or light spell (which also 
  acts like a beacon to some predators).  
   
  Starting Distances  
  The GM may nominate encounter starting 
  distances or use the table provided below. Note 
  the table distances are based on daytime activities 
  and assumes various obstructions cause the 
  parties to first notice each other at (relatively) 
  short distances. Unusually poor visibility or an 
  abundance of hiding places may further reduce 
  starting distances at the GM’s discretion.  
   
   
  
   
   
  161 
   
   
  Generally speaking, the earth’s curvature at sea 
  level creates a sea horizon about 3 miles distant. 
  The higher you are, the further you can see. 
  From an 18 ft ship deck a person might see up to 
  about 5 miles, or 7 miles from a 36 ft crow’s nest. 
  From a 1,000 ft tower or mountain, the sea level 
  horizon is at about 40 miles. Obviously large 
  objects higher than sea level (such as hills, etc) 
  can be seen at longer distances. Note 1 yard (0.9 
  m) = 3 feet, and 1 mile (1.6 km) = 1,760 yards = 
  5,280 ft. 
   
  Random Encounter Tables 
  The Cities, Towns & Villages table has 50 entries 
  that are almost all non-combat encounters. The 
  other tables have 20 encounters, divided up into 
  approximately 70% combat encounters, 15% 
  hazards and 15% side trek seeds.  
   
  Of course an encounter with monsters need not 
  necessarily lead to combat. Depending on how 
  the 
  GM 
  introduces 
  the 
  encounter, 
  the 
  adventurers might sneak around the monsters, 
  fool them into chasing a decoy, or attempt to 
  negotiate or intimidate their way past.  
   
  Similarly, a street encounter with a repugnant 
  noble might start off with witty banter but 
  conclude with deadly combat. Or a hazard such 
  as a rockslide might be detected by an 
  experienced wilderness ranger and circumvented 
  altogether. The tables are intended as organized 
  inspiration, nothing more.  
   
  Designer’s Thoughts 
  The Random Encounter tables are not divided 
  up into “level appropriate” encounters. In a living 
  low fantasy world, the adventurers might 
  encounter anything out in the wilderness; from a 
  pack of wolves to a terrible dragon. How the 
  party goes about managing such situations is a 
  fundamental part of being an adventurer! 
   
  Rolling twice on the encounter tables however 
  allows the GM to select the best encounter for 
  the 
  circumstances, 
  which 
  might 
  include 
  moderating extreme results. It goes without saying 
  the GM is free to ignore the tables altogether and 
  simply improvise her own encounter. In that case 
  the rolled results might provide some inspiration. 
  If it all goes horribly wrong, don’t forget the Party 
  Retreat rules (page 45). 
   
   
   
  Cities, Towns & Villages 
  1d100 
   
  CITIES, TOWNS  &  VILLAGES 
  1-2 
  Two farmers brawling over livestock, foodstuffs or cotton.  
  3-4 
  A con woman by the name of Doska is inviting marks to gamble on a cups and balls game. She 
  is highly skilled in sleight of hand.   
  5-6 
  A gaggle of ducks, chickens or other fowl scatter across the street, causing havoc. There is a 50% 
  chance a pick pocket takes advantage of the diversion. 
  7-8 
  A noble, Lord Ibrenon, trots by on a white charger. He is terribly arrogant and jostles aside 
  anyone who doesn’t immediately get out of his way. He remarks that his horse eats better than 
  the adventurers before he departs.  
  9-10 
  A long haired bard with a handlebar moustache, Artur Excelsior, offers to make a ballad about 
  the party’s exploits (for a reasonable fee).  
  ENVIRONMENT 
  STARTING  
  DISTANCE 
  Settlements, Ruins 
  2d6 x 10 ft (20 - 120 
  ft) 
  Forests, Jungles, 
  Swamps, Subterranean 
  2d6 x 10 yards (20 - 
  120 yards) 
  Hills, Mountains 
  4d6 x 10 yards (40 - 
  240 yards) 
  Deserts, Plains, Artic 
  ranges, Lakes, Rivers 
  8d6 x 10 yards (80 – 
  480 yards) 
  Ocean 
  2d6 x 10 yards for a 
  shark fin or similar, or 
  2d4 miles for a ship 
  
   
  162 
   
  11-12 
  A merchant, Egbert “sell me own mother” Cruthers, is selling an assortment of weapons on a 
  gilded table in the street, watched over by his muscle, Mr Brick. For the discreet inquirer, he 
  might also have access to more specialized gear, such as hidden sheaths, spring-blade pommels, 
  caltrops, lockpicks and toe-knife boots.  
  13-14 
  The Screaming Goat Tavern is well known for its exciting bar fights, and today is no exception. 
  5d6 drunken brawlers have spilled out onto the street, spreading fists, feet and headbutts like 
  wildfire.   
  15-16 
  Alchemist Gusterro the Improbable (“Gus”) is hawking fire pots stacked up by the half dozen. 
  Mid way through his sales pitch, a guard patrol appears at the end of the street. Gus quickly 
  scoops his pots into a sack and replaces them with undergarments instead, giving any potential 
  customers a knowing wink.  
  17-18 
  At a very inopportune moment, a chamber pot is emptied from the second story of a boarding 
  house. One traveller must make a Dex check or be doused in human excreta.  
  19-20 
  A herd of cows gets spooked by a terrific thunderclap and is about to stampede. 
  21-22 
  A young woman yells “Fire!”, pointing frantically at a nearby building. Billowing smoke is 
  beginning to issue from the ground floor and cries are heard from the upper window. The 
  nearest well is several blocks distant.  
  23-24 
  4d6 guards patrol the street, eyes wary for pickpockets. If it’s a slow day, they might accost any 
  strange or dangerous looking adventurers, inquiring as to their business, the duration of their 
  stay, boarding house and whether they have any information they wish to share with the 
  authorities. Impolite or cheeky responses are unlikely to be well received.  
  25-26 
  A trio of axemen are selling firewood and kindling. They haven’t noticed that one of the split 
  logs is hiding a tiny fey behind a hinged knot.  
  27-28 
  Oleg Arkoza, a potion maker of some renown and very rarely seen outside his laboratory, is 
  speaking with a noblewoman on the street. Arkoza is very choosey about his clients. Perhaps this 
  is an opportunity for an introduction. 
  29-30 
  A falconer, Ms Ellia, is selling an assortment of hunting birds.   
  31-32 
  A funeral procession winds slowly down the street, including pall bearers, priests, and sorrowful 
  relatives.  
  33-34 
  3d6 thugs of rival gangs clash over turf lines, stabbing at each other with knives and hatchets. 
  Lingering witnesses, or anyone who attempts to intervene, is also set upon. Whatever the 
  outcome, the surviving leader, Udan the Slip, does not forget.   
  35-36 
  3d6 starving rats skitter from a dark alley, attempting to bite chunks out of a busking street kid by 
  the name of Totha, just 20 ft distant from the travellers. Totha has a great knowledge of the 
  settlement’s back roads and safe houses.  
  37-38 
  2d6 officious clergymen and devout sisters accost the travellers, berating them for their wicked 
  ways of violence and greed. They threaten natural disasters and eternal hellfire if the party does 
  not recant. 
  39-40 
  A shrill scream issues from a nearby alley. Glancing inside, three thugs can be seen beating on an 
  overdressed merchant by the name of Shuba Sendarran. Shuba is in debt to a local gang, and 
  they want to make an example of him.  
  41-42 
  A 3d6 member performing troupe has gathered a small crowd here. The troupe has knowledge 
  of the local region. There is a 30% chance of pick pockets working the crowd. 
  43-44 
  A pigeon pie seller, Ghirk Galak, is on the corner. Ghirk is a little known street informant. 
  
