TREASURE 3 1d4 gp.
Monster treasure is split into two categories: Carry 1d6 gp and 50% chance of Flesh
Loot and Lair Treasure.
4 Grubs, Treasure Ticks or a random
GMs are free to modify the treasure baselines to
suit their campaign and/or the scenario at hand. disease (p.123).
For example, a posse of travelling nobles might use
a Lair roll despite being on the road, or a trio of 5 Nothing of significance (besides
knights might generate one roll each on the Carry clothes and other obvious gear).
Loot table (normally one roll could cover all
three). GMs that prefer higher wealth might make 1d6 gp plus a fire pot (50%) or
more frequent rolls or double rewards. In more
frugal campaigns, the GM might make fewer rolls, 6 manacles (50%) tucked into a
halve rewards, or treat gp as sp instead. As always,
the GM is free to improvise details to better suit pocket, pouch or belt.
the situation at hand.
7 1d8 gp.
When a Permanent Magic Item is generated, there
is a 66% chance the item has a Discreet magic 8 1d10 gp.
property, as opposed to an Obvious magic
property. Similarly, a One Shot Magic Item has a 9 1d12 gp.
66% chance of being a Potion as opposed to a
Scroll. 10 2d4 gp and roll on the Trinkets &
Curios table.
Carry Loot
11 1d8 gp plus Turquoise or Crystal
When the party starts looting the bodies of the stone(s) worth 5d10 gp.
fallen, it’s time to roll on the Carry Loot table.
Some enemies might not carry any treasure 12 2d4 gp.
(animals, giant vermin, etc), but most intelligent
humanoids will. 13 2d6 gp.
If Carry Loot is appropriate, the GM rolls 1d100 14 2d8 gp.
twice and chooses the most appropriate result.
GMs might make additional rolls depending on 15 Nothing of significance (besides
the number of bodies. Generally speaking a Carry clothes and other obvious gear).
Loot entry might cover as many as two dozen
individuals. 16 A fine compass (50%) or sextant
(50%) in good working condition.
17 2d10 gp.
18 2d12 gp.
19 5d4 gp.
20 3d4 gp and roll on the Trinkets &
Curios table.
1d100 CARRY LOOT
1 21 2d6 gp plus Jasper or Onyx stone(s)
2 1d4 gp and roll on the Trinkets & worth 5d20 gp.
Curios table.
Quartz or Agate stone(s) worth 22 3d4 gp.
1d10 gp.
251
23 2d6 gp and roll on the Valuables 40 3d4 gp and roll on the Trinkets &
table. Curios table.
24 3d8 gp. 41 2d6 gp plus Jasper or Topaz
stone(s) worth 1d4 x 50 gp.
25 Nothing of significance (besides 42 5d4 gp.
clothes and other obvious gear).
1d10 gp plus a vial, bottle or dust 43 2d6 gp and roll on the Valuables
table.
pouch of antitoxin (50%) or sleeping
26 draught (50%; ingested, if resisted 44 5d8 gp.
make a Con check or fall asleep in
2d4 minutes, unless forcefully Nothing of significance (besides
clothes and other obvious gear).
roused). 45
27 4d6 gp. 2d4 gp plus 50 ft of silk rope (50%)
or set of six iron spikes (50%).
46
28 3d10 gp.
47 6d8 gp.
29 5d6 gp.
48 5d10 gp.
30 3d4 gp and roll on the Trinkets &
Curios table.
49 8d6 gp.
31 2d6 gp plus Amber or Amethyst 3d4 gp and roll on the Trinkets &
stone(s) worth 2d100 gp. Curios table.
50
32 4d4 gp. 2d6 gp plus Jade or Pearl
gemstone(s) worth 1d4 x 100 gp.
51
33 2d6 gp and roll on the Valuables
table.
52 6d4 gp.
34 4d8 gp. 2d6 gp and roll on the Valuables
table.
53
35 Nothing of significance (besides
clothes and other obvious gear).
54 6d8 gp.
