Bestiary 99 Wyrmling These charming creatures are tiny dragons, and their individual appearance can vary as much as that of true dragons; some are wingless, some have impressive horns or talons, and some shimmer like the rainbow. Their relationship to dragons is unclear. All wyrmlings are garrulous, hungry, and inquisitive. They love to speak the language of men and converse with strangers. They are often found living together in strange, chatty colonies, but are sometimes encountered as solitary hunters and hermits, or in the service of one of their greater cousins. Hit Dice: 2d6 (7 HP) AC: 14 Attack: +1 to hit, 1d4 damage (bite) Alignment: any XP: 50 Notes: Flight (wyrmlings may fly), Breath Weapon (each wyrmling has a distinctive breath attack which it can make once per day; this attack does 1d4+2 damage to everything in a five foot arc in front of the wyrmling that cannot make a saving throw vs breath weapons; this greatly tires the wyrmling, who must rest for 4 rounds thereafter) Wraith Wraiths are incorporeal spirits trapped between this world and the next, caught in agony between worlds and hungry to spread their pain. Plants wither as they pass, and any creature touched by a wraith’s icy presence loses its personality and will. These are the most spiteful of the spirits of the dead, for there is no escape for them. Only the destruction of a wraith will end its pain; there is no other way to cause it to leave the world of the living. Hit Dice: 5d8 (22 HP) AC: 15 Attack: +6 to hit, 1d8 damage (touch) Alignment: Chaotic XP: 550 Notes: Drain Will (anyone touched by a wraith must make a saving throw vs. Polymorph or lose a point of Charisma), Incorporeal (the wraith has no physical form, and is only affected by magic and silver weapons) Zombie Shambling corpses whose rotten flesh drips from their bones, zombies are mindless beasts driven by an unholy hunger for the flesh of the living. These pitiful creatures are most often the product of some necromancer’s experimentations, but there are also stories about plagues sent to men which cause them to move after death and seek the flesh of their former neighbors. Hit Dice: 1d6 (4 HP) AC: 10 Attack: +0 to hit, 1d6 damage (claw) Alignment: Neutral XP: 15 Notes: Dead and Mindless (zombies are immune to sleep and charm effects) Story Hook New Friends? After a great storm, part of the river bank collapses near the village, revealing a cache of wyrmling eggs. The creatures grow quickly, and want to make friends. Are the villagers willing to cooperate with their new neighbors? How will the little creatures eat? Can the characters help integrate the wyrmlings into the village or will they lead them to a new home?
100 Beyond The Wall and Other Adventures Demons are creatures of Chaos. They come into the mortal world through dark summonings and forgotten gates. Although they can be bound into service through the use of rituals and, for those with enough forbidden knowledge, their true names, demons will never willingly serve another being, and will always seek to escape their bonds and wreak vengeance on any bold enough to ensnare them. Many foolish sorcerers believe that they can control the demons which they summon, but most learn that this is perilous. As these creatures are all unique, the following rules will allow you to build your own demon with which to plague the player characters. Base Stats There are four ranks of demons. Minor demons can be faced by brave warriors, but the greater demons and the Princes of Chaos are as powerful as gods, and only the mightiest of heroes can stand before them. The world trembles when a demon prince walks upon it, and wise men flee. Minor Demon Hit Dice: 2d8 (9 HP) AC: 12 Attack: +2 to hit, special Alignment: Chaotic XP: 110 +55 per special power Notes: a demon’s attacks will depend on whether it is corporeal or not, as detailed below; demons have individual powers and weaknesses, as also detailed below. Lesser Demon Hit Dice: 6d8 (26 HP) AC: 16 Attack: +6 to hit, special Alignment: Chaotic XP: 430 +125 per special power Notes: a demon’s attacks will depend on whether it is corporeal or not, as detailed below; demons have individual powers and weaknesses, as also detailed below. Greater Demon Hit Dice: 12d10 (66 HP) AC: 20 Attack: +12 to hit, special Alignment: Chaotic XP: 3,200 + 850 per power Notes: a demon’s attacks will depend on whether it is corporeal or not, as detailed below; demons have individual powers and weaknesses, as also detailed below. Demon Prince Hit Dice: 20d10 (110 HP) AC: 24 Attack: +20 to hit, special Alignment: Chaotic XP: 9,800 + 2,500 per power Notes: a demon’s attacks will depend on whether it is corporeal or not, as detailed below; demons have individual powers and weaknesses, as also detailed below. Names Each demon has a common name, which it will give out freely, and a true name, which it keeps secret. Its true name can be used against it. Remember that knowing a demon’s true name gives a character great power against it. By calling out the name, a character gains +5 to all actions taken against the demon, including attacks. Uttering the name also gives a character a +5 bonus to all saving throws against the demon’s powers and spells. Commanding Demons As described on p.25 of the Core Rules section, Mages who possess the ‘Second Sight’ cantrip have special power over demons and their ilk. If such a character knows a demon’s true name, she may attempt to command the demon to perform a specific task for her. To do so, she must make a successful Charisma check; she does receive the normal +5 bonus for knowing her target’s true name. However, should she fail in her check, the demon is free of her power, and she may never attempt to command it again. Making Demons
Bestiary 101 Nature Being creatures of change and potential, demons are not at home in the static, physical world. They roam our plane in one of the two following ways. Demons Incarnate Some demons manage to enter the material plane in physical form. These are demons incarnate. Demons in such corporeal forms can have horrific or beautiful bodies, and no two are alike, unless they choose to be. They may attack with weapons, or they may claw and bite their enemies. If these demons incarnate attack with natural weaponry, give them the following attacks: Minor Demon - claw for 1d6 damage Lesser Demon - two claws for 1d6 damage each Greater Demon - two claws for 1d8 damage each, and a bite for 2d8 damage Demon Princes - two claws for 1d10 damage each, and a bite for 2d10 While in physical form, demons are generally impervious to the weapons of men, and so only magical attacks and weapons may harm them. However, if a character calls out a demon’s true name, he will be able to harm it with ordinary attacks. Generally, when a demon incarnate dies on the physical plane, it is not actually destroyed, but rather banished back to Chaos. Special measures must be taken to actually slay a demon while it is in our realm, often involving lengthy rituals using the demon’s true name. Incorporeal Demons Many demons can only claw their way into the human world by possessing a host body. A demon of this sort who has possessed a mortal will have its own natural hit dice, attack bonus, and powers, but will otherwise function as its host would. Demons driven from their host without a new vessel available for them to possess are unable to remain in the world of men. Incorporeal demons cannot act in the physical world at all until they have taken possession of a host. Such a demon has 10 minutes per hit die to find a host and possess it before returning to Chaos. All demons of this type have the possession power in addition to those generated on the tables below. Incorporeal demons can possess mortal creatures (people, animals, and monsters) to spread their influence. To possess a creature, the demon simply spends a round attempting to overcome the target’s will. The target may make a saving throw versus polymorph; characters should receive their Wisdom bonus to their saving throws. If the target passes the saving throw, the demon takes 1d8 points of damage and may never attempt to possess that target again. Some people with the knowledge to do so may attempt to exorcise the possessing demon once it is in its mortal host. Characters with forbidden or magical knowledge skills are likely to know how to do so, as might characters with a great deal of folklore. In order to perform the exorcism, the target must be bound and inactive, and the character performing the ritual must pass an Intelligence test. Afterward, the possessed character may attempt a new saving throw to rid himself of the demon following the same rules as above. If the character passes their saving throw this time, the demon is forced out. Resistance to Magic Being creatures of pure Chaos and magic, most Demons have some resistance to mortal magics. The use of a demon’s true name will negate its magic resistance. 1d12 Magic Resistance 1-3 none 4-5 10% 6-7 20% 8-9 30% 10 40% 11 50% 12 60% Power and Influence Roll twice on the following Power Table. The first result determines the demon’s source of power, its food. It will seek this out. The second result determines the demon’s preferred method of acquiring its power. For instance, a particular demon might gain its power from greed (the first roll on the table), and may attempt to gather its power through violence (the second roll on the table). Such a creature would menace a popu-
102 Beyond The Wall and Other Adventures 1d6 Sphere of Influence Choose One Power 1 Love Lust Charm Beautiful Form 2 Violence Fear +1 damage per hit dice Cause Fear 3 Greed Gluttony Temptation Illusion Wealth Enchanted Items 4 Betrayal Vengeance Illusion +4 to hit 5 Forbidden Knowledge Dark Magic Ritual Magic Enchanted Items 6 Pride Incredible Skill Demon’s Weakness Each demon has a particular weakness; it is this which keeps the mortal world safe, for now. 1d6 Weakness Effect 1 Iron takes double damage from iron, all powers cancelled when in contact with iron 2 Sun banished if in sunlight for 2d4 rounds, all powers cancelled in sunlight 3 Running Water cannot cross running water, banished if submerged 4 The Earth cannot touch the ground, banished if in contact with earth for 1d4 rounds 5 Insatiable banished if not in the presence of its power source for one day 6 Bloodline the blood of one particular family may be used to banish the demon Powers Following are descriptions of the powers from the above tables. The GM is, of course, encouraged to design other, new demonic powers or make changes to these. Beautiful Form A demon with Beautiful Form is so physically attractive that all who see it must make a saving throw versus polymorph or be transfixed and unable to act for 1d6 rounds. Charm When a demon with the Charm power speaks, all within listening range are affected as by the ‘False Friend’ spell. A normal saving throw versus spell is allowed, and anyone who passes their saving throw is immune to the charms of this particular demon. Cause Fear Any foes within sight of the demon must first pass a saving throw versus spell or be affected by great fear: either fleeing immediately or trembling in place. Enchanted Items The demon carries with it 1d6 magic items of the GM’s choosing. Incredible Skill Pick a skill; the demon may automatically pass any tests using that skill. In a contested roll, the demon acts as though it rolled a 20. Illusion The demon creates illusions equivalent to the spell Greater Illusion at will (up to once per round). It is able to maintain one illusion per Hit Die at any one time. Ritual Magic A Demon with this power may cast rituals as a mage of its Hit Dice. It knows whichever rituals from the ‘Spells and Magic’ section the GM sees fit. Wealth The demon has magical access to fabulous amounts of wealth. The GM can assume that it has as much money as it wants at any time. lation with violent acts of bloodshed over monetary concerns, reveling in families which feud over livestock or merchants coming to blows over a deal. Or, it might create a crime syndicate that dealt in protection rackets, feeding itself on the greed of the violent, cruel men it has made. After each roll, choose one power for the demon. Rules for each power are listed after the table.