   
  163 
   
  45-46 
  An elderly farrier, Ugalos, is mending horse shoes in a half barn. His wife has passed and he has 
  no children, and he wishes to pass on his lucky shoe to a deserving stranger. If the travellers 
  impress him, he gifts it to them. The shoe is indeed fortuitous, and restores 1 Luck at a time of 
  the owners choosing once per adventure.   
  47-48 
  A magistrate is presiding over an execution in the square. Three middle aged criminals are to be 
  hanged. A small crowd has gathered. 3d6 guards are in attendance, along with the burly, hooded 
  executioner. There is a 50% chance of a rescue attempt by related ne’er do wells. 
  49-50 
  A pile of dead, plague ridden bodies are stacked in a side alley, covered in sheets. One body has 
  rolled off the pile, an ornate bracer still clasped to its arm.  
  51-52 
  An old crone, Madame Eshorri, is reading the tarot on a rickety table. The woman is in fact a 
  genuine soothsayer and channels the fates. Any traveller having their fate read has an even 
  chance of either increasing or decreasing their current Luck by 1 point.  
  53-54 
  A blood moon (lunar eclipse) occurs, with many folks invoking strange, superstitious rites to 
  ward off evil, such as driving away any cats, lining their doorways with salt, marking the forehead 
  with blood, carrying obvious silver, and so on. There is a 50% chance of Lycanthropes hunting 
  tonight in an especially ferocious manner.  
  55-56 
  An elderly street dog with a grey snout and one eye takes a liking to one of the travellers, and 
  begins following him or her around. The dog is actually a canny and ferocious fighter. If 
  befriended, the dog will fight to protect its bipedal pack mates.  
  57-58 
  A miserable, driving rain falls, making the road slippery and riddled with deep puddles.  
  59-60 
  A plague of mimes has descended on this street. Their mute performances range from poor to 
  painful.  
  61-62 
  A riot has broken out in this square and adjoining streets. 2d100 furious dock workers or other 
  labourers have taken up arms against their guild leaders and the town authority that supports 
  them. The riot is reaching a crescendo such that the 5d6 guards will shortly lose control.  
  63-64 
  A beautiful man (Aros) or woman (Odea) walks by, drawing the eye of local admirers. He or she 
  is a skilled actor and impersonator.  
  65-66 
  A middle aged merchant named Thelsa is selling books and maps from a covered stall. She is 
  also an excellent forger and produces false party invitations, letters of introduction, identity 
  documents and so on for discreet clientele.  
  67-68 
  6d10 members of three rival parties (barbarian clans, street gangs, religious orders, mercenary 
  companies) have broken into a massive fisticuff, turning the street to chaos. No-one has drawn 
  steel yet, but things are escalating quickly. 
  69-70 
  A whipcord teenager with red hair sprints towards the travellers with a pouch clutched in one 
  hand. 50 ft behind, a portly stall keeper struggles to keep up, yelling “Thief! Thief!”  
  71-72 
  A young man in fine clothing staggers in a cluttered ally and collapses. A pool of blood quickly 
  forms beneath him.  
  73-74 
  A skilled hypnotist, Alal the Mysterious, is performing a show for a small crowd. In addition to 
  his mundane skills, Alal has recently learnt to cast Charm Person once per day. 
  75-76 
  A deafening explosion rocks the surrounding area, causing tables to shudder and clothes lines to 
  snap. A thick plume of smoke billows from a nearby tower.  
  77-78 
  A small monkey has escaped her enclosure and springs from behind a barrel, wriggling into a 
  traveller’s backpack to hide. A handsome but furious travelling performer appears moments 
  later at the end of the street with a small net, obviously searching for something.  
  79-80 
  Two elderly men sit opposite each other playing chess outside an inn. Their glasses are empty 
  and they do not speak, but they smile as they study the board.  
  
   
  164 
   
  81-82 
  A fog (50% light, 50% heavy) rolls in off the docks or adjoining land. There is a 70% chance of a 
  lone will o’ wisp following it at dusk.  
  83-84 
  Two horses, carriages or chariots are racing down the street, two young nobles in opposing house 
  colours at the reins. 
  85-86 
  A body crashes to the ground in front of the travellers with a horrendous thud! Looking up, 1d3 
  humanoid shadows can be seen making a quick getaway across the rooftops. 
  87-88 
   
  An elderly merchant has a single glass orb on his table stall. A number of potential customers 
  inquire about the item, but are quickly turned away. If the travellers inquire, the merchant says 
  “The orb is not for sale, but it is time for me to part with it. The real question is, are you the one 
  the orb waits for?” 
  89-90 
  A religious zealot is preaching from atop a wooden stool, inviting passers-by to prepare for the 
  end of days, repent, welcome the Old Ones joyfully, etc. 
  91-92 
  A town crier is ringing his bell and declaring “The duke is dead!”  
  93-94 
   
  A procession of 3d6 priests and other religious officials makes its way down the road, offering 
  blessings and scripture to interested passers-by.  
  95-96 
  A diminutive tax collector, bearing the mayor’s seal, makes a bee line for the travellers and asks 
  to see their Weapons & Armour Licences.  
  97-98 
  A thin looking tabby cat meows at one of the travellers, moving close to brush against his or her 
  legs if given the chance. Both of the cat’s ears have been cropped. If befriended, the cat becomes 
  extremely loyal and has excellent hearing, eyesight and instincts for danger. He is happy to nap 
  during the day and stay up at night, keeping watch over his human.  
  99-100 
  A blustering wind is blowing today, knocking light objects off tables and sending leaves and dust 
  whirling across the ground.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  165 
   