2d4 gp plus a sturdy leather case
36 holding a worn but functional set of 55 Nothing of significance (besides
lockpicks (50%) or a miniature clothes and other obvious gear).
telescope (50%). 56 2d4 gp plus a silver mirror (80 gp)
or signal whistle (50%).
37 5d6 gp.
6d6 gp and 50% chance of a cursed 57 5d12 gp.
coin. Anyone retaining the coin
inexplicably has their Luck reduced 58 6d10 gp.
38 by 1 point. The Luck point is
restored at the start of the next 8d8 gp and 5% chance of a Magic
adventure (assuming the coin has 59 Item (90% One Shot, 10%
moved on).
Permanent).
39 4d10 gp. 60 3d4 gp and roll on the Trinkets &
Curios table.
61 2d8 gp plus Opal or Moonstone
gemstone(s) worth 1d4 x 200 gp.
252
62 7d4 gp. 80 3d4 gp and roll on the Trinkets &
Curios table.
7d6 gp and 50% chance an ethereal 81 2d8 gp plus Sapphire or Ruby
gemstone(s) worth 1d4 x 400 gp.
force takes an interest in the
adventurer, following him around
63 for 1d4 days. During this time, 82 9d4 gp.
spooky but harmless happenings
9d6 gp and 50% chance this corpse
occur (eg: creaky footsteps, items
isn’t completely dead! The dying (or
rolling off tables, muted whispering
undead, or animated?) creature
in the wind, and so on).
might seek to take action one last
64 7d8 gp. 83 time, or simply expire in an
alarming manner. Magical or
65 Nothing of significance (besides apothecary intervention might save
clothes and other obvious gear).
the creature at the GM’s discretion.
2d6 gp plus an ivory poisoner’s ring 84 9d8 gp.
66 (worth 50gp), with a single dose of
Nothing of significance (besides
poison (50% chance). clothes and other obvious gear).
67 6d12 gp. 85
2d10 gp plus 1d3 healing salves
68 7d10 gp. 86 (50%) or collapsible grappling hook
(50%) tucked into a pouch, sack or
9d8 gp and 5% chance of a Magic backpack.
69 Item (85% One Shot, 15%
87 7d12 gp.
Permanent).
70 3d4 gp and roll on the Trinkets & 88 8d12 gp.
Curios table.
2d8 gp plus Emerald, Amethyst or 9d10 gp and 10% chance of a Magic
89 Item (75% One Shot, 25%
71 Peridot gemstone(s) worth 1d4 x
Permanent).
300 gp.
72 8d4 gp. 90 3d4 gp and roll on the Trinkets &
Curios table.
73 2d6 gp and roll on the Valuables 91 2d10 gp plus Diamond(s) worth 1d4
table. x 500gp.
74 8d8 gp. 92 10d4 gp.
75 Nothing of significance (besides 93 2d6 gp and roll on the Valuables
clothes and other obvious gear). table.
76 2d8 gp plus 1d4 vials of acid (50%) 94 10d8 gp.
or tripwires (50%).
77 7d12 gp. 95 Nothing of significance (besides
clothes and other obvious gear).
78 8d10 gp. 96 2d20 gp plus a brace of 2d4 torches
(50%) or 1 pint of lamp oil (50%).
10d8 gp and 10% chance of a Magic
79 Item (80% One Shot, 20% 97 9d10 gp.
Permanent).
253
98 9d12 gp. LAIR TREASURE
10d10 gp and 15% chance of a HD MAGIC GOLD VALUABLES
ITEM 30%
99 Magic Item (70% One Shot, 30% 5d100 gp 35%
40%
Permanent). 1 5% (One 7d100 gp
Shot 90%) 45% (1d4)
100 3d4 gp and roll on the Trinkets & 9d100 gp 50% (1d4)
Curios Table. 10% (One 55% (1d4)
2 shot 90%) 12 x 60% (1d6)
1d100 gp 65% (1d6)
3 15% (One 70% (1d6)
shot 90%) 15 x 80% (2d4)
1d100 gp 90% (2d4)
4 20% (One
shot 80%) 20 x 2d4+2
1d100 gp
5 25% (One
shot 80%) 30 x
1d100 gp
6 30% (One
shot 80%) 50 x
1d100 gp
7 35% (One
shot 70%) 75 x
1d100 gp
8 40% (One
shot 70%) 100 x
1d100 gp
Lair Treasure 9 50% (One
shot 70%) 125 x
Lair treasure is generally allocated according to the 1d100 gp
predominant or highest Hit Dice of the recently 10 60% (One
vanquished. An entry generally covers up to shot 60%) 150 x
several hundred monsters (consolidated in a base 1d100 gp
of operations such as a castle, cave complex, 11 70% (One
temple, etc). shot 60%)
12+ 80% (One
shot 60%)
254
Trinkets & Curios marked with druidic signs for son,
beastman and bird.