Bestiary 103 Perhaps the most feared of all earthly creatures, dragons are paragons of a bygone age, once masters of the skies, now mostly sleeping and hidden away. Each dragon is a unique individual, many of them wiser than the most learned of men and mightier than the greatest of warriors. Base Stats There are four basic templates for dragons, based on their age and size. A group of brave warriors can hope to defeat a young dragon or two, but the ancient wyrms are all but invulnerable to the arms of men. Dragonling Hit Dice: 6d8 (27 HP) AC: 12 Attack: +6 to hit, claw 1d4/bite 3d6 Alignment: any XP: 650 + 120 per draconic attribute Notes: Dragon Fear (all foes must make a saving throw versus polymorph or be gripped by a powerful physical fear, receiving a -3 penalty to all rolls unless they flee the dragon’s presence), Swift (a dragon gains a number of attacks equal to the number of opponents in close range of it, up to a maximum of two claw attacks and one bite), True Name (this dragon has a true name which gives his foes power over him) Adult Dragon Hit Dice: 10d8 (45 HP) AC: 16 Attack: +10 to hit, claw 1d6/bite 4d6 Alignment: any XP: 2,900 + 500 per draconic attribute Notes: Dragon Fear (all foes must make a saving throw versus polymorph or be gripped by a powerful physical fear, receiving a -3 penalty to all rolls unless they flee the dragon’s presence), Swift (a dragon gains a number of attacks equal to the number of opponents in close range of it, up to a maximum of two claw attacks and one bite), True Name (this dragon has a true name which gives his foes power over him) Old Dragon Hit Dice: 14d10 (77 HP) AC: 22 Attack: +14 to hit, claw 1d8/bite 5d6 Alignment: any XP: 5,600 + 1,200 per draconic attribute Notes: Dragon Fear (all foes must make a saving throw versus polymorph or be gripped by a powerful physical fear, receiving a -3 penalty to all rolls unless they flee the dragon’s presence), Swift (a dragon gains a number of attacks equal to the number of opponents in close range of it, up to a maximum of two claw attacks and one bite), True Name (this dragon has a true name which gives his foes power over him) Ancient Wyrm Hit Dice: 18d10 (101 HP) AC: 30 Attack: +18 to hit, claw 1d10/bite 6d6 Alignment: any XP: 10,000 + 2,000 per draconic attribute Notes: Dragon Fear (all foes must make a saving throw versus polymorph or be gripped by a powerful physical fear, receiving a -3 penalty to all rolls unless they flee the dragon’s presence), Swift (a dragon gains a number of attacks equal to the number of opponents in close range of it, up to a maximum of two claw attacks and one bite), True Name (this dragon has a true name which gives his foes power over him) Territory Dragons are incredibly territorial creatures and are mostly solitary. They can be found in almost any habitat, even living above the clouds or in rocky caverns beneath the ground. In the rare event that more than one dragon is encountered at a time, it is almost certainly a pair who have met to mate. Dragons of differing types can and do mate with one another, and a newborn dragon will usually have a strange mixture of its parents’ draconic attributes with a couple new ones of its own. Making Dragons
104 Beyond The Wall and Other Adventures Draconic Attributes The above dragon templates are further modified by some of the following attributes. A dragon might have any number of these attributes, but we find three to be about the right number to make an interesting opponent. Barbed Tail The dragon gains an extra attack every round, which may sweep those to its rear, causing the same damage as its claw attacks. Breath Weapon Most feared of all draconic powers, the dragon may breathe a great gout of fire, or a ball of poisonous gas, or other devastating effect. This does 1d12 damage +2 per HD of the dragon to all creatures in near range who are more or less in front of the dragon. Targets who pass a saving throw versus breath weapon take only half damage. The dragon may only unleash this breath weapon once every 5 rounds. Dragons with this attribute often like to take to the sky in between bursts of their deadly breath attacks. Chameleon When the dragon remains still, its scales shift to match its surroundings, making it practically invisible. If the dragon does not move or attack, characters may only see it if they are able to pass a Wisdom check with a -10 penalty. Fast The dragon is incredibly fast, gaining a +5 bonus to its initiative. Flight The dragon is able to fly at great speeds. Some flying dragons have wings and some do not. Those without wings can fly just as easily as those with wings. Followers The dragon is always accompanied by a number of followers equal to its hit dice, unless taken totally unawares at a very inopportune time. These followers are always weaker than the dragon, such as a tribe of goblins, a band of human worshippers, or other, lesser serpents. Magician Some dragons are masters of magic. This dragon may cast cantrips, spells, and rituals as a mage of 4th level and is assumed to have an Intelligence and Wisdom of 16 if needed to make a test. The dragon may have this attribute twice, in which case it is able to cast as though it were a mage of 6th level instead. Razor Claws The dragon’s many claw attacks do an additional +4 points of damage. Simply add this damage bonus to the base claw damage of the dragon, depending on its age category Transformation The dragon may adopt human form at will, though its form may seem twisted or unusual. Some dragons can look exactly like normal people, while others retain their scales, or have unusually colored hair or eyes. Certain draconic attributes will continue to function while in human form, while others will not. For instance, a dragon with the Magician attribute can almost certainly cast spells while in human form, but the Chameleon attribute is unlikely to function while shapeshifted. This is left to the GM’s discretion. Territorial Many dragons make permanent lairs, rarely leaving their home surroundings. These creatures have a great advantage while on their home turf, gaining a +2 to hit and AC. If in their lair, this bonus is even greater, becoming a +3 to hit and AC. Venomous Bite The dragon’s bite carries a virulent poison. Any character bitten by the dragon must make a saving throw versus poison or suffer an additional amount of automatic damage equal to the dragon’s hit dice. Water Dweller Some dragons live beneath the waters of seas and lakes, and these creatures may move and breathe normally in water. A dragon cannot be a water dweller and have the Flight attribute. Many water dwelling dragons prefer to spend all of their time submerged.
Bestiary 105 Goblins are frightening creatures of an otherworldly nature. They may be wicked faeries, coming to play cruelly with the villagers, servants of Chaos with an overwhelming urge to destroy all in their path, or a mighty horde forged into an army by wicked men. The core of the goblin and its kin is selfishness, violence, and the unknown. These monsters are broken up into castes, each striving against the other, all the while pressing in against the settled lands. Base Stats There are four castes of goblins. Kobolds are the smallest and most downtrodden of the goblins, mostly used for slave labor by their larger brethren. Occasionally they strike out on their own and form independent warrens. Goblins are the standard type, smaller than a man but quick and wicked. Orcs are the warrior caste, a deadly foe, strong and vicious, priding themselves on their strength and taking grisly trophies in battle. Bugbears are the largest and foulest of orcs, masters of the other castes, standing nearly seven feet tall. Kobold Hit Dice: 1d4 (2 HP) AC: 13 Attack: +0 to hit, 1d6 (shortswords) Alignment: Chaotic XP: 10 Goblin Hit Dice: 1d6 (4 HP) AC: 14 Attack: +1 to hit, 1d6 (shortsword) Alignment: Chaotic XP: 15 Orc Hit Dice: 1d10 (6 HP) AC: 14 Attack: +1 to hit, 1d8 (long sword) Alignment: Chaotic XP: 20 Bugbear Hit Dice: 3d10 (15 HP) AC: 15 Attack: +3 to hit, 1d10 (great axe) Alignment: Chaotic XP: 80 Goblin Traits You can use the basic stats above for simple, menacing goblins, but we sometimes like our goblins to feel like destructive forces of nature. Assign a single trait from the list below to a tribe of goblins; all members of the tribe, of whatever type, will then have the special bonus and penalty listed with each trait. Darkness - These goblins are the monsters that come out at night. Being creatures of shadow and night, they suffer a -1 to all rolls in daylight. They have complete night vision, and may even see in total darkness. Disease - Goblins of the plague are special horrors, indeed. Their penalty is that they bear a horrible, unmistakable odor; these goblins will never sneak up on anyone unawares. However, they carry a virulent disease, and all survivors of an attack from these goblins must make a saving throw vs. poison or contract a powerful plague. Fear - Horrific creatures of terror, these goblins chill the blood of their foes. They are, perhaps paradoxically, cowardly themselves. They suffer a -1 penalty to all rolls unless they outnumber their foes. Opponents must make a saving throw vs. spell or suffer a -3 penalty to all actions against the goblins. Underground - Strange, ancient evils breed beneath your sleepy village. The underground goblins are extremely agoraphobic, and suffer a -5 penalty to all rolls in open spaces. However, they are excellent tunnelers and may see in low light. Any of these goblins may make a successful saving throw vs. polymorph in order to set a trap or cause a cave in while underground. Making Goblins
and Scenario Packs Character Playbooks
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fi shermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is fi lled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fi ght, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confi dant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis The Self-Taught Mage Playbook You were always a bright child, and loved stories of ancient wizards and sorceresses who mastered the arcane arts. Unfortunately, there was no one around to teach you such things. In fact, sometimes you wondered if the stories of magic were even true. When you came of age, you found an ancient tome and decided to fi nd out for yourself. You were the brightest child in the village. Your Intelligence begins at 12, and all of your other ability scores begin at 8. What was your childhood like?
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis You found the tome and began your studies. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Ancient History, and the cantrip Mage Light. The tables below will tell you your other spells. What happened to you as you learned magic? 1d6 Who wrote your precious book of magic? Gain 1 An old sage from the south. +3 Int, Skill: Ancient History 2 A famous bard who traveled far and wide. +3 Cha, Skill: Survival 3 A great archmage from the sunken kingdom. +3 Int, Skill: Forbidden Knowledge 4 The head of a secret order from long ago. +3 Wis, Skill: Politics 5 A plunderer of forgotten tombs. +3 Dex, Skill: Trapping 6 A mighty wizard who marched with great armies. +3 Con, Skill: Command 1d6 What sort of mage was the author of the book? Gain 1 A clever illusionist. You learned the following magics: the spell Greater Illusion, the ritual Wizard’s Mark, and the cantrip Glamour Weaving. +2 Cha, spells to left 2 A war wizard. You learned the following magics: the spell Burning Hands, the ritual Mage Armor, and the cantrip Glamour Weaving. +2 Con, spells to left 3 A summoner of dark spirits. You learned the following magics: the spell Abjuration, the ritual Circle of Protection, and the cantrip Second Sight. +2 Int, spells to left 4 A master of hidden secrets. You learned the following magics: the spell Terrifying Presence, the ritual Witch’s Watchman, and the cantrip Conjure Sound. +2 Int, spells to left 5 A charming enchanter. You learned the following magics: the spell False Friend, the ritual Arcane Experiment, and the cantrip Hexing. +2 Cha, spells to left 6 A traveling sorcerer. You learned the following magics: the spell Feather Fall, the ritual Gather Mists, and the cantrip Blessing. +2 Con, spells to left
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 A spirit of Chaos was drawn by your power. How did you fi ght it off? The player to your right was there with you. Gain 1 You stood before it with steady hands. The friend to your right stood by your side and did not waver, and gains +1 Wis. +2 Wis, Spell: Commanding Word 2 You called it by its true name and cast it back into the abyss. The friend to your right helped you discover the name, and gains +1 Int. +2 Int, Spell: Magic Missile 3 Although you drove it off, it still waits for you just beyond the walls of sight. The friend to your right helped you slip its grasp, and gains +1 Dex. +2 Dex, Spell: Magic Missile 4 Your clever words were enough to turn aside the worst of its trouble. The friend to your right also bandied words with the spirit, and gains +1 Cha. +2 Cha, Spell: Petrifying Gaze 5 You stood behind the wall of your power until it grew weak. The friend to your right learned a lot from your brave stand, and gains +1 Int. +2 Int, Spell: Mystical Shield 6 You withstood its blows, while your friend sealed it beneath the earth. Your stalwart friend to the right saved the day, and gains +1 Con. +2 Con, Spell: Healing Touch 1d6 A real wizard from the south passed through the village when you came of age. What did he think of you? Gain 1 You impressed him with your knowledge. +2 Int, a book that you barely understand 2 He said he would brook no rivals and you fl ed from him in the night. +2 Wis, Ritual: Steed of the Sorcerer 3 He performed a secret naming ceremony for you. +2 Con, an engraved silver ring 4 He was amused by your fi rst steps toward learning magic and taught you a trick. +2 Cha, Ritual: Unseen Servant 5 He inducted you into his secret order. +2 Wis, a wizard’s staff 6 You were warned of his coming, became afraid, and hid from him. +2 Dex, Ritual: Bind Familiar 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, record your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Self-Taught Mage begins with the following equipment: a dagger, common robes, an ancient tome, many pouches, the components for a single Level One ritual, and 4d6 silvers. 4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 mage, you have a BAB of +0. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 0 for being a mage. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 3. 9. Your hit points are 6 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Fill out Your Sheet!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +0 14 15 13 12 11 2 2,500 +1 14 15 13 12 11 3 5,000 +1 14 15 13 12 11 4 10,000 +2 14 15 13 12 11 5 20,000 +2 14 15 13 12 11 6 40,000 +3 13 13 11 10 9 7 80,000 +3 13 13 11 10 9 8 150,000 +4 13 13 11 10 9 9 300,000 +4 13 13 11 10 9 10 450,000 +5 13 13 11 10 9 Making Tests Ability Score Checks: Roll a d20 and compare the result to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the attack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d6 Initiative Bonus: +0 Armor: Mages may not wear any armor. Spell Casting: Mages may harness the power of magic in three di erent ways: cantrips, spells, and rituals. Your Playbook has given you your starting magics. Sense Magic: Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. e GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately. Fortune Points A character may spend a Fortune Point in the following ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue taking damage every round.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fi shermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is fi lled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fi ght, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confi dant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis The Untested Thief Playbook Some young would-be adventurers get by with their sword arm or with words of power in the language of magic, but you need neither. The world is full of things to see and enjoy, and your fi ngers are more than quick enough to let you have what you like. You are deft and quick. Your Dexterity begins at 12, and all of your other ability scores begin at 8. What was your childhood like?