  Deserts 
  1d20 
  DESERTS 
  1 
  A swarm of cursed scarab beetles burrows up from beneath the sands, seeking to engulf the 
  travellers and infesting their food, bedding and clothes. Each traveller must make a Will check or 
  reduce their current and maximum Luck by 1 point until the curse is lifted.  
  2 
  An oasis with a watering pool and shady palms. The water is bitter but non-poisonous. There is a 
  60% chance of lurking predators (2d4 Giant Crocodiles (70%) or 1d6 Giant Scorpions (30%)). 
  3 
  A powerful sandstorm sweeps through the region. All travellers must make a Luck (Con) save or 
  suffer 1d6 damage and 1 Con loss.  
  4 
  The unrelenting heat threatens to overcome even the most careful traveller. All travellers must 
  make a Con check or suffer 2d6 damage.  
  5 
  4d6 Beastmen raiders (60%) or 2d6 Urgot with an Urgozer (40%). 
  6 
  3d10 Human Berserkers (60%) or 3d6 Bandits (40%) are looking for an easy raid. 
  7 
  3d8 animal headed humanoids (Jackal, Lion, Hawk, etc) wait for the travellers on a high dune or 
  rise. They are guardians of a scared site and will seek an offering from the party as a tribute before 
  they permit passage (as Beastmen, but 3 HD, Int 11 and speak common, with senses of the relevant 
  animal. They might also be Lycanthropes).  
  8 
  2d6 Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%) are exploring this region. 
  9 
  2d4 Giant Scarab Beetles (as Fire Beetles but jet black and not luminescent). 
  10 
  1d6 Giant Serpents, possibly with 1d4 Serpentmen Hybrids (Ssurlocs, 40%). 
  11 
  3d4 Serpentmen (Hraarsk) with 2d4 Hybrids (Ssurlocs), and 10% chance of 1 Noble (Razkarrt). 
  12 
  1d6 Giant Scorpions crawl out from beneath the sand, hoping to ambush their prey from behind.  
  13 
  3d6 Cyclops raiders are on patrol, ranging from a nearby oasis that they control. They might have a 
  pet Wyvern with them (30%).  
  14 
  A Djinn (Air Genie) or Efreet (Fire Genie) guards a sacred site, most likely an oasis, ancient 
  battlefield or cursed altar or rock formation. It demands a tribute (gold, gemstones, item of personal 
  value) or a test (riddle, moral quandary, entertaining ballad) from all who seek to pass.  
  15 
  A destructive Fire Elemental ranges here, seeking to set everything flammable on fire; 10 HD (70%) 
  or 15 HD (30%). 
  16 
  A desert Hydra prowls these wastes, digging a temporary burrow each day before it goes hunting at 
  night. It leaves enormous tracks in the dunes or other wastes.  
  17 
  A Purple Worm hunts here, bursting up from the sand to engulf its next meal. Large collapsed 
  tunnels, circular and 15 ft wide, warn of its presence.   
  18 
  6 ft columns of salt rise from the sands, shedding wispy trails in the desert breeze. Despite the 
  winds, the columns do not shrink or deteriorate. Ancient weapons and shields can be found half 
  buried around the base of some of the columns.  
  19 
  A recent tremor or sandstorm has unearthed a humanoid statute with three serpent like heads 
  holding a whip aloft. Beside the statue, carved steps from a previous age descend into a dark tunnel 
  of worked stone.  
  
   
  166 
   
  20 
  A rocky outcropping rises from the sand, stretching 40 ft high to form a small plateau. Hand carved 
  steps circle up to reach the top. At the uppermost edge, stones have been placed in small piles at 
  irregular intervals.  
   
  Jungles 
  1d20 
  JUNGLES 
  1 
  Poisonous vines, carnivorous plants or fungi spores, causing all travellers 1d6 damage and 1 Con 
  loss. A Luck (Con) save resists.  
  2 
  A cloud of biting insects carrying a rare tropical disease. All travellers must make a Luck (Con) save 
  or suffer a wasting disease, losing 1d4 Con at the end of each day until death a zero Con. An 
  apothecary with the right healing herbs might be able to cure or delay the disease. 
  3 
  Hunting traps causing 1d8 damage to all travellers. Alternatively suspending travellers 6 ft in the air. 
  A Luck (Dex) save resists. 
  4 
  5d4 Projectile Leeches lurking in the trees waiting to pounce (50%), or 3d6 Urgot (50%) with an 
  Urgozer (30%) concealed behind a copse of trees and vines. 
  5 
  5d6 Beastmen raiders are making a loud racket, crashing their way through the plants. 
  6 
  5d6 Man Eating Monkeys are in the trees, stalking the travellers and hoping to drop upon them 
  unawares.  
  7 
  2d12 Giant Centipedes are crawling through the undergrowth, looking for a body to implant their 
  eggs into.   
  8 
  2d6 exploring Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%). 
  9 
  2d4 Tigers (50% chance of 1d3 cubs) are hunting in this region.  
  10 
  2d4 Fire Beetles are burrowing through the undergrowth here.  
  11 
  Nest of 1d6 Giant Serpents, possibly with a Hybrid Serpentman (30%). 
  12 
  3d4 Serpentmen (Hraarsk) with 2d4 Hybrids (Ssurlocs), and 10% chance of 1 Noble (Razkarrt). 
  13 
  Sabretooth Tiger; 1 (70% solitary hunter) or 2d4 (30% pack, including some cubs). 
  14 
  2d6 Giant Apes (see Owlbear variant) are lounging here. They are fiercely protective of their 
  territory.  
  15 
  A ravenous 40 ft Tyrannosaurus Rex is rampaging here. It makes a lot of noise before it arrives, and 
  smaller creatures flee before it.  
  16 
  A Hydra lairs here in a subterranean cave or pool with a clutch of recent hatchlings. They are very 
  hungry.  
  17 
  From the east comes the sound of hundreds of tribal drums.  
  18 
  A 7 ft stone statute, carved in the likeness of a hybrid serpentman, stares imperiously, its fanged jaws 
  agape. The base of the statue is wrapped in vines, but the plants appear carefully tended rather than 
  overgrown.  
  