The Trinkets & Curios table is for those oddball
items adventurers sometimes stumble across. A varnished case containing a string of
About 90% of the items are non-magical. Many
have a touch of mystery about them, or the seed of 10 garlic, two wooden stakes and a silver
a side trek. About 10% of the items have a minor
enchantment. holy symbol (star & shield icon).
If a Trinket or Curio is appropriate, the GM rolls A fragile black paper fan. When
1d100 twice and chooses the most appropriate
result. unfolded, the fan depicts two
mesmerising snake eyes. Once per
week one target who observes the
11 snake eyes must make a Luck (Will)
save or be subject to Gaze of
1d100 TRINKETS & CURIOS Beguilement. Using the fan in this way
drains the user of 1 Luck point and
A 1 ft, deep red and grey feather. If requires a roll on the Dark &
inspected closely, tiny black writing Dangerous Magic table.
1 can see be seen along the shaft. The A folded piece of parchment reveals a
writing is in a lost language. If
charcoal sketch of a stunning young
translated, it reads “The Seeking of the 12 woman. A wide lake and a large tree
Sky God is ended.” split by lightning are depicted behind
A stained scroll case containing an old her.
2 chart revealing directions to the Lost A dog whistle fashioned of bone.
Ruins of Ashabat. When used at night, there is a 50%
A jet black music horn, made of a shell chance of a wild dog with a patch eye
like material, that appears to be in appearing from the wilderness. The
working order. When blown it 13 dog is smart, brave, and friendly to the
3 produces a deep and strangely owner, happy to keep watch or
disturbing sound. If by the water, crabs perform other minor tasks if well
crawl up onto the shore, drawn to the treated. The dog disappears back into
music. the wilderness every dawn.
A single bloodstained tarot card: The A six inch clockwork knight, made up
4 Seven of Swords (signifying betrayal of patchwork metal parts. If wound,
and deception). 14 the knight shuffles forward up to 20 ft,
The broken horn of an Ogre Mage or whirring and clicking, before making a
Minotaur, hung on a leather thong.
5 single strike with his miniature sword.
6 Tied up with string are the title deeds 15 A purple silk scarf, bearing the insignia
to The Hunting Harlot, Port Brax. of House Lorca.
A decrepit, and slightly malodourous, A wide leather belt with a studded
preserved rabbit’s foot on a metal bronze buckle. One of the studs opens
chain. Anyone who keeps the foot for 16 a secret compartment in the buckle
7 a day increases their maximum Luck (50%) or releases a two inch buckle
by 1 point. The Luck point is lost if blade (50%).
the owner is separated from the lucky
foot. 17 An iron wrought rose of spectacular
craftsmanship.
8 An intricate eyeglass shaped in the An envelope, wax sealed with the
likeness of a yellow cat’s eye. 18 mark of Dominus Cruxus, the
9 Three small crystal vials of what infamous Tax Collector of Melek.
appear to be red blood. The vials are
Folded parchment containing the
19 notes to a whimsical tune. If hummed,
sung or played on a wind instrument,
255
there is a 50% chance a handful of The serrated tooth of a Bulette (or
butterflies surrounds the musician. 28 similar creature), fashioned into a
The butterflies depart when the tune scary looking knife.
ends. A counterfeit coin of the local
currency, weighted to favour one side
A painted toy boat, in excellent
20 condition. A single child figurine steers (70% chance of coming up heads).