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis You learned some unsavory things and found your niche. You become a level 1 Rogue. You gain the class abilities Fortune’s Favor and Highly Skilled, and the skill Stealth. The tables below will give you all your bonus skills from your class abilities. What happened when you took to thievery? 1d6 Who taught you how to cheat or steal? Gain 1 An old pickpocket from the city to the south. +3 Dex, Skill: Pickpocketing 2 An unscrupulous old sneak in the village. +3 Wis, Skill: Stealth 3 You trained yourself by trial and error. +3 Int, Skill: Trapping 4 The village locksmith. +3 Dex, Skill: Lockpicking 5 A local thug with few friends. +3 Str, Skill: Athletics 6 A savvy and charming traveller. +3 Cha, Skill: Deceit 1d6 How do you attain your ill-gotten gains? Gain 1 You do little work yourself, but instead beg from the other villagers. +2 Con, Skill: Begging 2 When travelers from far away places pass through town you take interesting baubles from their purses. +2 Dex, Skill: Pickpocketing 3 You can secretly find your way behind any door. +2 Int, Skill: Lockpicking 4 You charm everyone you meet. +2 Cha, Skill: Deceit 5 Despite your other skills, you still work an honest profession. +2 Int, a trade skill of your choice 6 You do a little of this and a little of that and always get by. +2 Con, Skill: Survival
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 As happens with many thieves, your fi rst job went bad. What did you do when you got caught? The player to your right was there when it happened. Gain 1 You fought for your life and escaped. The friend to your right fought off your attackers to help you get away, and gains +1 Str. +2 Str, Skill: Athletics 2 You hid until it was safe. The friend to your right got caught up in your heist and had to hide out too, and gains +1 Dex. +2 Dex, Skill: Stealth 3 You took a beating and learned a lesson. The friend to your right proved they would never desert you and took some licks too, and gains +1 Con. +2 Con, Skill: Survival 4 You pleaded your case and walked free. The friend to your right spoke on your behalf, and gains +1 Int. +2 Int, Skill: Oratory 5 You fessed up and made it right. The friend to your right helped you see the error of your ways, and gains +1 Wis. +2 Wis, Skill: Folklore 6 You fast-talked the mark and made nice. The friend to your right bought you both drinks and joined the party, and gains +1 Cha. +2 Cha, Skill: Drinking 1d6 What was your greatest heist? Gain 1 You managed to nab a great bag of coins from a rich merchant. +2 Dex, +6d6 silvers 2 You convinced an old man to will you his farm. +2 Int, a small farm 3 You nicked something special from a stranger passing through. +2 Str, a very, very sharp dagger 4 You stole something from an odd man in the woods. +2 Con, a strange silver ribbon 5 You talked your way into a temple in the next village and left with something precious. +2 Cha, a mysterious idol 6 You stole from another thief. +2 Dex, a fi ne set of lockpicks 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, record your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Untested Thief begins with the following equipment: several daggers, dark clothing, a light-weight sack, a 10’ coil of rope, and 4d6 silvers 4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 rogue, you have a BAB of +0. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 2 for being a rogue. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 5. 9. Your hit points are 8 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Fill out Your Sheet!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Making Tests Ability Score Checks: Roll a d20 and compare the result to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the attack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d8 Initiative Bonus: +2 Armor: Rogues may wear any armor lighter than plate. Fortune’s Favor: Rogues have luck beyond that of other men. ey receive ve Fortune Points instead of the normal three. Highly Skilled: Rogues receive two additional skills at rst level. Your Playbook has already given you your extra skills. Rogues gain an additional skill every odd numbered level therea er (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may get better at one which they already have, increasing the bonus for that skill by a further +2. Fortune Points A character may spend a Fortune Point in the following ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue taking damage every round. Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +0 13 16 12 15 14 2 1,500 +1 13 16 12 15 14 3 3,000 +1 13 16 13 15 14 4 6,000 +2 13 16 13 15 14 5 12,000 +3 12 15 11 13 12 6 25,000 +3 12 15 11 13 12 7 50,000 +4 12 15 11 13 12 8 100,000 +5 12 15 11 13 12 9 200,000 +5 11 14 9 11 10 10 300,000 +6 11 14 9 11 10
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fi shermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is fi lled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fi ght, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confi dant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis The Village Hero Playbook While you are still young, you have made quite the name for yourself in the village. The common folk look to you to solve their problems and protect them from dangers. You are sturdy and well-built. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8. What was your childhood like?
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis You performed a great deed and became the hero of your village. You become a level 1 Warrior. You gain the class abilities Weapon Specialization and Knacks, and the skill Folklore. The tables below will further define your class abilities. What happened as your fame grew? 1d6 How did you earn your name? Gain 1 A great bear attacked at the edge of the village, but you wrestled it to the ground. +3 Str, Skill: Animal Lore 2 You bested a foul and unnatural monster in the woods. +3 Con, Skill: Alertness 3 You repelled an attack by nighttime raiders and tended to the wounded afterward. +3 Wis, Skill: Healing 4 You saved a child from a pack of wolves. +3 Dex, Skill: Survival 5 When a long drought came, you got the farmers through the worst of it. +3 Wis, Skill: Farming 6 You ran off the wicked sheriff who had plagued the village for years. +3 Cha, Skill: Politics 1d6 Where did you gain your skill at arms? Gain 1 You manned the shield wall in a time of war. Your Weapon Specialization class ability is with the Spear. +2 Con, specialization to left 2 The old war hero in town taught you everything he knew. Your Weapon Specialization class ability is with the Longsword. +2 Str, specialization to left 3 You always led the boar hunts. Your Weapon Specialization class ability is with the Spear. +2 Con, specialization to left 4 Chopping wood built your strength. Your Weapon Specialization class ability is with the Axe. +2 Str, specialization to left 5 You distinguished yourself in the village levy. Your Weapon Specialization class ability is with the Long Bow. +2 Dex, specialization to left 6 Bad luck taught you everything you know. Your Weapon Specialization class ability is with the Staff. +2 Int, specialization to left
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 Every hero has a secret, so what’s yours? The player to your right shares your secret. Gain 1 You have found your one true love. The friend to your right knows who your love is and helped you gain your beloved’s affection, and gains +1 Wis. +2 Wis, Knack: Defensive Fighter 2 Despite the awe in which your fellow villagers hold you, you lost your nerve and ran one time. The friend to your right fl ed danger with you and tells no one, and gains +1 Dex. +2 Dex, Knack: Fleet 3 You were bested by the next village’s hero last summer. The friend to your right was there with you and took a beating from his buddies, and gains +1 Con. +2 Con, Knack: Weapon Specialization 4 Once, some years ago, you killed someone you shouldn’t have. The friend to your right was almost as culpable as you, and gains +1 Str. +2 Str, Knack: Great Strike 5 You made a deal with a wandering sorcerer to gain protection from dark magics. The friend to your right convinced him to ensorcel you, and gains +1 Cha. +2 Cha, Knack: Resilience 6 You don’t feel that you deserve the adoration of your neighbors and consider yourself a hero by luck alone. The friend to your right shares your doubts, and gains +1 Int. +2 Int, Knack: Resilience 1d6 What rewards have you received from your village for your heroic acts? Gain 1 They blessed you and built you a home. +2 Wis, your own house 2 You were given an ancestral trophy. +2 Int, a “dragon’s scale” 3 The smith gave you a very well-crafted weapon. +2 Str, a very fi ne weapon 4 Land is the greatest reward, so they gave you a fi eld to plow. +2 Con, a small farm 5 The village gave you a rich wedding. +2 Cha, +3d6 silvers, a spouse 6 You bear the town’s colors. +2 Con, a handwoven standard 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, record your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Village Hero begins with the following equipment: knife, peasants’ clothing, your favored weapon, the sturdiest shield in the village (+2 AC), meals and lodging forever in your home town, and 4d6 silvers. 4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 warrior, you have a BAB of +1. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 1 for being a warrior. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 3. 9. Your hit points are 10 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Don’t forget your weapon specialization! Fill out Your Sheet!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Making Tests Ability Score Checks: Roll a d20 and compare the result to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the attack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d10 Initiative Bonus: +1 Armor: Warriors may wear any armor. Weapon Specialization: All warriors have a favored weapon with which they are particularly skilled. Your Playbook tells you your favored weapon. Your character receives a +1 to hit and +2 to damage while wielding that weapon. Knacks: Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents. Your Playbook gives you your rst Knack. See p.xx in the Beyond the Wall and Other Adventures for rules for the di erent Knacks and for gaining new ones. Fortune Points A character may spend a Fortune Point in the following ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue taking damage every round. Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +1 14 17 15 17 16 2 2,000 +2 14 17 15 17 16 3 4,000 +3 13 16 14 14 15 4 8,000 +4 13 16 14 14 15 5 16,000 +5 11 14 12 12 13 6 32,000 +6 11 14 12 12 13 7 64,000 +7 10 13 11 11 12 8 120,000 +8 10 13 11 11 12 9 240,000 +9 8 11 9 9 10 10 360,000 +10 8 11 9 9 10
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fi shermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is fi lled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fi ght, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confi dant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis The Witch’s Prentice Playbook Every great mage was a student once. Some say the true heart of magic is the simple, practical work of the village witch. Your village, like many, had its own crone who tended the sick and blessed the fi elds. She chose you as her apprentice. You are naturally intelligent and thoughtful. Your Intelligence and Wisdom begin at 10, and all of your other ability scores begin at 8. What was your childhood like?