   
  167 
   
  19 
  A wooden hut is set into the branches of an enormous tree high above. Vines twisted into knotted 
  ropes hang down to 9 ft above the jungle floor.  
  20 
  The crack and crash of great trees being broken and hitting the ground echoes from the west. From 
  here, distant treetops can be seen bending or buckling as something truly colossal makes its way 
  through the jungle. A humanoid scream begins and is quickly cut off.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Forests 
  1d20 
  FORESTS 
  1 
  Poisonous trees, vines, undergrowth or spores, causing all travellers 1d6 damage and 1 Con loss. A 
  Luck (Con) save resists.  
  2 
  Falling deadwood causing 1d6 damage to a single traveller. A Dex check resists.  
  3 
  Hunting traps causing 1d8 damage to all travellers. Alternatively suspending travellers 6 ft in the air. 
  A Luck (Dex) save resists. 
  4 
  5d4 Giant Rats scavenging (70%) or 3d4 Dire Rats (30%). 
  5 
  4d6 Beastmen raiders (60%) or 2d6 Urgot with an Urgozer (40%). 
  6 
  3d6 Bandits or Hunting flock of 3d6 Vampire Bats. 
  7 
  Pack of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%). 
  8 
  Extensively webbed nest covering the ground and/or trees of 2d4 Giant Spiders. 
  9 
  2d6 exploring Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%). 
  10 
  2d4 hungry Fire Beetles are laying eggs here in the undergrowth. 
  11 
  Nest of 1d6 Giant Serpents, possibly with a Hybrid Serpentman (30%). 
  12 
  Wandering Owlbear (50%) or mated pair (50%). 
  
   
  168 
   
  13 
  Sabretooth Tiger; 1 (70% solitary hunter) or 2d4 (30% pack, including some cubs). 
  14 
  Nest of 1d4 Phase Spiders. 50% chance of a webbed humanoid that is not yet deceased. 
  15 
  Grove of 1d4 Bloodroot Treants. An astute observer might notice subtle leaf or branch signalling. 
  16 
  A Earth Elemental is meditating here; 10 HD (70%) or 15 HD (30%). 
  17 
  A lone tree, gnarled and white, spotted with age, stands in a clearing. Something is carved in the 
  tree, but it’s hard to tell what from afar. A fey might reside within or nearby, willing to swap 
  information for stories of the outside world. Or perhaps the tree is cursed, or good fortune, 
  imparting such to any who touch it.  
  18 
  A sinkhole has opened beside an arrangement of man sized stones. Scraping away some moss 
  reveals runes from a lost fey race. At the bottom of the hole, earth covered steps lead down into 
  ancient darkness.  
  19 
  A trio of dilapidated thatched huts sit in a small clearing beside a bubbling brook. Five burial 
  mounds can be seen beside the house.  
  20 
  Wisps of light circle high out of reach in the tree branches above, following the party. They seem to 
  resonate an ethereal hum, a sorrowful dirge that rises and falls with the breeze.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mountains 
  1d20 
  MOUNTAINS 
  1 
  Rockslide! All travellers must make a Luck (Dex) save or suffer 2d6 damage. If damage of 10+ is 
  rolled, also roll on the Injuries & Setbacks Table.  
  2 
  Set into the mountain side is a dim, 10 ft high tunnel. Guttering torchlight can be seen within. The 
  entryway is ringed with bronze verdigris capstones, warded against intruders. Any non-cyclops who 
  attempt to enter must make a Luck (Will) save or suffer 2d6 cold damage.  
  3 
  A steep slope or cliff like ridge must be climbed, requiring a Str (Athletics) check. If failed, the 
  traveller is exhausted by the time they reach the top, suffering 1 Str loss.   
  4 
  4d6 Beastmen raiders (60%) or 2d6 Urgot with an Urgozer (40%). 
  5 
  4d6 Dwarves or Humans; a mining party. They’ve been drinking. A lot. 
  
   
  169 
   
  6 
  Ogres: 1 (20%), mated pair (50%) or 2d4 (30%), out for trouble. 
  7 
  A flock of 2d6 Griffons (50%) or 2d6 Harpies (50%). 
  8 
  1d8 Minotaurs lair in a nearby cave, keenly sniffing the air for the scent of man flesh.  
  9 
  1d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools.  
  10 
  1d6 Giant Scorpions, looking for an easy meal.  
  11 
  3d6 Cyclops raiders are roaming here, desperate for a warm meal of soft flesh.  
  12 
  1d12 Hill Giants have a cave nearby. 
  13 
  1d4 Manticores are prowling here.  
  14 
  A hungry Bulette bursts from the earth, showering the adventurers with rocks as it tries to bite one 
  in half.  
  15 
  1d6 Ettins are waiting in ambush on this mountain path. There is a 50% chance of hearing Ettin 
  heads arguing with one another, tipping off any would be prey.  
  16 
  1d4 Wyverns use these mountain tops as their hunting grounds. They are particularly fond of 
  snatching up metallic humanoids and dropping them from a great height to crack open their hard 
  shells.  
  17 
  On a stony escarpment, a 100 ft bowl of small trees and boulders forms a gigantic nest. Dark grey 
  feathers, 12 ft long, litter the ground. If the nest centre is explored, three 4 ft eggs can be found 
  hidden beneath a bedding of leafy shrubs.  
  18 
  Dozens of campfire smoke columns can be seen wafting over a high ridge to the north.  
  19 
  A tall obelisk with ancient silver markings rises from the depths of a shallow crater. The floor of the 
  crater is mirrored, reflecting the stars and moon overhead.  
  20 
  A lone dragon sails majestically through the sky. Has she spotted the adventurers? Is her lair 
  nearby? 
   
   
  Oceans, Lakes & Rivers 
  1d20  
  OCEANS, LAKES & RIVERS 
  1 
  A powerful storm with heavy rain and high winds blows in. Watercraft might become damaged, or 
  unsound craft threaten to break apart. Any kind of balance checks to retain steady footing are made 
  at disadvantage.  
  2 
  The region of water is becalmed, stranding sailing vessels without oars. The travellers must make a 
  group Luck save each day to determine whether the winds return.  
  3 
  Another boat (pirates, merchant galley, navy, etc) or craft (canoe, raft, small sailing craft) appears on 
  the horizon, and changes course to intercept the travellers.  
  4 
  2d6 dolphins, seals, otters or other inquisitive but harmless marine life takes an interest in the 
  travellers. 
  