the ship. There is space for a second
29 The replica is a perfect copy, apart
figurine, but it appears to be missing. from the weight, which can be detected
by handling the coin and making a
Tucked away in a water proof satchel
21 is a sea blue masquerade mask, with a Perc or Int check.
slim wooden handle. A tiny gilded cage with a spotted moth
inside, and a medicine dropper filled
A small, nickel edged book with a
hummingbird motif lock. If with nectar. If the moth is released
successfully unlocked, the book underground, it unerringly flies
22 contains hand written essays on avian 30 towards the nearest surface exit. If
husbandry and training by the offered nectar, the moth will happily
reputable (and deceased) Falconer follow the adventurer, returning to the
Kothmai, of considerable worth to the cage to rest or for protection against
predators.
right collector.
Fossilized tree sap encasing a six inch 31 A copper ring with a flat shield motif,
polished to a mirror like state.
23 dragonfly with elongated tentacles
instead of mandibles. A fine hide throat collar with bone
A hemp sack contains a two ft length studs. Once every 1d4 days, the user
24 of reinforced, silvered chain, attached may press one of the studs to magnify
to silvered manacles. 32 their voice up to 10 times as loud for a
few seconds. The enchanted voice
25 A completely sealed, six inch oak
barrel, with sloshing liquid inside. may be modified in pitch, and/or
An impeccable leather carry case accompanied by the sound of distant
thunder, lightning or high winds.
marked with the twin moons sigil of
the Duskers. Inside are the pieces of A strange yellow candle of foul
an exquisitely crafted miniature 33 smelling wax. Inscribed on the bottom
of the candle is a single word: the
26 crossbow. Assembling the crossbow
takes 1 minute. Three needle like adventurer’s name.
bolts with tiny poison compartments An apparently empty glass jar with a
are set into the lid (60 ft range, silent, whitewood lid. Any attempt to twist the
lid loose is immediately met with a
1d2 damage + poison).
An incredibly heavy, bronze like cube, 34 loud hissing noise, as if the jar is under
with alien hieroglyphs marking each extreme pressure. If thrown, the bottle
side. Once per week, if the hieroglyphs explodes in a 10 ft radius for 3d6
damage.
are pressed in a particular order
(requiring a successful Int check), the This corpse has a map tattooed on its
cube resonates a low frequency back. The map is in an ancient
35 serpentman tongue. If translated, the
27 thrumming, causing all creatures
within 20 ft (excluding the user) to map reveals the secret location of the
Spire of Abartu.
make a Luck (Will) save or suffer a
moderate madness. Each time the A secure, enamelled box, bound with
silver cord. Inside is a purple seedling
cube is used, the order of hieroglyphs
changes, requiring an Int check to 36 growing a single golden leaf. An Int
decipher. (Wilderness Lore) check reveals the
plant is Goldenward, long thought to
256
be extinct. Some records suggest it can A false eye (either in a pocket or the
be made into a special tonic with 46 corpse’s replacement eye). The iris
snaps open to reveal a small secret
protective properties.
A multi-coloured gemstone of curious compartment.
37 origin. No stone dealer alive is able to A gold coloured pill box depicting a
identify it. single cat on the lid. Inside are the
In a small pouch is a tuft of thick, dark shadows of eight cats. If the owner fails
brown hair, bound with string. Over 47 an All Dead or Mostly Dead check,
the failure is automatically turned into
the next few days, hair towards the
38 centre of the tuft seems to grow slightly a success. The next time the owner
attempts to locate the box, it cannot be
longer. The hair is from a lycanthrope, found.
and might be a valuable potion or
medical ingredient. Wrapped in a clean linen cloth is a
A sturdy hide pouch sewn shut with 48 single, ordinary looking acorn. Sewn
into the corner of the cloth are the
39 strong fishing line. Something small
wriggles inside. words High Aldwin.
A spare boot stuffed with straw. If the A wine case containing a bottle
labelled Rowfred’s Finest Red,
boot is emptied, a dark green, scaled 49 depicting a cheery bald fellow, raising
40 egg is found. The egg is about the size
of a child’s fist, and is warm to the his glass with a sly wink. There is a 50%
touch. chance the wine has been poisoned.