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis The witch chose you to be her apprentice and you began your training. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Herbalism, and the cantrip Hexing. The tables below will tell you your other spells. What else happened to you when you were her apprentice? 1d6 What first caused the witch to choose you? Gain 1 She was impressed by the old stories and lore that filled your head. +3 Int, Skill: Folklore 2 No other six-year old had his own still. +3 Cha, Skill: Brewing 3 You command respect wherever you go. +3 Int, Skill: Intimidate 4 The woods where she wanders are your second home. +3 Wis, Skill: Survival 5 Your craftsmanship. +3 Dex, a trade skill of your choice 6 You always tend the sick in the village. +3 Con, Skill: Herbalism 1d6 With what did the witch have power? Gain 1 With colors and hues. She taught you the following magics: the spell Greater Illusion, the ritual Gather Mists, and the cantrip Glamour Weaving. +2 Dex spells to left 2 With beasts. She taught you the following magics: the spell Call the Swarm, the ritual Bind Familiar, and the cantrip Beast Ken. +2 Wis spells to left 3 With spirits and the unseen world. She taught you the following magics: the spell Whispering Wind, the ritual Unseen Servant, and the cantrip Second Sight. +2 Int spells to left 4 With health and body. She taught you the following magics: the spell Healing Touch, the ritual Goodberry, and the cantrip Blessing. +2 Wis spells to left 5 With things that grow. She taught you the following magics: the spell Pass without Trace, the ritual Staff of Might, and the cantrip Druid’s Touch. +2 Con spells to left 6 With people. She taught you the following magics: the spell Sense Nature, the ritual Witch’s Watchman, and the cantrip Blessing. +2 Cha spells to left
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 The witch was hard on you. How did you fi nally prove yourself to her? The player to your right was there with you. Gain 1 Last summer you protected her from bandits in the forest and helped her escape the danger. The friend to your right helped you fi ght them off while you aided the witch in escaping, and gains +1 Str. +2 Str Spell: Mystical Shield 2 For years you worked for her calmly and patiently, and never questioned her wisdom or authority. The friend to your right often calmed you when you grew frustrated with your lot, and gains +1 Wis. +2 Wis Spell: Sanctuary of Peace 3 You watched her for many years and learned all the secrets of her garden. The friend to your right often spent time there with you, keeping you company and learning at your side, and gains +1 Int. +2 Int Spell: Entanglement 4 While she was always helpful to them, the witch was never trusted by the superstitious villagers. You defended the witch when they blamed her for a drought and would have cast her out. The friend to your right gave a rousing speech, and gains +1 Cha. +2 Cha Spell: Petrifying Gaze 5 You always paid close attention when the witch went into the woods, and you learned all of the hidden paths and mystical places there. The friend to your right has often traveled these paths with you, and gains +1 Int. +2 Int Spell: Entanglement 6 One night a stranger came to rob the witch while she was in a deep trance. You caught him unawares and frightened him away, protecting your mistress. The friend to your right helped you rout the robber, and gains +1 Cha. +2 Cha Spell: Terrifying Presence 1d6 Where is the witch now? Gain 1 She still works in the village as she always has. +2 Int, +4d6 silvers, 1 healing potion 2 She vanished one day; her location is a mystery even to you. +2 Wis, the witch’s hut 3 Recently, a dark spirit came to claim you. She died banishing it and protecting you. +2 Con, the witch’s charred staff 4 She went on a mission less than a week ago, leaving you in charge back home. +2 Cha, a silver brooch showing your authority 5 She is in hiding, working on something secret. +2 Int, a small crystal which can light your way 6 For long months she has been tending someone in dangerous pregnancy. +2 Wis, a lucky charm 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, record your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Witch’s Prentice begins with the following equipment: a dagger, simple clothing, a fl amboyant cloak or hat, a small musical instrument, and 4d6 silvers. 4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 mage, you have a BAB of +0. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 0 for being a mage. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 3. 9. Your hit points are 6 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Fill out Your Sheet!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +0 14 15 13 12 11 2 2,500 +1 14 15 13 12 11 3 5,000 +1 14 15 13 12 11 4 10,000 +2 14 15 13 12 11 5 20,000 +2 14 15 13 12 11 6 40,000 +3 13 13 11 10 9 7 80,000 +3 13 13 11 10 9 8 150,000 +4 13 13 11 10 9 9 300,000 +4 13 13 11 10 9 10 450,000 +5 13 13 11 10 9 Making Tests Ability Score Checks: Roll a d20 and compare the result to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the attack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d6 Initiative Bonus: +0 Armor: Mages may not wear any armor. Spell Casting: Mages may harness the power of magic in three di erent ways: cantrips, spells, and rituals. Your Playbook has given you your starting magics. Sense Magic: Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. e GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately. Fortune Points A character may spend a Fortune Point in the following ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue taking damage every round.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fi shermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is fi lled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fi ght, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confi dant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis The Would-Be Knight Playbook You grew up sitting wide-eyed round the fi re, listening to stories of knights and heroes who slew dragons and saved the kingdom. The other children liked those stories as well, but you lived for them, and you promised yourself that you would grow to be a great knight too. You are strong and brave. Your Strength begins at 12, and all of your other ability scores begin at 8. What was your childhood like?
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis As you came of age, you began your quest to become a great knight. You become a level 1 Warrior. You gain the class abilities Weapon Specialization and Knacks, and the skill Riding. The tables below will further define your class abilities. How did you begin your quest? 1d6 Where did you practice your skill at arms? Gain 1 Raiders from the north sometimes reach the village, and you were always the first volunteer in the forces which defended against them. +3 Str, Skill: Command 2 You are truly untested, but often boast otherwise. +3 Cha, Skill: Deceit 3 You spent long days riding and practicing alone. +3 Con, Skill: Riding 4 A real knight came to town and you rode with him for a time. +3 Cha, Skill: Etiquette 5 When traders from the south came to the village, you found an old warrior’s training manual and you studied it every day thereafter. +3 Int, Skill: Military History 6 You first saw action with the archers in the levy. +3 Dex, Skill: Drinking 1d6 What is your preferred fighting style? Gain 1 Clever swordplay and a quick guard. Your Weapon Specialization class ability is with the Longsword. +2 Dex, specialization to left 2 A glorious mounted charge. Your Weapon Specialization class ability is with the Lance. +2 Str, specialization to left 3 Constant and tireless pressure. Your Weapon Specialization class ability is with the Mace. +2 Con, specialization to left 4 Relentless attacks. Your Weapon Specialization class ability is with the Battle Axe. +2 Str, specialization to left 5 Flashy bladework. Your Weapon Specialization class ability is with the Longsword. +2 Cha, specialization to left 6 Fierce intimidation and heavy blows. Your Weapon Specialization class ability is with the Great Sword. +2 Con, specialization to left
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 When did you fi rst draw blood? The player to your right was there with you. Gain 1 You haven’t yet, but might pretend otherwise. The friend to your right often helps you pretend that you are more seasoned than you are, and gains +1 Cha. +2 Cha, Knack: Defensive Fighter 2 One night, you surprised a murderous thug passing through town and looking for trouble. The friend to your right helped you get the jump on the villain, and gains +1 Int. +2 Int, Knack: Fleet 3 You accidentally slew a partner in training. The friend to your right stayed your hand when you almost made the same mistake again, and gains +1 Str. +2 Str, Knack: Weapon Specialization 4 When some ruffi ans attacked your beloved, you fought like a king of old, with great presence. The friend to your right fought off the gang with you, and gains +1 Cha. +2 Cha, Knack: Great Strike 5 A boastful stranger challenged you to a duel and found you more than he could handle. The friend to your right distracted the stranger’s friends when they sought to aid your opponent, and gains +1 Dex. +2 Dex, Knack: Weapon Specialization 6 A brigand was waylaying villagers on the road, but you decided to put an end to his robbery. The friend to your right traveled the roads with you for two weeks, hunting the thief down, and gains +1 Con. +2 Con Knack: Resilience 1d6 Now that you are ready, how will you seek your fortune? Gain 1 You will slay a dragon, and even have a map you think might lead you to one. +2 Str, an old map 2 You will be knighted by the king after winning the affection of the common folk. +2 Cha, a shining helm 3 You will rescue a princess, as in all the old stories, but fi rst you have to fi nd one. +2 Cha, a gold-threaded tunic 4 You will conquer a realm of your own. +2 Str, +2d6 silvers, a noble name 5 You will banish an ancient evil of which you have heard stories. +2 Con, an old scroll 6 You will visit distant lands and tirelessly seek adventure along the way. +2 Con, a lodestone 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, record your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Would-Be Knight begins with the following equipment: knife, peasants’ clothing, a horse of your own, your favored weapon, leather armor (+2 AC), four days feed for your mount, and 4d6 silvers. 4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 warrior, you have a BAB of +1. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 1 for being a warrior. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 3. 9. Your hit points are 10 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Don’t forget your weapon specialization! Fill out Your Sheet!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Making Tests Ability Score Checks: Roll a d20 and compare the result to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the attack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d10 Initiative Bonus: +1 Armor: Warriors may wear any armor. Weapon Specialization: All warriors have a favored weapon with which they are particularly skilled. Your Playbook tells you your favored weapon. Your character receives a +1 to hit and +2 to damage while wielding that weapon. Knacks: Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents. Your Playbook gives you your rst Knack. See p.xx in the Beyond the Wall and Other Adventures for rules for the di erent Knacks and for gaining new ones. Fortune Points A character may spend a Fortune Point in the following ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue taking damage every round. Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +1 14 17 15 17 16 2 2,000 +2 14 17 15 17 16 3 4,000 +3 13 16 14 14 15 4 8,000 +4 13 16 14 14 15 5 16,000 +5 11 14 12 12 13 6 32,000 +6 11 14 12 12 13 7 64,000 +7 10 13 11 11 12 8 120,000 +8 10 13 11 11 12 9 240,000 +9 8 11 9 9 10 10 360,000 +10 8 11 9 9 10
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fi shermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is fi lled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fi ght, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confi dant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis The Young Woodsman Playbook Hunter, gatherer, or guardian, it takes a brave soul to wander the woods. You go where few in your village would dare, and, moreover, you feel at home in those places. You know every twig and leaf for miles around, and all your friends look to your guidance when leaving home. You are agile and insightful. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8. What was your childhood like?