   
  170 
   
  5 
  A damaged ship, houseboat or other water craft bobs in the current, half submerged. There is a 
  50% chance of a survivor (or perhaps the assailant, still looting, or in waiting for other marks). 
  6 
  5d4 Nixies (Water Sprites) take an interest in the travellers, swimming alongside or climbing aboard 
  their craft.  
  7 
  2d6 Mermaids (as Harpy, but swims) attempt to entice the travellers into the water.  
  8 
  2d4 Giant Sharks set upon the travellers if possible. 
  9 
  2d4 Merrow attempt to ambush the travellers, scaling craft or hurling tridents at their prey, seeking 
  to knock them into the water and drown them before eating them. 
  10 
  2d4 Giant Crocodiles (60%) or 1d6 Giant Sea Snakes (40%; use Giant Serpent, but amphibious). 
  11 
  A Sea Hag (as Hag, but amphibious and may spend an action to generate the following spell like 
  effects once per day: Charm Person, Fog Cloud (but affects a 1 mile diameter), Web (made of 
  seaweed), Suggestion, Wall of Ice, Cone of Cold). 
  12 
  An Ochre Jelly is swimming on top of the water, slowly undulating towards its next meal.  
  13 
  A Marid (Water Genie) guards this region and interrogates travellers before deciding whether to 
  allow passage.  
  14 
  1d4 Wyverns are hunting in the skies and decide the travellers are a potential meal worth 
  investigating.  
  15 
  A highly territorial Water Elemental surges across the waves; 10 HD (70%) or 15 HD (30%). 
  16 
  An enraged Giant Octopus (50%) or Kronosaurus (50%, see Giant Crocodile variant) surfaces from 
  the depths, intent on destroying all vessels and eating any humans it can find. 
  17 
  A ship or other watercraft, apparently in good condition, sits idle and apparently abandoned.  
  18 
  The water surrounding the travellers turns jet black in all directions. Birds diving for fish do not 
  resurface from the inky water. 
  19 
  On the horizon, two ships or other water craft are in the midst of a pitched battle.  
  20 
  A hot air balloon ship flies overhead. The captain and his crew might be spying on the travellers, 
  planning an attack, or just chasing lightning in the clouds.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  171 
   
  Plains 
  1d20  
  PLAINS 
  1 
  Animal snares. 1d4 travellers must make a Luck (Dex) save or suffer 1d6 damage. On a damage 
  roll of 6, the traveller suffers a fractured leg from the Injuries & Setbacks table.  
  2 
  A large band of paroling riders appear in the distance. The travellers might be able to negotiate 
  passage, hide from them, or neutralize the encounter in some other way. 
  3 
  Heat stroke. The extreme sun requires each day time traveller to make a Con check or suffer 1 
  Con loss.  
  4 
  5d4 Giant Rats scavenging (70%) or 3d4 Dire Rats (30%). 
  5 
  3d10 Human Berserkers (60%) or 4d6 Beastmen raiders (40%). 
  6 
  Pack of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%). 
  7 
  2d4 Centaurs on patrol, highly suspicious and hostile towards outsiders.  
  8 
  A thick fog has rolled in, reducing visibility to 60 ft. There is a 50% chance of another encounter in 
  the fog.  
  9 
  1d4 Giant Eagles are hunting in the region.  
  10 
  2d4 Tigers (70%) or 1d4 Sabretooth Tigers (30%). 
  11 
  2d4 brawling Ogres, fighting over a captive, food, trinkets or an insult.  
  12 
  Wandering Owlbear (50%) or mated pair (50%). 
  13 
  3d6 Cyclops raiders are camping here.  
  14 
  A hungry Bulette is hunting here, evidenced by 6 ft wide holes scattered across the region (the 
  tunnels have collapsed in on themselves).  
  15 
  A single Bloodroot Treant, masquerading as a normal tree, hoping to lure a meal.  
  16 
  An inquisitive Air Elemental zipping across the plains; 10 HD (70%) or 15 HD (30%). 
  17 
  A 100 ft wooden palisade has been erected here with a handful of tents inside. A solitary clay golem 
  stands outside the entry gates.  
  18 
  A clear pond is located here. Wet humanoid footprints can be found nearby, circling the area. If 
  the pond is explored, a dark underwater tunnel is discovered. 
  19 
  In the distance you spy a ring of cowled humanoids, raising their arms and voices to the sky. 
  Moments later, a peal of thunder echoes overhead.  
  20 
  A 50 ft crater blackens the earth, at the centre of which lies a man sized meteorite of blue veined 
  crystal. Strange footsteps lead away from the mysterious rock.  
   
   
  
   
  172 
   
  Roads & Trails 
  1d20  
  ROADS  &  TRAILS 
  1 
  A broken down cart, filled with firewood and other timber. Two elderly wagoners ask for help to 
  mend the axle and get them back on the road. The wagoners have lived in the region many years, 
  and might have useful information.   
  2 
  2d4 Adventurers chasing a rumour of lost treasure, magic or glory. They might invite the travellers 
  to assist, consider them rivals, or ignore them, depending on the circumstances. 
  3 
  A thief locked in a crow cage is dying of starvation. She pleads with the travellers to release her, in 
  return for a service or secret information of a valuable nature.  
  4 
  4d6 local Soldiers or Militia on patrol. They don’t suffer cheek. 
  5 
  A merchant caravan (1d8: cloth, wine, foodstuffs, oil, trinkets/art, tools, plants, other) with 3d6 
  guards.  
  6 
  3d6 pilgrims making their way to a near (or far) shrine or temple.   
  7 
  A carriage carrying a noble, escorted by 3d4 knights or other heavily armed guards.  
  8 
  A robed woman with a shaved head on horse, escorted by three men with features reminiscent of a 
  monkey, a pig and a fish. They are on a quest to locate some holy scriptures. 
  9 
  3d6 Bandits block the road, extorting a “road tax” from travellers. If asked how much, the leader 
  replies “How much ya got?”  
  10 
  A Hag, posing as an old crone, makes polite conversation with the party, hoping to gain their trust 
  and accompany them for a time. When the opportunity arises, she attempts to eat one of them 
  before escaping. She leaves behind an Evil Eye pendant, to spy on her pursuers should they track 
  her.  
  11 
  3d10 Human Berserkers (60%) or 4d6 Beastmen (40%) have decided to risk raids on road 
  travellers, despite the occasional guard patrols, in the hopes of earning more valuable booty.  
  12 
  1d6 Wererats (60%) or Werewolves (40%) in human form and posing as merchants, explorers, 
  farmers, labourers, miners or artisans, attempt to befriend the party and accompany them for a 
  time. If rebuffed, or when the opportunity arises (or at the next full moon) they attack.  
  13 
  2d4 Beggars line the thoroughfare, asking for alms. One or more might belong to a network of 
  spies, keeping an eye on the to-ings and fro-ings along the road.  
  14 
  A wagon carrying an undertaker and a number of coffins. He is armed with a well used sword, but 
  would like the party to act as his guards till the next town (his prior guards got into a drunken brawl 
  and were arrested). The undertaker might be Doppelganger, hoping to kill one of the travellers and 
  take his place, hiding the body in one of the coffins.  
  15 
  1d6 smugglers with a carriage or textiles wagons, secreting transporting (1d8: false papers, slaves, 
  gems, counterfeit currency, poison, floor plans, maps, other). Nosey travellers might get a sword in 
  the gut, or an invitation to help out for a cut, depending on the circumstances.  
  16 
  A saddled but rider less messenger horse thunders past, saddlebags intact. Half a mile up the trail is 
  the dead messenger’s body with a broken neck, as if thrown from his horse. A severed chain 
  dangles from a locked forearm clasp.  
  17 
  2d6 wealthy tourists visiting from the neighbouring towns and villages. They are accompanied by 
  4d6 guards. They are in good spirits and happy to share stories with other travellers.  
  18 
  A troupe of 3d6 performers, artisans and bards. Some might be opportunistic thieves or spies on 
  the side.  
  