A promissory note to Ms Lorthe The left side of a white gold, two halves
41 Toureme, entitling her to “three of the 50 heart necklace. Inscribed on the back
finest racing steeds of the Rinwolde are the words Till next we meet.
Family Stables.” 51 A pair of fine, leather gloves, black in
colour. The right glove has six fingers.
A very ancient and ornate bronze oil
lamp, badly tarnished and in need of a A cold iron cage lantern, with no oil
42 thorough clean up. From time to time, reservoir or candle spike. The
the lamp seems to creak of its own 52 oversized handle ring has a broken
chain link attached to it. The lantern is
accord.
A crimson envelope bearing a blue inscribed with runes of holy
abjuration.
star sigil. Inside is a fine piece of folded
parchment in a rare language. If A small book entitled Path to
Forgiveness, edged in gold filigree.
43 translated, it reads:
Alive as thee but absent breath Inside, some pages have been cut away
Cold in life as we’art in death 53 to insert a small gold ingot and a
handwritten note, stating “As agreed,
Always a thirst we ever drink three more once Father Moon is crow
pickings.”
Clad in mail but never clink3
Wrapped in a gold handkerchief is a
red bamboo Shenzu finger puzzle An antique crystal perfume dispenser
44 patterned with white stars. Suspended with a hose and squeeze pump. The
in the middle of the puzzle is a small, 54 top of the dispenser is decorated with
a pewter octopus. A green liquid can
fluffy feather.
A small velvet bag with a tiny be seen inside.
45 padlocked draw chain. If opened, the A small cane box with the words “Eat
bag contains the varnished skull of a
55 Me” imprinted on small nickel plate
human baby. set into the top. Inside is a small iced
cake.
3 The riddle’s answer is Fish.
257
A polished jet black orb that reflects distant north, and is surely encased in
nothing, wrapped in cloth. If the orb is snow and ice. The island does not
revealed within 2 ft of a small open appear on contemporary maps, but is
flame, such as a torch or candle, the referenced in some rare texts as a
flame is extinguished and the orb burial ground for ancient giant kin.
56 grows warm for 1d4 hours. Larger fires A crystal bracelet fashioned in a fog
such as a campfire have a 50% chance motif, with three animal charms
of being extinguished. Magical fire, or 65 attached: a bird, a wolf and an octopus.
fires of humanoid size or greater are There are links for two other charms,
unaffected. The orb may absorb up to but they are missing.
1d4 fires each day. A brass bicep bracer engraved with a
A cold iron amulet stamped with Genie like figure. Anyone that wears
57 geometric designs not attributable to 66 the bracer for 24 hours becomes
any current day culture. Anyone who
immune to fire, including magical fire,
wears the amulet does not dream. as long as the bracer is worn.
A small drawstring pouch containing a A lightweight wooden case containing
4 inch statuette of pure gold, shaped to a luxurious feather quill. Two small
58 resemble a field mouse standing on its 67 bottles of ink are also set into the case.
The first ink is a faint brownish yellow,
hind legs, pawing at the sky (400 gp,
but possibly cursed). and smells like bile. The second is
An ebony ring carved like entwined congealed blood.
59 vines. If exposed to water, the ring A hand sized ball of parchment tied up
sprouts tiny green leaves. with string. If the string is removed,
Wrapped in colourful braided cord, 68 and the many parchment layers
60 are legal papers entitling the bearer to unwrapped, at the centre is a pinch of
a one half share in Delecarte’s Circus
odourless and tasteless white powder.
Les Wonderment (a forgery). A fine ring case festooned with silver
A 100 ft coil of giant spider silk rope. filigree, but with no ring inside. A false
The rope is extraordinarily light and 69 bottom reveals a coin sized, obsidian
61 strong, with incredible tensile strength disk, depicting a black raven with three
and resistance to severing. On the
eyes.
other hand, the rope is highly A pair of plain leather gloves. Across
flammable and burns quickly. 70 the back of the left glove is concealed
a very flat skeleton key/lockpick of
The blackened, clawed finger of the
ancient hag Menethorii of the incredible workmanship.