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis The woods called to you, and you spend most of your time away from the village now. You become a level 1 Rogue. You gain the class abilities Fortune’s Favor and Highly Skilled, and the skill Survival. The tables below will give you all your bonus skills from your class abilities. What have you learned in the wild places? 1d6 What sort of woodsman are you? Gain 1 You hunt large game in the wilderness. +3 Str, Skill: Hunting 2 The roads and paths around the village are not safe and you watch them. +3 Con, Skill: Alertness 3 The clamor and bustle of the village disturb you and so you find solace in the wilderness. +3 Con, Skill: Survival 4 You wander the wilds, making nary a sound. +3 Dex, Skill: Stealth 5 You are a tireless tracker, following your prey for days at a time. +3 Con, Skill: Tracking 6 You are a great trapper, never coming home empty handed. +3 Wis, Skill: Trapping 1d6 What is your hidden talent? Gain 1 A soulful voice. +2 Cha, Skill: Singing 2 Simple skills. +2 Wis, a trade skill of your choice 3 You collect old lore. +2 Int, Skill: Ancient History 4 A musical gift. +2 Wis, a skill with an instrument of your choice 5 You are able to work the skins from your kills. +2 Str, Skill: Tanning 6 You make the greatest stews. +2 Dex, Skill: Cooking
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 How do you make yourself uesful to the village? The player to your right often helps you. Gain 1 You make long treks in the wilderness collecting herbs. The friend to your right often comes with you, and gains +1 Con. +2 Con, Skill: Herbalism 2 There are many forgotten paths in the woods and you guard them all, but not always alone. The friend to your right has stood with you time and again on those paths, and gains +1 Str. +2 Str, Skill: Alertness 3 In the winter, stores are often low and you bring in meat in lean times. The friend to your right brought down a wild boar with you last winter, and gains +1 Dex. +2 Dex, Skill: Hunting 4 Sometimes armies from the south move on distant roads. Unseen, you watch them when they do. The friend to your right stayed with you last summer, watching just such a movement of troops, and gains +1 Dex. +2 Dex, Skill: Stealth 5 You bring delicate herbs to the healer and aid him in his work. The friend to your right often aids you in this endeavor, and gains +1 Wis. +2 Wis, Skill: Herbalism 6 The most dangerous animals often need culling, and you do this for the other villagers. Once, the friend to your right aided you in tracking a pack of ravenous wolves threatening the village, and gains +1 Int. +2 Int, Skill: Tracking 1d6 What did you fi nd in the woods that no one knows about? Gain 1 A hidden cache of money, buried in an iron-bound chest beneath an old oak tree. There was a huge gem within, but you’ve never met anyone with enough silver to buy it. +2 Dex, a large ruby 2 A deep cave complex with many entrances hidden in a vine-covered stretch of rocky riverside. +2 Int, your own little cave 3 Glittering in a lightning-cleft rowan tree, an abandoned, but alluring blade. +2 Str, a magic sword 4 An odd friend who knows older roads than you. +2 Cha, a strange ally who often remains unseen 5 Some strange ruins built of foreign stones, long abandoned, but recently reclaimed. +2 Con, a piece of an ancient marble statue 6 You stumbled upon the dark heart of the woods. The sky went black, and the tree limbs reached for you. +2 Con, a twisted yew branch 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, record your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equipment, as well as any other pieces of gear you may want to buy. The Young Woodsman begins with the following equipment: knife, practical clothing, leathers (+2 AC), heavy cloak, fl int and tinder, waterskin, a weapon of your choice, and 4d6 silvers. 4. Pick an alignment. Your character may be Lawful, Chaotic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 rogue, you have a BAB of +0. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 2 for being a rogue. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 5. 9. Your hit points are 8 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weapons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Fill out Your Sheet!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Making Tests Ability Score Checks: Roll a d20 and compare the result to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the attack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d8 Initiative Bonus: +2 Armor: Rogues may wear any armor lighter than plate. Fortune’s Favor: Rogues have luck beyond that of other men. ey receive ve Fortune Points instead of the normal three. Highly Skilled: Rogues receive two additional skills at rst level. Your Playbook has already given you your extra skills. Rogues gain an additional skill every odd numbered level therea er (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may get better at one which they already have, increasing the bonus for that skill by a further +2. Fortune Points A character may spend a Fortune Point in the following ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue taking damage every round. Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +0 13 16 12 15 14 2 1,500 +1 13 16 12 15 14 3 3,000 +1 13 16 13 15 14 4 6,000 +2 13 16 13 15 14 5 12,000 +3 12 15 11 13 12 6 25,000 +3 12 15 11 13 12 7 50,000 +4 12 15 11 13 12 8 100,000 +5 12 15 11 13 12 9 200,000 +5 11 14 9 11 10 10 300,000 +6 11 14 9 11 10
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d20 Female Names 1d20 Female Names 1d20 Male Names 1d20 Male Names 1 Ailise 11 Keelin 1 Ambrose 11 Kerwin 2 Arianhod 12 Liadan 2 Arawn 12 Killian 3 Cait 13 Mabh 3 Arden 13 Llew 4 Clare 14 Marta 4 Baird 14 Math 5 Deirdre 15 Melusine 5 Cedric 15 Owen 6 Delaney 16 Morgan 6 Desmond 16 Pwyll 7 Enid 17 Rhiannon 7 Ewan 17 Ruarc 8 Erin 18 Rose 8 Fearghus 18 Telor 9 Fiona 19 Tara 9 Glenn 19 Weylan 10 Gweneth 20 Yseult 10 Gwydion 20 Wynne 1d6 Village Name 1 Afonwen 2 Caerleon 3 Glynneath 4 Hay 5 Pembroke 6 Tywyn The Angered Fae Scenario Pack Someone or something has greatly angered the faerie court in the forest near the village. Now the fae are sowing discord among your friends and family, and village life has been turned on its head. You and your friends must fi nd a way to appease or coerce the fae in order to sort out the mess. This Scenario Pack gives the GM several tables which will allow the quick creation of an adventure while the players are making their characters. You will fi nd example names, characteristics of the fae and their lord, and sample monsters. If you need to come up with names of people and places on the fl y, use the following tables. We have chosen to use primarily Celtic names for this scenario pack. You will learn a lot about the characters’ village from the events they roll while making their characters. This will include information on the people who live there. Use this table to come up with names for some of those people or the characters themselves. Reminder! = add a location to the Map = add an NPC to the Map
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 Who is the local lord of the fae? 1 A kindly ogre hoping to find a consort and gain an heir. 2 A frightening and regal lord or lady who is having trouble with unruly faerie subjects. 3 A deadly hunter who rides out on the wild hunt and is hoping that someone else will rule his kingdom for a year in his stead. 4 Somehow Pukka became the lord of this court, and he hopes that someone will depose him in glorious fashion. 5 A beautiful, ancient water spirit. Recently widowed after her human husband’s betrayal, she is not glad to have returned to power. 6 The Shadow lies like a pall over this faerie court. When it whispers the light falters, and fae and human alike cower and obey. 1d6 What is this faerie lord’s secret weakness? 1 The fae lord has fallen in love with a mortal from the village 2 The lord is vulnerable to something common to humans, such as salt, woven cloth, wine, or even sunlight. 3 Because of a past event, the lord secretly owes a huge favor to a minor faerie in its court. 4 The lord’s true name is part of a local fairy story, which the characters or other villagers may already know. 5 Due to a magical prohibition, the lord cannot act directly against humans, whether with magic or force. 6 The lord is highly addicted to something which humans can easily produce, such as baked goods, music, or storytelling. The strange nature of the faerie court... 1d8 Who or what has betrayed the characters? 1 2 3 4 5 6 7 8 A stranger from another place is actually the one who loosed the fae. Someone unwittingly drew the attention of the fae to your home last week. As the characters roll on their first three tables for their childhood backgrounds, fill in the following table with some interesting people. One of them is responsible, though they may still not know it. The cause of the faeries’ anger... 1d6 How did the character above bring this problem upon your village? 1 They broke an ancient seal of protection which had been hidden for long years somewhere in the area. 2 In anger, they uttered a foolish curse that carried with it the weight of power. Now the curse is being answered. 3 They accidentally offended a hooded stranger passing on the road. 4 When the fair passed through town last autumn, they purchased a bauble from a strange merchant. 5 They committed a murder and still hide their crime. The goblins have been attracted by this hidden taint in the village. 6 The family has long kept the fae back with old rituals; thinking them superstitions, the current generation ceased to perform them.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Events During the Game 1d6 What problems are the neighbors having? 1 A random character’s parents are having marital difficulties, and the relationship is dissolving due to financial problems. Both sides come, separately, for help. 2 Someone of import to the characters is going through an extremely difficult delivery. The witch needs help of some sort to get her through it. 3 As if the faeries weren’t problem enough, a band of wild men from the north attempt a raid on the village. 4 There is a thief about! Several craftsmen and merchants have reported stolen goods, and tempers are flaring at the inn. One of the character’s relations is the most recent victim. 5 A disaster befalls the village on market day, such as a cattle stampede or a flood or fire. 6 An ancestral feud has been rekindled, and the entire village is split over the matter. Worse, the characters’ families are on opposite sides of the quarrel. 1d6 How does the faerie lord summon the characters? 1 An emissary from the faerie lord arrives in town. Angry villagers surround the creature, but he has a proposal for peace. 2 Two villagers go missing from their beds. Bundles of twigs and a note of summons to the faerie court are left in their place. 3 A small band of faerie warriors seize a villager’s home by force and refuse to leave until someone accompanies them back to the fae lord. 4 Every time the characters open a door of any sort, it opens onto the fae lord’s court. Yes, even the cupboards lead to faerie now. 5 Beautiful nymphs come to the edge of the forest and sing a bewitching song. All who fail a saving throw vs. spell are compelled to follow them back to the court. 6 The white stag is seen by all hunters, and even enters the village. It seems to want to lead the characters to the court. If the stag is attacked, the faerie lord will be angered all the more. Near the beginning of the session, while the characters are trying to piece together what is going on, an unrelated complication arises in the village. Bring this result in after 15-30 minutes of play. You might want to ignore this table if the game gets off to a fast roll on its own, but you can still use the result later if things slow down. Just as the characters are getting a handle on all the problems in the village, a message arrives from the faerie lord, who is willing to negotiate with the villagers. Introduce this message around an hour into play, or earlier if the characters are at a loss as to what to do about the faerie problems. 1d6 What strange rule of etiquette or whimsy is enforced in this court? 1 A faerie can can always find someone who owes him a favor. If any character accepts a gift from a faerie, she will owe that fae a favor. 2 The faeries of this court love speaking in rhyme; anyone not doing so will have a -2 to all Charisma checks when dealing with the fae. 3 If a character eats any fae food, she starts to become a native of the Faerie Wood. The character must make a saving throw vs. spell or be unable to return to the mortal until she has gained a level. 4 These fae have a taboo subject whose mention gives the offender -5 to all Charisma tests with fae for the rest of the adventure. The topic is something humans consider common, like sneezing, logging, money, or eating meat. 5 The faeries here have a strange and strict code of behavior. Anyone in the forest must make a saving throw vs. spell in order to lie, betray, or steal. 6 All promises, even vague ones, carry the force of mighty oaths in this forest. Anyone who says that he will do something while in the forest is unable to gain Fortune Points until he has done so.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY The Forest Quest There are many means by which the players might end the faerie madness: they could leverage the fae lord’s secret weakness, negotiate with the various groups of faeries in the woods, or even attempt to stop them by force (though this last method would be foolhardy). If the characters have a successful meeting with the lord, they will be offered a quest to appease the fair folk. 1d8 What do the faeries need the characters to do in order to be appeased? 1 The faeries demand the “return” of a precious artifact hidden deep in the woods. 2 A member of the fae court has gone missing, and the characters must rescue it. 3 The fae lord desires the characters to build or create something at a particular place within the woods, such as a pavilion in a clearing or a bridge across a bottomless river. 4 The faeries desire the characters to defeat a dangerous enemy living within their lands. 5 The fae set the characters to a strange task which must be completed by mortal hands alone, such as dancing all night in a particular grove, or painting a beautiful picture upon a stone. 6 Yours is a mission of mercy and not of arms. The lord asks for your help in mending fences with two of his warring subjects. 1d6 What prevents the characters from reaching the site of their quest? 1 The characters come across a faerie princeling cornered by a dangerous beast. 2 A great hedge of briars and holly stands between the characters and their destination. 