   
  173 
   
  19 
  A detachment of 4d6 Knights are urgently hunting a criminal, traitor, or other human enemy. They 
  interrogate everyone they encounter for any useful information. There is a 20% chance one of the 
  travellers resembles their quarry.  
  20 
  A Bloodroot Treant has taken up residence beside the road, masquerading as a normal tree. Tell-
  tale signs of blood can be found around the base of the tree. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Snow & Ice 
  1d20  
  SNOW  &  ICE 
  1 
  A terrible blizzard lasting many hours erupts. Unless they can find or build adequate shelter, each 
  traveller must make a Luck (Con) save or suffer 1d4 Con loss.  
  2 
  Avalanche! Each traveller suffers 4d6 damage (Luck (Dex) save for half). 
  3 
  A crevasse breaks open beneath the lead traveller, who must make a Luck (Dex) save or fall to the 
  bottom (1d10 x 10 feet deep).  
  4 
  3d10 Human Berserkers (30%) or 4d6 Beastmen raiders (40%) or 3d6 Urgot with an Urgozer 
  (30%). 
  5 
  Pack of 3d4 Wolves (70%) or 2d4 Winter Wolves (30%; as Dire Wolves). 
  6 
  2d6 explorers on an expedition. They might have useful information about the region.  
  7 
  2d4 Ice Beetles (as Fire Beetles, but a deep blue and without any luminescence). 
  8 
  A minor Water Elemental (flecked with ice) is gathering strength here.  
  9 
  Wandering Owlbear (50%) or mated pair (50%). 
  10 
  3d6 Cyclops scavenge here. They have been outcast from a larger tribe in more moderate 
  temperatures, and are looking to resettle. They are in a particularly foul mood.  
  11 
  Lurking beneath the snow or ice is a Black Pudding that burrowed up from the earth before falling 
  into a dormant state. Travelers approaching within 20 ft have a 50% chance of awakening the 
  starving monster.  
  
   
  174 
   
  12 
  An Ice Bulette (as Bulette, but amphibious and immune to cold damage) hunts in this region. If 
  burrowing up through ice, the travellers feel the tremors and cracks at least one round before it 
  arrives (if burrowing up through clear ice, they will see it).  
  13 
  A lumbering, shaggy, ferocious 14 ft Yeti prowls here, hoping for warm flesh to feast upon (as 
  Owlbear, but double hit points, Off Turn Attacks and immune to cold damage of all kinds). 
  14 
  A Roc flies far overhead, scouring the white wastes for a suitably sized meal. Humans make good 
  snacks.  
  15 
  1d10 Frost Giants are hunting here. It’s been a long time since humans were on the menu.  
  16 
  A 15 HD Water Elemental (quasi ice) resides here. Unlike most of its kind, it has developed a 
  degree of intelligence (Int 4), and will attempt to communicate with the travellers. It is interested to 
  learn about what lies beyond the white drifts. 
  17 
  A Purple Worm lies dormant here beneath the ice, waiting for travellers of sufficient size or noise 
  to wake it up. 
  18 
  A serpent like cave mouth is set into a mountain, ridge or escarpment. Flickering torchlight can be 
  seen within.  
  19 
  A ring of humanoid statues, seemingly made of ice, encircle a black, altar like rock. On top of the 
  altar is a red drinking horn. 
  20 
  Tremors have unearthed a large, metallic, 40 ft cylindrical object, encased in a shelf of deep ice.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Subterranean 
  1d20 
  SUBTERRANEAN 
  1 
  Rockfall! All travellers must make a Luck (Dex) save or suffer 2d6 damage. On a natural 10+ 
  damage, all travellers must roll on the Injuries & Setbacks table.  
  2 
  Tremors have opened a large crevasse here, blocking the way. The crevasse is 1d4 x 10 ft wide and 
  1d10 x 10 ft deep.  
  3 
  A sudden underdark wind current rips through the passage, automatically extinguishing all non-
  magical lights. There is a 30% chance a green slime coincidentally drops from the ceiling to attack.  
  4 
  4d6 Beastmen raiders (40%) or 2d6 Urgot with an Urgozer (60%). 
  
   
  175 
   
  5 
  2d4 Giant Spiders lurking in webs strung across the ceiling and/or tunnels. 
  6 
  2d12 Giant Centipedes are crawling across the ceiling, antennae twitching for food. 
  7 
  2d4 patches of Yellow Mould growing in dark corners.  
  8 
  A Gelatinous Cube (60%) or Grey Ooze (40%) is silently stalking the passages here.  
  9 
  3d4 Serpentmen (Hraarsk) with 2d4 Hybrids (Ssurlocs), and 10% chance of 1 Noble (Razkarrt). 
  10 
  3d6 Cyclops patrol this area and would welcome some sport splattering puny humans.  
  11 
  An Ochre Jelly (60%) or Black Pudding (40%) is searching for flesh to consume.  
  12 
  1d12 Trolls roam these tunnels, sniffing the air for the scent of succulent flesh.  
  13 
  A Medusa lairs here. Life like statues might tip off travellers to the impending danger.  
  14 
  A Basilisk stalks these corridors, petrifying and then devouring any living creatures it catches.  
  15 
  Tentacle Spawn (single 70%, or 1d4 30%) is exploring this area, and will gladly take the opportunity 
  to devour a surface dweller’s brains. 
  16 
  A Dao (Earth Genie) guards this area against intruders. It might be persuaded to allow passage in 
  exchange for precious stones or metals, especially those not found in the region. 
  17 
  An Earth Elemental is resting in this area, and will be very surly if disturbed. 
  18 
  An empty well sits in the middle of a small chamber. If travellers listen carefully, they might hear 
  clanking and grinding noises from below.  
  19 
  A 6 ft green devil face, with a wide open mouth, is set into the wall. The mouth is large enough to 
  crawl into. The interior of the mouth is unnaturally black, as if absorbing the torchlight nearby.   
  20 
  A naturally formed side tunnel opens up into a gigantic cavern, populated with a small forest of 
  giant fungi. In the centre of the fungi forest is a golden monolith with a crenelated top. 
   