62 Unseelie Court. Some say the spiteful A tarnished gold anklet chain with
hag comes for her missing digit every three tarnished charms: a windmill, a
blood moon. 71 boot and a torch. A fourth, gleaming
A bronze tablet bound in human skin. and untarnished charm, is also
The tablet is inscribed in an ancient attached: a sailing ship.
tongue on both sides. If translated, a A brass bas-relief, depicting a life like
63 rambling account is revealed, seeming 72 image of the finder’s parent, sibling, or
to expound the means of childhood imaginary friend, trapped
communicating with (or perhaps within a gilded cage.
binding?) the demon Uln-Rgaoon, A heavy eight inch gate key, fashioned
Child of Whispers. of cold iron, inscribed with
In a cracked, old map case, is a 73 hieroglyphs from an earlier age. If
nautical map with co-ordinates to a translated, the hieroglyphs translate to
64 mysterious isle recorded as Varn Star Door.
Karagoss (translation Place of Ending).
The island is many leagues to the
258
A seal stamp made of dark yellow out at night to eat leaves, fruit or meat.
74 stone that is always cool to the touch. If treated well, the crab keeps watch
The seal is a leafless tree. for the wearer, scaring off vermin or
pinching the wearer awake if danger
75 A kraken like statuette, carved from threatens.
blue and white coral.
In a padded pouch is a small, brass A drawstring pouch containing three
76 hourglass, filled with a very dense, sticks of green incense, stamped with a
dark red mist, instead of sand. It is two headed monkey. Anyone who
84 breathes the smoke of the incense for
surprisingly heavy.
more than 5 minutes must make a
A tiny opal jar containing two pinches Luck (Will) check or suffer a minor
madness for 1d10 days.
of extremely fine, bright blue dust. If
77 the dust is sprinkled on a non-magical A stout smoking pipe apparently made
object, it forms into an exact, of lacquered wood. In fact the pipe is
permanent copy. made from hardened iron, expertly
85 painted to pass for wood, and makes
A thick journal bound in grubby fur,
filled with awful, highly disturbing for an excellent bludgeon. The pipe
sorcerous ramblings. Anyone who
can be used to smoke, but is very
78 studies the journal intently (taking a heavy, requiring at least one hand.
number of days, if not weeks) may
A glass jar with air holes in the lid,
learn to cast one 1st level spell per long
containing a dozen small beetles and
rest, but also develops an incurable
moderate madness. 86 some lettuce leaves. If the jar is tapped,
the beetles glow brightly, softly
A white veil with a slim adamantine
illuminating a 5 ft radius.
79 chain. The chain is incredibly strong,
A brick. Looks harmless enough, but
and could be used as a garrotte.
then, most bricks do. Might be
An ebony canister sealed with wax. 87 inscribed with the words Mr Brick in
The canister is filled with ash, in the small writing on one side (50%).
80 middle of which are a pair of pulsating, A two inch lead figurine, depicting a
purple pods, connected together by striking young priestess, holding aloft a
slick, black tendrils. tentacled orb. From time to time, very
A hemp sack filled with coal. If the faint muttering can be heard coming
coal is examined, small bite marks can from the figurine. If placed next to a
be seen on some pieces. Concealed in person’s ear, the tentacled orb
the sack are 1d2 Xornlings, diminutive
animates, caressing the holder’s ear
81 fey that eat rocks and metals. The
xornlings have been eating coal for 88 and enabling the muttering to be
understood. There is a 50% chance
quite a while, and are ready to move
the figurine imparts useful information
onto something more appetising, like
betwixt disturbing truths mankind
steel. Or gold. ought never know. After learning any
A padded tube holds a small, useful information, the user must
adjustable convex mirror, connected make a Will check or suffer a minor
to an extendable rod (enabling the madness.
82 user to peek around corners without 89 A drawstring pouch of fifty cold iron
exposing himself). The base of the rod caltrops.
includes a small hidden compartment, A scroll of complex formulae and
big enough to fit a small gem, coin or 90 charcoal sketches, depicting some
similar object.