3 Pukka crosses the characters’ paths while they are on their quest and tries to strike a bargain with them. 4 A three-legged sphinx blocks the characters’ path and challenges them to a riddle contest. 5 The characters are set upon suddenly by a dangerous group of redcaps out for blood. 6 The characters find themselves lost in a faerie maze, and will be lost for some time without Wisdom tests. 1d6 What makes the site of the quest dangerous? 1 The site has a magical intelligence and personality all its own, and it does not speak the languages of men or fae. It speaks with floods, trembling earth, falling rocks, or worse. 2 This is the home of a great mass of beautiful butterflies with razor sharp wings. The air is thick with them. 3 The very trees drip with disease carried from trunk to trunk by dark, noisome swamp water. Unmentionable evils squish between the characters’ toes, and strange bugs bite and sting them as they pass. 4 This pitch-black cave of water-cut living stone is prone to unforeseeable drops and tiny passages just large enough for a man to crawl through. 5 A wizardly blight dampens all magic. All magic, including that of magical items, has a 25% chance of failing outright when used here. 6 Three faerie hags dwell here, and insist on having the characters or dinner. 1d6 What stands in the way of the culmination of the quest? 1 The strange magic of the faerie woods requires that the characters leave something precious to them in order to complete the quest, such as the memory of their first kiss, or their name. 2 A mighty monster, such as an ogre, owlbear, or other beast stands at the culmination of the quest. 3 Other humans block the characters from accomplishing their goal; these may be fellow villagers, bandits, or strangers from other lands. 4 A faerie exile, no longer welcome in the court, guards against the completion of the quest. 5 A fae far too powerful for the characters to defeat prevents them from completing their quest; like most faeries, it is willing to make a deal or engage in a game or other contest. 6 A powerful spirit of Law protects the object of the quest, and the faeries cannot stand its presence; the heroes, being ordinary mortals, may be able to bargain with it.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY The Road Goes On 1d6 What do the characters gain from their adventure? 1 The characters acquire a great deal of money, possibly in the form of faerie gold. They may share 5d10 gold pieces amongst themselves. 2 In the faerie forest are three large moonstones, each shining with its own light. The characters find these stones. Legend tells us that each is extremely valuable to a different group of faeries living somewhere throughout the land. 3 One of the group gains a collection of faerie magic in the form of a stone covered in tiny runes. The stone contains the spells Opening Touch and Swift Step, as well as the Witch’s Watchman and Magic Stones rituals. 4 The faeries have made a fell and magical dagger from star metal. The dagger gives +3 to hit and damage, and immediately alerts any faerie to the bearer’s presence. 5 A particularly adventurous and unusual faerie is impressed with one of the characters and wants to join her in her travels. The faerie will accompany the group on its next adventure and will then become an ally of that character if treated well. 6 The characters get a potent magical amulet made of untarnished faerie silver. The item provides its wearer with +1 to AC and saving throws and always glows faintly. 1d6 What leads the characters to their next adventure? 1 One of the faeries in the court offers the characters a new quest, one that will take them far away into another, stranger faerie kingdom and will bring them an even grander reward. 2 When the characters return from their adventures in faerie, they find that they have returned to a different time. Will they seek the help of the fae, or have they learned not to trust their dangerous court? 3 The characters come upon an ill-proportioned map with directions to a hidden portal and a treasure trove even the fae have come to fear. 4 One of the faeries is so impressed with the characters that she offers to lead them to a distant home of another fae court where her relations have great need of help. 5 The faerie lord opens a gate which will take the characters anywhere in the world: a distant city, another kingdom, or a place of legend. If the characters choose to do, how will they return? 6 A powerful faerie who lives outside of the lord’s law does not want the chaos to end. She gathers followers to herself and swears to plague the village for thirteen generations. How will the characters end this new madness? If you are playing this scenario as a one-shot, saving the village from the fae will probably be satisfying enough for the players. However, if you plan to continue with these characters on further adventures, it might be nice to give them a reward to help them in future endeavors. The following tables will give you some ideas for such rewards, as well as seeds to plant for further adventures. You may want to leave the players with the seed of a future adventure involving the fae. This allows you to continue your story with the same characters later. If you think you might want to do that, roll on this table and have the hook show up at the end of the session. Recent Events The previous tables all help the GM get some ideas about how to set up the adventure with the angered fae. The Recent Events table on the next page pushes things into high gear. At the start of play, each player should roll on the following Recent Events table to see what has happened. The player to the left was there too and may be able to help by either having a relevant skill or spending a Fortune Point. Remember that if a player rolls a duplicate event, one of the special events at the end of the table happens instead. For instance, if one player has already rolled a 7 and that number comes up again, have the first * event happen instead. If another duplicate roll occurs, go on to the ** event and so forth.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d12 What has happened lately? 1 All of the milk in the village has turned to butter. Test Intelligence (Investigation or Agricultural skills may help). Success: you see a pattern in the butter and know the true name of the sprite responsible. Failure: you are mystified by these strange events (GM: the sprite takes offense at your investigation and will trouble you during the adventure). 2 The underclothes belonging to all of the villagers went missing two nights ago and were found in the well. Test Dexterity (Athletics skills may help). Success: you retrieve the garments and find a fae ring in the well. (GM: this ring gives the character +1 to all saving throws versus fae magic.) Failure: you embarrass yourself falling into the well and require the villagers’ help to escape. (GM: another villager will find the ring later.) 3 A lost faerie hound attached itself to you last night. Test Wisdom (Animal Lore and related skills may help). Success: you have a new and very loyal ally. Failure: the hound attacks before returning to the forest; begin the game missing 1d4 hit points. 4 While drinking in the inn, patterns and strange fractal patterns emerged in the beer. Test Intelligence (lore skills relating to faeries may help). Success: you read the patterns and learn who in the village has angered the fae. Failure: the shapes mean nothing to you (GM: and the faeries will consider this character stupid for having missed their message). 5 Unlikely couples have been falling in love throughout the village as a result of faerie magic. Test Charisma (gossip related skills may help). Success: you learn that one member of each of these new couples has recently angered a wisewoman in the forest. Failure: your favorite cousin falls in love with someone you disapprove of. 6 Every horse in the village was found on top of its stable. Test Strength (animal related skills may help). Success: you manage to wrestle the horses back to where they belong. The villages praise you and you receive +2 to all Charisma rolls with them for the adventure. Failure: the horses are still on top of the stables and people are tired of carrying food to them. 7 A faerie in disguise begins a raucous drinking test in the inn. Test Constitution. Success: you get the faerie so drunk he tells you his true name. Failure: after you pass out, he robs you and everyone at the inn that night; begin the game with no money and some angry friends. 8 For the past week you have been having terrible nightmares of a dark forest. Test Wisdom (faerie lore related skills may help). Success: you know a path through the most dangerou part of the faerie woods. Failure: you’ve lost sleep and begin with one fewer Fortune Point. 9 A strange star rose in the north, and all trembled with fear at this portent. It shines still, even during the day. Test Intelligence (obscure knowledge skills may help). Success: you recall a bit of old lore about the star and know the True Name of a demon associated with the cult. Failure: you were transfixed by the unnatural glow of the star and are now cursed; -5 to the first saving throw you have to take. 10 The Wild Hunt rode through the village last night and you had to mount a desperate defense. Test Strength (Athletics and related skills may help). Success: you pull off one of the riders’ horned helms and have it still. Failure: someone close to you was killed by the Hunt. 11 The village well is filled with wine and you are sent to the witch to ask about it. Test Charisma (social skills may help). Success: the witch tells you to save some of the wine; begin the game with two healing potions. Failure: the witch turns the wine back to water, but not before the whole village gets drunk. 12 The miller got in a fight two days ago with a nasty faerie visitor. Test Charisma (Intimidation and related skills may help). Success: you intervene and stand down the faerie; he left behind a faerie token. Failure: the faerie causes the miller’s wheel to spin backward and changes the course of the river. * Your faerie godmother came to visit you last night and said that she takes pity on the village. Test Charisma (socializing skills may help). Success: she gave you a blessing which allows you to see through all faerie illusions for this adventure. Failure: You accidentally insulted your godmother, who left saddened and said she would not bother with you again, but not before giving you a token which grants +1 to all saving throws against fae magic. ** Disturbed by recent events, one of your close relatives tells you a family secret. Test Constitution. Success: you carry the blood of the fae in your veins, and the court will hold you in esteem. Failure: your grandfather knew the location of the faerie court, and all of his blood are marked as faerie friends. *** Three days ago a strange smith arrived in the village with unusual wares. Test Charisma (skills related to socializing may help). Success: he took a liking to you and gave you a dark, iron shortsword. It is a shortsword +1 and is made of pure iron. Failure: he was willing to sell you the above shortsword for 20 silvers, if you and your friends could scrape together the money.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY SUGGESTED MONSTERS The following monsters are particularly appropriate for this scenario pack, and so their summaries are provided here for your convenience. Feel free to use any other monsters from other sources as you see fi t, of course, including our Bestiary. With each category of monster is a suggested number which will provide a challenge to four Level 1 PCs. Groups which are smaller or larger, or which contain characters of higher levels, will require the GM to adjust the numbers accordingly. Faerie Threats The forest is fi lled with numerous types of intelligent fae, forming a society all their own which is often bewildering to mortals. The following selection of faeries should give the GM plenty to work with. Sprite Sprites are the lesser faeries with no great position at a fae-court and often no regular home. They are almost always smaller than men, favor bright clothing, and can cause great harm to travellers who do not wish to join their games. If they are clever, 3 sprites can give a group of level one characters a fair bit of trouble. Hit Dice: 1d8 (5 HP) AC: 14 Attack: +1 to hit, 1d6 (sword) Alignment: Chaotic XP: 25 Notes: Glamour (sprites may cast the Glamour Weaving cantrip; their Intelligence is assumed to be 10 for the purposes of casting rolls, and they particularly like failing the roll and having their illusions go awry), True Name (each sprite has a true name which gives his foes power over him), Vulnerable to Iron (sprites take double damage from iron) Redcap These faerie hooligans are a plague on fae and mortal alike within the faerie woods. Expect to find them haunting the dark paths of the forest and the side doors at court. Two redcaps are plenty to challenge a group of level one characters. Hit Dice: 2d8 (9 HP) AC: 14 Attack: +3 to hit, 2d4 (wicked blades) Alignment: Chaotic XP: 40 Notes: True Name (a redcap has a true name which gives his foes power over him), Vulnerable to Iron (redcaps take double damage from iron) Elf Elves often have positions of minor nobility in fae courts and many serve as proud warriors of the realm. Young elves have not yet earned their true names, and so are closer to men than other fae. A group of three elves present a good challenge to level one characters. Hit Dice: 1d8 (5 HP) AC: 14 Attack: +1 to hit, 1d8 (sword) or 1d6 (bow) Alignment: any XP: 20 Notes: Spellcasting (an elf may cast a single spell once per day) Pukka This trickster seems to be present at every court. He’s the one most likely to befriend good-hearted characters and seriously complicate their lives. There is only one Pukka to encounter, but he seems to show up wherever and whenever he wants. Hit Dice: 5d8 (23 HP) AC: 18 Attack: +4 to hit, 1d6 (short sword) Alignment: Chaotic XP: 450 Notes: Open Gate (Pukka has the unique ability to open a gate to another world; this takes him a single round, and the gate remains open for 11 rounds), True Name (Pukka has a true name which gives his foes power over him), Vulnerable to Iron (Pukka takes double damage from iron)