  Swamps 
  1d20 
  SWAMPS 
  1 
  Quick sand pool. The leading traveller must make a Luck (Dex) save or be sucked underwater, 
  suffering 1 Con loss in the scramble to escape.  
  2 
  Stinging insect swarm. Each traveller must make a Luck (Con) save or contract a wasting disease, 
  suffering 1d4 Str loss each day. An apothecary might be able to cure the disease with the right 
  healing herbs.  
  3 
  Poisonous bog fumes. Each traveller must make a Luck (Con) save or suffer 1d6 damage.  
  4 
  A swarm of 3d10 ravenous Stirges descend on the party.  
  
   
  176 
   
  5 
  4d6 Beastmen raiders (60%) or 2d6 Urgot with an Urgozer (40%). 
  6 
  5d4 Projectile Leeches lurking beneath the water (50%) or 2d12 Giant Centipedes concealed in 
  ferns and bracken (50%). 
  7 
  2d4 Will o’ Wisps seek to lure travellers into sink holes and quicksand.  
  8 
  4d4 Serpentmen (Hraarsk), possibly with 1d4 Hybrids (Ssurlocs, 40%). 
  9 
  2d4 Giant Crocodiles lay in wait, almost fully submerged in the filthy swamp water. 
  10 
  1d6 Giant Serpents, possibly with 1d4 Serpentmen Hybrids (Ssurlocs, 40%). 
  11 
  Hags living in ramshackle hut made of mud bricks; either 1 (70%) or a Coven of 3 (30%). 
  12 
  1d12 Trolls wander these moors, searching for sentient flesh to feast upon. When pickings are 
  scarce, they go into a state of dormancy and sink beneath the dark waters, waiting for prey to rouse 
  them.  
  13 
  A Medusa stalks this region. Travelers might bump into broken, life like statues hidden in pools or 
  reeds.  
  14 
  Water Elemental 10 HD (70%) or 15 HD (30%). 
  15 
  Grove of 1d4 Bloodroot Treants. They attempt to drown passers-by. 
  16 
  An enormous Hydra hunts in this region, and hopes to drag at least one dead traveller back to its 
  lair. 
  17 
  A gigantic, half submerged dragon skeleton lies in the water. Although partly decomposed, a 
  number of scales remain intact and could be worked into a shield or helmet. A dragon hatchling 
  lairs nearby. 
  18 
  A 10 ft wide pile of brownish green refuse sits in the middle of a dark pool. Careful examination of 
  the pile reveals a number of shiny objects within. Anyone approaching the pile might notice ripples 
  in the water, or tremors from the pile itself.  
  19 
  An ancient mangrove tree has carvings of capering, demonic frogmen lording over humans. A 
  number of roots have merged with an oaken chest, sealing it shut more securely than any lock. 
  20 
  A houseboat stands elevated on high stilts within a mangrove cluttered moor. Smoke rises from a 
  small chimney, and you can see light flicker behind one set of shutters. The insects here are eerily 
  silent.  
   
   
  
   
  177 
   
  LOW FANTASY SETTINGS 
   
  The following works are some examples of settings well suited to Low Fantasy Gaming: 
   
   
  Conan’s Hyborian Age by Robert E. Howard.  
   
   
  Westeros from Game of Thrones by George R.R Martin. 
   
   
  Primeval Thule campaign setting by Sasquatch Game Studio LLC. 
   
   
  The Lands of Legend campaign setting for Dragon Warriors by Corgi Books Inc. 
   
   
  Birthright campaign setting by TSR Inc. 
   
   
  Symbaroum campaign setting by Jarnringen. 
   
   
  Lankhmar of the Fafhrd and the Gray Mouser stories by Fritz Leiber. 
   
   
  Warhammer’s Old World campaign setting by Games Workshop Ltd. 
   
   
  The alternate earth of the Rigante novels by David Gemmell.  
   
   
  Middle Earth (without so many non-humans) from Lord of the Rings by JRR Tolkien. 
   
   
   
   
   
   
   
   
  
   
  178 
   
  INDEX 
  Acid ............................................................32 
  Action .........................................................46 
  Adaptable ...................................................18 
  Adapting To Permanent Injuries ................56 
  Advancement..............................................83 
  Aerial Combat ............................................82 
  All Dead .....................................................53 
  Animals ......................................................35 
  Anti-Toxin ..................................................32 
  Archery And Throwing ..............................50 
  Armour & Armour Class ............................39 
  Attacks ........................................................46 
  Attribute Checks .........................................41 
  Attributes ..................................................... 9 
  Attuned Mind .............................................22 
  Attunement...............................................154 
  Backgrounds ...............................................26 
  Backstab .....................................................24 
  Barbarian ....................................................13 
  Bard ............................................................15 
  Bardic Knowledge ......................................16 
  Battle Magic ................................................22 
  Blocking An Area .......................................46 
  Boss Monsters ............................................95 
  Buildings & Construction ...........................36 
  Carry Loot ................................................136 
  Casting A Spell ...........................................57 
  Cause Injuries .............................................95 
  Charging .....................................................45 
  Charisma (Cha) ..........................................10 
  Chase  Event ...............................................84 
  Chases ........................................................83 
  Chieftain .....................................................14 
  Cities, Towns  &  Villages .........................161 
  Classes ........................................................12 
  Combat .......................................................44 
  Common Actions .......................................46 
  Common Equipment .................................31 
  Compass .....................................................32 
  Complex Traps ........................................134 
  Constitution (Con) ......................................10 
  Construct Buildings And/Or Upkeep ........87 
  Contents ...................................................... 3 
  Contests ......................................................42 
  Core Features .............................................. 5 
  Cover ..........................................................51 
  Crafting Items .............................................87 
  Creating A Character ................................... 8 
  Critical Hits ................................................52 
  Damage ......................................................46 
  Danger Sense..............................................14 
  Dark  &  Dangerous Magic .........................58 
  Dark & Dangerous .....................................57 
  Deadly Strikes ............................................18 
  Degrees Of Success Or Failure ..................42 
  Delay Turn .................................................44 
  Demons ......................................................94 
  Deserts .....................................................165 
  Dexterity (Dex) ...........................................10 
  Discreet  Properties ..................................157 
  Dodging ......................................................47 
  Doing Things ..............................................41 
  Double Move .............................................45 
  Downtime ...................................................87 
  Downtime Level Up ...................................83 
  Drowning ..................................................159 
  Dungeon Room Generator ........................88 
  Dwarves ......................................................30 
  Elves ...........................................................30 
  Equipment ..................................................31 
  Failed Exploits ............................................49 
  Falling .........................................................82 
  Family Or Business Involvement ...............87 
  Ferocious Rage ...........................................14 
  Fighter ........................................................17 
  Fighting Styles .............................................50 
  Finisher.......................................................24 
  Fire Pot .......................................................32 
  Forests ......................................................167 
  Forged Papers.............................................32 
  Free Attacks ................................................45 
  Fumbles ......................................................52 
  GM Information .........................................82 
  Group Checks ............................................42 
  Healer’s Kit ................................................32 
  Healing .......................................................53 
  Hit Dice ......................................................94 
  Hit Points ...................................................12 
  Hook Hand ................................................32 
  How To Play ............................................... 6 
  