A colourful seashell amulet on a string manner of winged flying contraption.
83 of dark beads. A friendly, amphibious
91 Two old, stained jars, containing an
hermit crab lives in the shell, venturing awful smelling, yellowed viscous
259
sludge. The mix inside is a unique small glass bottle inside the box holds
chemical of rare concoction, what appears to be powdered horn. A
producing a fast acting glue effect when person knowledgeable in Arcane Lore
exposed to air. If thrown at a creature,
a Str contest vs Str 16 is required. On might identify the material as unicorn
horn, legendary for its healing
a failure, the target is glued to the spot, properties.
has his arms glued, his face glued, or A wooden witchdoctor mask, trimmed
some other similar setback. The Str with bright feathers and two horns
contest may be repeated each round
98 made from the teeth of a large cat or
(as an action) to break free. other predator. The mask has three
A steel flask with a safety latch painted eyes and a beak instead of a
attached. A sloshing liquid can be
mouth.
heard inside. The flask contains a A seven inch, primitive cutting blade
black, putrid smelling brine (diseased; made of basalt stone. Wide groves are
anyone exposed to the smell must 99 carved into the blade and handle to
channel blood down to the pommel.
92 make a Luck (Con) save or contract a
wasting disease, losing 1d4 Con each The pommel has been crudely
day until cured (50%), or a delicious worked to resemble a human heart.
fey honey that increases the user’s Perc 100 Roll on the Valuables table.
and Dex by 1d4 points for 24 hours
(50%, max 18). Either way, the flask
contains two doses.
A thick cotton pouch containing a
handful of powerful lodestones
93 (magnets). A single lodestone within
two feet of a compass produces false
readings.
A sheet of tin rolled up into a scroll
bound with platinum cord. The scroll
must be unwound to be read, and
94 reveals a chronological star chart,
annotated in an alien language. If
translated, the chart suggests a once in
433 year planetary alignment, the Ark
of Phobos, is imminent.
Mixed in with some coins is a two inch
disk of ebony. One side of the disk is
inscribed with three intertwined
95 serpents. Those in the know
understand the ebony tri-serpent is a
symbol of the Six Eyes, a network of
informants with links to House
Vorrox.
A steel hipflask filled with a fiery
whiskey. The brew is particularly
96 potent, requiring a Con check to avoid
becoming intoxicated earlier than the
imbiber expects.
97 A small wooden box containing three
inches of a pearl coloured horn. A
260
Valuables
The Valuables table represents treasure that is not
coins, including for example jewellery, ingots,
gemstones and art objects.
Rolls on this table are primarily generated from
the Lair Treasure table, occasionally from Carry
Loot, and any other time the GM feels one or
more individual items of value are required.
If a Valuable object is appropriate, the GM rolls
1d100 twice and chooses the result that best fits the
circumstances.
1d100 VALUABLES 15 An old and very rare book; Ophia’s
Unusual Herbs (80 gp).
1 Roll on the Trinkets & Curios table. 16 A set of platinum eating utensils: a
fork, knife and spoon (90 gp).
2 1d12 quartz stones worth 1d10 gp 17 A copper bicep bracer with a
each. minotaur icon (100 gp).
3 1d12 agate stones worth 1d12 gp 18 A brass nose ring of Ancient Suun.
each.
4 A three inch carving of a sabretooth 19 A pure brass ingot (110 gp).
cat from the Suurat Jungle (10 gp).
5 A steel hand mirror with pearl 20 A pouch of silvered caltrops (120
edging (15 gp). gp).
6 An ornate nickel bell (20 gp). 21 Roll on the Trinkets & Curios table.
7 A tin ring with geometric designs (30 22 1d8 jasper stones worth 5d20 gp
gp). each.
8 An intricate bronze necklace (40 gp). 23 1d8 onyx stones worth 6d20 gp each.
9 A pure nickel ingot (50 gp). An immaculate, water proof cloak of
A gold gilded lantern of the 24 luxurious wool from the fashion
Priestesses of Argona (60 gp). houses of Crow’s Keep (120 gp).
10 25 An obsidian circlet of dwarven
design (130 gp).