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Ogre Ogres are usually horrible, brutish humanoids shunned by civilization. But not always. Hit Dice: 4d8 (18 HP) AC: 14 Attack: +5 to hit, 1d6+2 damage (a big club) Alignment: Chaotic XP: 125 Faerie Lord Every fae lord or lady is a unique creature. She’ll be the one in the big throne. Hit Dice: 6d10 (33 HP) AC: 17 Attack: +6 to hit, 1d8+3 (magic sword) Alignment: Chaotic XP: 650 Notes: Awful Presence (attempting to attack the Faerie Lord requires a successful saving throw versus spell), Spellcaster (the Faerie Lord can cast four spells per day and is particularly fond of Commanding Word, Obscurement, and Wild Call; additionally, he can cast any ritual of level four or lower with automatic success while within his domain), True Name (the Faerie Lord has a true name which gives his foes power over him), Vulnerable to Iron (the Faerie Lord takes double damage from iron) Beasts of the Forest The faerie forest is filled with beasts, magical and mundane. Most are subjects of the fae lord. A single giant bird, cat sidhe, or unicorn can make for a good challenge for a group of first level characters. Two or three fae hounds are plenty of a threat for such characters, while herd animals and insect swarms can be found in various numbers. Giant Bird Hit Dice: 3d8 (14 HP) AC: 15 Attack: +3 to hit, 1d10 damage (claw) Alignment: any XP: 80 Notes: Flight (giant birds may fly) Cat Sidhe Hit Dice: 2d4 (5 HP) AC: 14 Attack: +2 to hit, 1d4 (claw) Alignment: Chaotic XP: 35 Notes: Augury (once per year, on the spring equinox, the cat sidhe may cast the level 4 ritual Augury for any one target; the ritual is automatically successful, and the target simply finds herself with new insight and knowledge) Fae Hound Hit Dice: 3d8 (13 HP) AC: 14 Attack: +3 to hit, 1d6 damage (bite) Alignment: Chaotic XP: 85 Notes: Uncanny Trackers (fae hounds never lose their prey under any natural circumstances), Vulnerable to Iron (fae hounds take double damage from iron) Herd Animal Hit Dice: 2d8 (9 HP) AC: 12 Attack: +2 to hit, 1d4+1 (heatbutts and hooves) Alignment: Neutral XP: 20 Insect Swarm Hit Dice: 2d8 (9 HP) AC: 13 Attack: special, see notes Alignment: Neutral XP: 85 Notes: Swarming (the swarm will cause 1 hit point of damage to any it passes over, every round, and 3 points of damage to those who do anything other than seek cover) Unicorn Hit Dice: 4d8 (18 HP) AC: 18 Attack: +4 to hit, 1d8 (kicks and horn) Alignment: Lawful XP: 125 Notes: Charge (the unicorn may charge an opponent with its horn, causing 1d12 damage instead of its normal attack)
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d20 Female Names 1d20 Female Names 1d20 Male Names 1d20 Male Names 1 Aedre 11 Kendra 1 Aidan 11 Hrothgar 2 Audrey 12 Lora 2 Anson 12 Jeffrey 3 Bemia 13 Lynna 3 Caedmon 13 Lynn 4 Cate 14 May 4 Cenric 14 Manton 5 Cathryn 15 Megan 5 Dalston 15 Osmond 6 Devona 16 Mercia 6 Douglas 16 Oswald 7 Esme 17 Rowen 7 Edmond 17 Russell 8 Ester 18 Shelley 8 Edred 18 Theomund 9 Hamia 19 Sun 9 Firman 19 Torr 10 Juliana 20 Willow 10 Gordon 20 Wulfgar 1d6 Village Name 1 Herebury 2 Lundenfeld 3 Oxley 4 Turnford 5 Witanham 6 Wyrdford The Hidden Cult Scenario Pack Your little village has become home to something unnatural and tainted. Strange events have led you to suspect the presence of dark magics, and you no longer know whom to trust. It is left to you and your friends to determine the nature of the corruption and free your neighbors from the sway of the forces of Chaos. This Scenario Pack gives the GM several tables which will allow the quick creation of an adventure while the players are making their characters. You will fi nd example names, reasons for the nefarious cult’s activities, sample monsters, and an appendix at the end for designing your own demons. If you need to come up with names of people and places on the fl y, use the following tables. We have chosen to use primarily Anglo-Saxon names for this scenario pack. You will learn a lot about the characters’ village from the events they roll while making their characters. This will include information on the people who live there. Use this table to come up with names for some of those people or the characters themselves. Reminder! = add a location to the Map = add an NPC to the Map
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 Who or what has betrayed the characters? 1 2 3 4 5 6 7 8 Nothing! The characters’ friends and possessions are free from the cult’s influence for now. Fill in the blanks on the following chart with people, places, and things that come up while the players are rolling on their first three tables: their childhood backgrounds. A person might be a cult member, an item could be a cursed artifact associated with the cult, while a place might be under the control of the cult. 1d8 What does the cult desperately need? 1 2 3 4 5 6 7 8 As above, fill in the blanks on the following chart with people, places, and things that come up while the players are making their characters, but this time from their four class specific charts. Whatever the result, the cult will do everything in its power to get the result rolled on this table. The background of the nefarious cult... 1d6 What is the cult’s true purpose? 1 The cult wishes to conduct a great and terrible summoning and bring into the world an ancient spirit of Chaos. At least one of their number has discovered the ritual to do so, but needs the involvement of the entire cult (as well as some disturbing ingredients, like a human sacrifice) to pull it off. 2 The cult wishes to force various minor spirits to possess the entire population of the village. 3 Either the leader of the cult or some dark powers from beyond the veil wish to dominate the region, and so are attempting to rouse the village to war against its neighbors. 4 The cult is straightforward in its evil, wishing to kill all the villagers and let none escape. 5 The cult desires only to control the villagers’ mundane lives, perhaps for material gain or a simple lust for power. Its aims are temporal, rather than spiritual. 6 Sometimes, people just get bored and start worshipping dark gods. That sort of horseplay always leads to grief.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d6 Who is the leader of the cult? 1 A powerful sorcerer, perhaps even as high as 3rd level. This sorcerer may practice his magic in secret, with his neighbors none the wiser, or may be a known magician. 2 A foolish young person, goaded into these activities by dark powers beyond his ken for petty reasons. 3 A priest of the old gods, tired of worshipping in secret and desiring to spread the word of his dark lords. 4 A disembodied spirit, perhaps a spirit of Chaos itself, or perhaps the ghost of a human worshipper of old or someone terribly wronged in the village’s past. 5 A demon incarnate who has gained physical entry into the world. All shall tremble before its terrible power. 6 A lost aristocrat who recently came to the village, either openly or in secret, and brought his occult practices with him. Events During the Game 1d6 What pushes the characters to action? 1 The characters are attacked personally by the cultists. Why do they need the characters dead? 2 A relative or friend of the characters is kidnapped by the wicked cultists. Why do they need him? 3 The cultists burn down the inn, whether the characters are in it or not! Why did they do this? 4 Some minor cultists are having a clandestine meeting which the characters either stumble upon or notice discreetly. What will the cultists do to stay hidden? 5 The cult finds a way to steal something precious from one of the characters. What do they need it for? 6 A man is found murdered and mutilated. Why did the cult do this? 1d6 What might lead the characters off the track? 1 There is an unconnected murder in the village, resulting from greed, jealousy, or other normal human emotions. 2 A monster is roaming the woods nearby. This beast is vicious, though not necessarily evil or after the characters. 3 Outside forces stage an attack on the village. Perhaps seaborne raiders land nearby, or a small vanguard from a foreign king’s army passes through. 4 Cattle theft! Greedy neighbors or a feuding family from outside the village launch a cattle raid. 5 The moon turns the color of blood. Many strange occurrences accompany this ill-omen, such as the presence of uneasy spirits and the curdling of milk. 6 An old stranger wearing robes with mysterious marks stays the night in the inn. He might be a wandering wizard, a foreign king’s envoy, or a priest from far away. Near the beginning of the session, while the characters are starting their investigation, what kicks things into high gear? Bring this result in after 15-30 minutes of play. You might want to ignore this table if the game gets off to a fast roll on its own, but you can still use the result to inform your thinking while you are figuring out what is really going on with the cult. What leads the characters off the track? Many mysteries have a good red herring, and this table gives you one for this adventure. Whatever the result, it should be totally unrelated to the activities of the cult, and is good to introduce after an hour or so of gameplay. If you are short on time, you should probably ignore this table.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY The Dungeon A good dungeon is a staple of fantasy gaming. Of course, the place doesn’t have to be a literal dungeon (and, in fact, usually shouldn’t be). Have the adventure culminate with the characters infiltrating a secret place important to the cult, such as their base of operations or a hidden temple to their demonic gods. 1d8 What guards the dungeon? 1 An unnatural beast (or a whole group of them) guards the entry to the dungeon. Use the hellhounds, minor demon, or gargoyle from this scenario pack, or choose another appropriate monster from the bestiary. A pair of demonic hounds is an appropriate challenge. 2 The entrance to the dungeon is sealed by the cult’s magic. Perhaps the door is covered in warding runes which keep the party out, or contains a riddle that must be answered before entering. The party may be able to research for clues if they need help, or they may just have to find another, more hidden entrance to the dungeon. 3 Heavy gates bar the way. The characters will have to make their way into the dungeon through strength or ingenuity, either battering down the entrance or picking the lock. 4 The characters must survive a punishing gauntlet to make it into the dungeon. A dungeon located deep in a dangerous swamp would work, as would an entry passage filled with dangerous traps. 5 Armed men guard the dungeon. The most obvious choice is to have the cultists themselves do this, but they could also hire other warriors to do it for them. 6 The entrance is unguarded, but concealed. Perhaps the only way in is through a hidden trap door in a villager’s house, or perhaps the entrance is a small cave hidden in the mountains. 7 The cult convinced a spirit to guard their lair. Use a spirit from the Bestiary, or a minor demon in incorporeal form. 8 The dungeon does not lie in our world, but halfway between it and another plane entirely. The characters only enter by crossing into this other realm, and may need to perform a simple ritual of some sort to do so. Perhaps an ancient stone circle leads to the other world, or maybe a mound used to imprison a demon in forgotten times is actually a gateway to Chaos. 1d6 What challenge awaits inside the dungeon itself? 1 The dungeon passages make a difficult and confusing maze of some sort, either twisting passages which seem never to end, an underwater tunnel which is difficult to traverse, or some other confusing situation. 2 A society of monsters which is not fully in league with the cult lives in the dungeon. A small band of gargoyles or a den of intelligent wolves would be appropriate. They are dangerous to the characters and largely leave the cult alone, for now. 3 The dead call the dungeon their home, either the ghosts of the cult’s victims, spirits from long ago, or reanimated skeletons. 4 Disembodied spirits defend the dungeon. Appropriate choices would be a group of confused spirits troubled by the cult or a minor demon. 5 Organized warriors patrol the dungeon and stand in the characters’ way. The cultists or their mercenaries are good choices. 6 Someone or something inside the dungeon grants the characters false hospitality. A beautiful and deceitful demon may attempt to gain their trust, or the cult leader himself may appear and offer friendship. 1d6 What is the final challenge of the dungeon? 1 The cult’s champion (probably a warrior of level 2 or 3) stands between the characters and their goals. 2 The cult has a great animal under its sway, and this beast is in the final chamber of the dungeon. A giant snake from the suggested monsters below would work, as would a bear possessed by demon. 3 A demon incarnate is the final challenge. A sample demon in physical form is given below in the suggested monsters section, or you can make your own ahead of time. 4 The final challenge of the dungeon is not a combatant, but the room itself. The chamber is probably trapped, but may be dangerous to the characters in some other way, and they must traverse these dangers to accomplish their goal. 5 Magical forces seek to stop the characters at their final challenge. This is probably the cult leader himself (or at least a high ranking cultist) with magical powers (see the Cult Magus from this pack), but there could be other magical challenges. 6 It is unlikely that strength of arms alone can finish the cult; social challenges lie before the characters instead. Perhaps they find many of their friends or family in the final room of the dungeon and must convince them to change their ways.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY The Road Goes On 1d6 What do the characters find in the cult’s lair? 1 The characters manage to acquire a great deal of money being hoarded by the cult. They may share 5d10 gold pieces amongst themselves. 2 The cult keeps an enormous, precious gem in its inner sanctum. The gem is worth a fabulous amount of money (perhaps 200 gold pieces), but there is no one in the village who can even begin to afford it. It would have to be sold in a large city or a noble’s court. 3 A book of magic spells sits on a pedestal in the corner. The book contains the spells Conjure Darkness and Masked Image spells, as well as the rituals Circle of Protection, Call Storm, and Summoning. 4 For their greatest champion, the cult kept a magical blade in their inner sanctum. The sword is obviously magical and gives its wielder +1 to hit and to damage, as well as causing double damage against disembodied spirits, undead, and demons. 5 A black robe of soft velvet is draped across a chair in the inner sanctum of the cult. It grants its wearer +3 AC but does not count as armor, so may be worn by mages. 6 A scroll containing a list of a dozen demonic True Names is bound in twine and stuffed away in a corner. The list tells a brief history of each demon, so crafty players may be able to identify some of the demons they encounter in the future and determine their names. 1d6 What hint do the characters find? 1 Either in the inner sanctum or amongst the cultists’ things elsewhere, the characters find a map which leads to a hidden temple to the forgotten gods of Chaos. 2 Someone from a neighboring village is a member of the cult, and the characters discover that their neighbors are also facing these problems. 