   
  179 
   
  Illusions ......................................................61 
  Incorporeal .................................................94 
  Initiative & Turn Order ..............................44 
  Injuries &  Setbacks ....................................54 
  Injuries & Healing ......................................53 
  Injury Recovery Or Adaption .....................87 
  Inspire Greatness ........................................16 
  Intelligence (Int) .........................................10 
  Intercepting ................................................45 
  Jewellery .....................................................33 
  Jungles ......................................................166 
  Killer Instinct ..............................................14 
  Knock Outs ................................................52 
  Lair Treasure ............................................140 
  Languages ...................................................12 
  Lethal Precision ..........................................25 
  Lifestyle Expenses ......................................35 
  Long Rest ...................................................55 
  Low Fantasy Settings .................................177 
  Luck ...........................................................11 
  Lycanthropes ..............................................95 
  Madness .....................................................91 
  Madness Progression ..................................87 
  Madness Severity And Penalties .................92 
  Madness Traits ...........................................91 
  Magic ..........................................................57 
  Magic Resistance ........................................95 
  Magic User .................................................20 
  Magnifying Glass ........................................33 
  Major Exploit Protection ............................95 
  Major Exploits ............................................48 
  Martial Exploits ..........................................47 
  Master Of Arms .........................................19 
  Maximum Level .........................................83 
  Melee Attacks .............................................46 
  Melee Weapons .........................................37 
  Minor Exploits............................................47 
  Miscellaneous Factors ................................51 
  Monster List By Hit Dice ...........................97 
  Monsters .....................................................94 
  Morale ......................................................132 
  Mostly Dead ...............................................53 
  Mountains ................................................168 
  Mounted .....................................................50 
  Move ..........................................................45 
  Nautical Almanac .......................................34 
  Network Of Informants ..............................16 
  NPC Reactions .........................................132 
  Obvious  Properties ..................................155 
  Oceans, Lakes & Rivers ............................169 
  Off Turn Attacks ........................................95 
  One Shot Magic Items ..............................150 
  Party Bonds ................................................28 
  Party Retreat ...............................................45 
  Peg Leg .......................................................33 
  Percentile Check ........................................43 
  Perception (Perc) ........................................10 
  Permanent Magic Items............................152 
  Plains ........................................................171 
  Poison.........................................................33 
  Poisoner’s Ring ...........................................34 
  Portable Light Sources ...............................31 
  Positioning ..................................................52 
  Potions .....................................................150 
  Races ..........................................................30 
  Rallying Shout ............................................16 
  Random Encounters .................................160 
  Ranged Attacks ...........................................46 
  Ranged Weapons .......................................39 
  Rare Equipment .........................................32 
  Rare Weapon Techniques .........................16 
  Ready Action ..............................................44 
  Recharge .....................................................94 
  Representative & Group Checks ................42 
  Reroll Pool .................................................26 
  Rescues .......................................................48 
  Research .....................................................87 
  Retries ........................................................42 
  Roads  &  Trails ........................................172 
  Rogue .........................................................23 
  Rumour Hunting ........................................87 
  Scrolls .......................................................152 
  Sensing Magic .............................................57 
  Services & Hirelings ...................................35 
  Session Advance .........................................83 
  Sextant ........................................................34 
  Shields ........................................................40 
  Short Rest ...................................................56 
  Silver Tongued ...........................................16 
  Simple Traps ............................................134 
  Single Weapon Fighting .............................50 
  Skilled Vs Unskilled ...................................26 
  Skills ..................................................... 26, 27 
  Skirmisher ..................................................24 
  
   
  180 
   
  Snow  &  Ice .............................................173 
  Special Metals .............................................37 
  Spell Descriptions.......................................65 
  Spell Duration ............................................61 
  Spell Interruption .......................................57 
  Spyglass ......................................................34 
  Staggered ....................................................53 
  Starting Distances .....................................160 
  Starting Gold ..............................................12 
  Strength (Str) ..............................................10 
  Stronger Luck .............................................96 
  Stronghold ..................................................19 
  Subterranean ............................................174 
  Supplies ......................................................18 
  Surprise ......................................................51 
  Surprise Round. .........................................44 
  Swamps ....................................................175 
  Thief’s Guild ..............................................25 
  Thieves Tools .............................................34 
  Tower .........................................................22 
  Training ......................................................87 
  Traps ........................................................134 
  Travel Speed ............................................160 
  Treasure ...................................................136 
  Tricks & Techniques ..................................24 
  Trinkets & Curios .....................................141 
  Tripwires ....................................................34 
  Two Handed Style ......................................50 
  Two Weapon Fighting ................................50 
  Unarmed Combat ......................................50 
  Uncommon Equipment .............................31 
  Undead .......................................................95 
  Underwater Combat & Drowning ............159 
  Using Magic Items ....................................154 
  Valuables ..................................................147 
  Vehicles & Ships .........................................35 
  Visibility ......................................................51 
  Weapon Properties ....................................37 
  Wilderness & City Exploration.................160 
  Wilderness Ranger .....................................14 
  Willpower (Will) ........................................10 
  Withdrawing ...............................................45 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  181 
   
   
  
   
  182 
   
   
   
  
   
  183 
   
  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low Magic. High Adventure”, 
  the LFG logo (LFG in serpent ring on p.2) and all artwork.  These and the Trade Dress of this work (font, layout, style of artwork, etc.) are reserved as 
  Product Identity.   
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means 
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  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
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  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
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  License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material 
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  The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in 
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  COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
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  Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under any version of this License.  
   
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  184 
   
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  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  
   
  Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.  
   
  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming RPG.pdf