3 The nearest city is revealed by one of the cultists to be the source of the dark magic, and he tells the characters where they meet and how to infiltrate one of their great gatherings there. 4 The characters discover that a possessed man wandering from town to town brings corruption with him. He passed through their village two months ago, and is likely still nearby, bringing problems to other towns in the region. 5 A powerful, embodied demon is now running rampant. It is probably a Lesser Demon as described in the Bestiary, and only the characters can track it down and stop its mad rampages. 6 Within the inner sanctum of the cult the characters see a portal leading to a ruined and blasted landscape. Are they brave enough to step through? What is on the other side? If you are playing this scenario as a one-shot, success in stopping the cult will probably be satisfying enough for the players. However, if you plan to continue with these characters on further adventures, it might be nice to give them a reward to help them in future endeavors. The following tables will give you some ideas for such rewards, as well as seeds to plant for further adventures. You may want to leave the players hanging with a threat of more danger from the cult. This allows you to continue your story with the same characters later. If you think you might want to do that, roll on this table and have the hint show up at the end of the session. Recent Events The previous tables all help the GM get some ideas about how to set up the adventure with the hidden cult. The Recent Events table on the next page pushes things into high gear. At the start of play, each player should roll on the following Recent Events table to see what has happened. The player to the left was there too and may be able to help by either having a relevant skill or spending a Fortune Point. Remember that if a player rolls a duplicate event, one of the special events at the end of the table happens instead. For instance, if one player has already rolled a 7 and that number comes up again, have the first * event happen instead. If another duplicate roll occurs, go on to the ** event and so forth.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY 1d8 What has happened lately? 1 One of your kin was murdered three weeks ago. His body was found, mangled and hanging upside down from a tree. Test Intelligence (History and Lore skills may help). Success: you recognize the patterns of an ancient ritual. Failure: you are mystified by these strange events (GM: the cult now knows who disturbed their sacrifice). 2 Last night you heard a chilling scream in the village and smelled the foul odor of brimstone. Test Dexterity (stealth related skills may help). Success: you crept to the village square and saw a twisted, winged shape take flight. (GM: you’ll find stats for gargoyles in this booklet) Failure: you find the miller alone in the square. (GM: You can still use the gargoyles if you want) 3 For two weeks, since the new moon, you have had horrible nightmares which you cannot recall upon waking. Test Wisdom (certain Lore skills may help). Success: you remember a name from the dreams (GM: this is the name of a summoned demon; this player may banish it if he puts two and two together). Failure: your every waking moment is haunted. -2 to saving throws against the cults’ magic. 4 Several of the farmers have found their livestock dead and mutilated. Test Intelligence (Farming and animal skills may help). Success: you recognize the tool that made the cuts, a serrated sickle, but you know of no one in the village who has such a thing. Failure: no animal you have ever seen could make these wounds (GM: the cult notices this player’s snooping). 5 Although it is not yet harvest time, snow is already in the air. The elders in the village say that they have never seen such things and the farmers say that they will lose their crops. Test Charisma (gossip related skills may help). Success: you hear rumors of a group of villagers who began making trips to the mountain when the snows started. Failure: the regulars at the inn are tired of your questions. -1 to all Charisma checks in the inn. 6 A stranger came to the inn two nights ago. He spoke words you did not understand and then suddenly attacked several of your friends. Test Strength (Athletics and related skills may help). Success: you wrestled the stranger to the ground and he is now in the stocks. You swear his eyes glowed. Failure: he broke free of your grasp and in his flight killed the innkeep. 7 While walking in the woods, you overheard a strange conversation and tried to remain hidden. Test Dexterity (stealth related skills may help). Success: you got in the right place and overheard everything; you now know that some cultists are having a meeting tonight outside of town. Failure: You were attacked and chased off. Be careful! The cult is on to you. 8 Last week, the river ran red with blood. It overflowed its banks after a preternaturally powerful storm. Many villagers were caught by the thick red water, but you braved the danger to save them. Test Constitution. Success: you managed to wade through the flood and save your neighbors; get +2 to all Charisma tests with non-cultist villagers for the rest of the adventure. Failure: you were almost drowned yourself, and many died, including someone important to you. 9 A strange star rose in the north, and all trembled with fear at this portent. It shines still, even during the day. Test Intelligence (obscure knowledge skills may help). Success: you recall a bit of old lore about the star and know the True Name of a demon associated with the cult. Failure: you were transfixed by the unnatural glow of the star and are now cursed; -5 to the first saving throw you have to take. 10 The crops are growing strange flowers of a sickly green color. The farmers are frightened and confused. Test Wisdom. Success: you discover a way to cleanse the blighted flowers and make a healing paste. You have enough to heal 1d6 hit points three times. Failure: Your village’s crops are ruined and burned in the fields to prevent the spread of this blight. Food is now scarce and selling for 10 times the price. It will be long, cold winter. 11 This morning you spotted carrion birds circling the village. Test Strength (athletics related skills may help). Success: you manage to bring one down and notice that it bears the brand of a farmer from town. How has he become entangled with the cult? Failure: the flock swoops down upon you. Take 1d4 damage before the start of the game. 12 Several weeks ago, a disease suddenly spread amongst the villagers. You were one of those afflicted. Test Constitution (endurance or healing related skills may help). Success: you fought off the disease and quickly became healthy. You noticed several families that were strangely unaffected. Failure: you became extremely ill, but recovered after a fever. Lose 1 Fortune point before the start of the game. * A wise priest from far away visited the village last week and sensed great evil. He spoke with you and granted a blessing. Test Charisma (skills related to socializing may help). Success: you impressed the priest, and he said a long prayer to his god. You receive +1 to all saving throws for this session. Failure: he pitied you and granted a quick blessing before going on his way. You receive +2 to the first saving throw you must take this session. ** The witch began to guess that something was greatly wrong two weeks ago. She sent you far from the village to a hidden spot in the woods where a secret herb grows. Test Constitution (athletics and endurance related skills may help). Success: you gathered many of the special herbs and the witch was able to make you two potions; one heals 1d12 hit points and the other gives the drinker +1 to all saving throws for a day. Failure: you barely made it back and crumpled many of the herbs. The witch was still able to make you a minor potion which heals 1d8 hit points. *** A wandering wizard came to town some days ago and spoke with you in the inn. He took pity on your cursed village and gave you a gift. Test Charisma (skills related to socializing may help). Success: he gave you a powerful warding amulet. While worn, it grants +1 AC. Failure: he didn’t like you much, but still wanted to help and gave you a minor amulet, a pouch filled with foul smelling herbs. It allows you to disregard the damage from a single attack and is useless afterward; at least it stops stinking then.
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY SUGGESTED MONSTERS The following monsters are particularly appropriate for this scenario pack, and so their summaries are provided here for your convenience. Feel free to use any other monsters from other sources as you see fi t, of course, including our “Bestiary” booklet. With each category of monster is a suggested number which will provide a challenge to four Level 1 PCs. Groups which are smaller or larger, or which contain characters of higher levels, will require the GM to adjust the numbers accordingly. Human Threats The members of the cult are likely to be the most common adversary for the characters to face in this adventure. They are typically unarmored and only poorly armed. A group of four or fi ve should be enough of a challenge for level 1 characters to become aware of the danger around them. Cultist These are the ordinary, rank-and-fi le members of the cult. They are probably your neighbors. Hit Dice: 1d6 (4 HP) AC: 10 Attack: +0 to hit, 1d4 damage (dagger) Alignment: Neutral, or, most likely, Chaotic XP: 15 Cult Champion A cult champion will be much tougher, being a Warrior with levels. There is usually only one cult champion, though he is often accompanied by 2 ordinary cultists. Hit Dice: 2d10+2 (13 HP) AC: 15 Attack: +3 to hit, 1d8+4 damage (longsword) Alignment: Chaotic XP: 50 Cult Magus A cult magus has levels in the Mage class. He makes an appropriate leader for a cult, or a high ranking member. He knows a few spells, but it is easiest and most effective to have him use Burning Hands and False Friend on the characters before he runs out of magic. There is usually only one cult magus, though he is often accompanied by 2 ordinary cultists. Hit Dice: 2d6 (7 HP) AC: 11 Attack: +1 to hit, 1d4 damage (dagger) Alignment: Chaotic XP: 100 Notes: Spellcasting (may cast 2 spells per day) Wild Beasts Mundane creatures are another easy threat for the characters, whether they have been possessed by a demon, driven mad by the cult’s dark magic, or simply stumbled upon. Four dogs, three wolves, or a single bear make for good challenges for a group of fi rst level characters. Dog Hit Dice: 1d8 (5 HP) AC: 12 Attack: +1 to hit, 1d4 damage (bite) Alignment: Neutral XP: 15 Wolf Hit Dice: 2d8 (9 HP) AC: 13 Attack: +1 to hit, 1d4+1 damage (bite) Alignment: Neutral XP: 35 Bear Hit Dice: 3d8 (14 HP) AC: 13 Attack: +3 to hit, 1d6 damage (claw), 1d8 (bite) Alignment: Neutral XP: 80 Notes: Swift - if there are enough foes in its immediate range, the bear may claw twice and bite once per round. Stay away!
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY Supernatural Foes The cult likely has at its disposal some supernatural allies which will threaten the characters. Two demonic hounds or a group of four or five skeletons are good group challenges. The giant snake and gargoyle are strong enough to challenge the party by themselves, or, at most, in pairs. Hellhound Hit Dice: 2d8 (9 HP) AC: 14 Attack: +2 to hit, 1d8 damage (bite) Alignment: Chaotic XP: 110 Notes: Demonic Sight (hellhounds may see spirits and invisible things), Immune to Fire (hellhounds may not be harmed by fire of any kind) Giant Snake Hit Dice: 3d10 (16 HP) AC: 15 Attack: +3 to hit, 2d4 (bite) Alignment: Neutral XP: 145 Notes: Constriction (instead of attacking, the giant snake may attempt to grapple and constrict an opponent. If it hits successfully, the target must make a Strength test at -4 or be caught, suffering 1d10 points of damage a turn) Gargoyle Hit Dice: 4d8 (18 HP) AC: 15 Attack: +3 to hit, 1d4 damage (claw), 1d6 (bite) Alignment: Chaotic XP: 175 Notes: Invulnerable (gargoyles may only be hit by magical weapons or spells), Swift (if there are enough foes in its immediate range, the gargoyle may claw twice and bite once per round) Skeleton Hit Dice: 1d8 (4 HP) AC: 13 Attack: +1 to hit, 1d8 (longsword) Alignment: Neutral XP: 20 Notes: Dead and Mindless (skeletons are immune to sleep and charm effects) Demons Finally, the cult is likely surrounded by demons. These are often not actually in the cult’s service; in fact, the situation is often the reverse, with the demons pulling the cultists’ strings, leading them with false promises. Gideon Minor Demon Incarnate of Fear and Pride This demon feeds on fear and accomplishes his devilish work by manipulating the pride of men. He appears as a short and strong man with reddish skin and wicked claws on his hands. He frequently is found wearing thick leather gloves and working the smith’s forge at night when the rest of the village is abed. Hit Dice: 2d8 (9 HP) AC: 12 (only harmed by magical attacks) Attack: +2 to hit, 1d6 (claw) or 1d8 (longsword) Alignment: Chaotic XP: 218 Notes: Invulnerable (may only be hit by magical attacks), True Name (Gideon has a true name which gives his foes power over him), Cause Fear (all foes in sight must make saving throw vs. spell or flee or tremble), Incredible Skill: Smithing (automatically passes any test involving this skill), Vulnerable to Iron (the smith is allergic to his own craftwork!, double damage, powers cancelled when in contact with iron, non-magical iron attacks may harm the demon) The Crossroads Demon Minor Incorporeal Demon of Greed This minor demon likes to possess traveling mages and wanderers of all sorts. His withered host bodies, whether human or animal, are often found lounging about the crossroads, waiting for a new victim. Hit Dice: 2d8 (9 HP) AC: as host Attack: +2 to hit, damage as host Alignment: Chaotic XP: 218 Notes: Incorporeal (the demon has no physical form and may only be hit by magical attacks), Possession (must possess a mortal host, see demon rules), True Name (this demon has a true name which gives his foes power over him), Wealth (assume that it has access to as much money as it wants at any time), Ritual Magic (may cast rituals as a second level mage; knows all level 1 and 2 rituals), Vulnerable to the Sun (banished in 2d4 rounds, all powers cancelled in sunlight)
Name: : : : : Player Class Alignment Level Experience Base AttackBonus Initiative : : : Strength : Dexterity Constitution Intelligence Wisdom Charisma Skills Class Abilities Equipment History and Notes : : : melee to hit melee damage ranged to hit armor class initiative hit points per level languages known save vs mind control max # of allies Saving Throws Poison Breath Weapon Polymorph Spell Magic Item Weapons to hit damage to hit to hit damage damage to hit damage Armor Class Fortune Points Hit Points current