11 Roll on the Trinkets & Curios table. A five inch ivory statuette of a
26 handsome bard playing a lute (140
1d10 crystal stones worth 5d10 gp
12 each. gp).
1d10 turquoise stones worth 7d10 gp 27 A silver ring with an ivy motif (150
each. gp).
13
A fine painting of the lost temple of A finely detailed brass amulet,
14 Ortu Menon, nestled at the base of a
28 depicting a primordial sun goddess
mountain valley (70 gp). (160 gp).
261
A bundle of promissory notes from 50 A copper bell decorated with small
29 the Hargraves Mercantile Collective topaz gemstones (360 gp).
(170 gp). 51 Roll on the Potions table.
30 A silvered hook hand (180 gp).
31 Roll on the Trinkets & Curios table. 52 1d6 pearl gemstones worth 1d4 x
100 gp each.
32 1d8 amber stones worth 2d100 gp 53 1d6 jade gemstones worth 1d4 x 150
each. gp each.
33 1d6 amethyst stones worth 2d100 gp 54 A trio of ebony dice with pips inlaid
each. with pearl (400 gp).
34 A mahogany harp with silver edging A teak masquerade mask, with
(200 gp). 55 ornamental jade and a deep purple
35 An intricate silver candelabra (210 feather (420 gp).
gp) A one ft bronze sceptre with a claw
56 on the end, encrusted with small
A three inch brass orb decorated bloodstones (450 gp).
36 with a platinum rope pattern (220 57 An intricate silver double finger ring,
depicting a pair of swallows (460 gp).
gp).
37 A silver anklet with a dragon motif 58 A pair of ivory earrings studded with
(230 gp). tiny diamonds (470 gp).
38 A leather forearm bracer studded 59 A small silver ingot (480 gp).
with small turquoise stones (240 gp).
39 A pure copper ingot (250 gp). 60 An oak telescope inlaid with a jasper
wave motif (490 gp).
40 A silver orb set with holy icons, 61 Roll on the Scrolls table.
inscribed with gold (280 gp).
41 Roll on the Potions table. 62 1d4 opal gemstones worth 1d4 x 200
gp each.
42 1d6 jasper stones worth 1d4 x 50 gp 63 1d4 moonstone gemstones worth
each. 1d4 x 250 gp each.
43 1d6 topaz stones worth 1d4 x 75 gp 64 A one ft jade statue of a coiled
each. serpent (540 gp).
44 A bronze chalice studded with small 65 An ornate silver bowl with a sun
onyx gemstones (300 gp). motif, rimmed in gold (550 gp).
45 A finely crafted silver brooch with a A six inch articulating hound,
lion motif (310 gp).
66 fashioned of burnished steel, with a
A six foot tapestry depicting a gold key and tiny emerald eyes (560
46 ferocious battle between armour
gp).
clad giants in the clouds (320 gp).
67 A bronze circlet decorated with
A bronze bracelet with gold charms moonstones (570 gp).
47 depicting the four elements (330 gp).
A gold signet ring with a human eye
A silver necklace with an amethyst 68 motif (580 gp).
pendant (340 gp).
48 A trio of silver bangles with a corded
rope motif (590 gp)
A four ft chest containing colourful 69
bolts of fine silk (350 gp).
49 A magnifying glass with a silver
crescent moon motif (600 gp).
70
262
71 Roll on the Scrolls table. 89 A small gold ingot, stamped with the
boar sigil of Jarl Osgerd (1,100).
72 1d3 amethyst or peridot gemstones 90 A platinum compass with gold
worth 1d4 x 300 gp each. markings (1,200 gp).
73 1d3 emerald gemstones worth 1d4 x 91 Roll on the Magic Items (Obvious)
350 gp each. table.
An antique wooden shield plaque, 92 1d2 diamonds worth 1d4 x 500gp
each.
74 depicting a two headed human,
decorated with dark opals and
A small unmarked platinum ingot
amethyst stones (620 gp). 93 (1,300 gp).
75 A lifelike, five ft sandalwood statue A blacksteel breastplate decorated
of an attractive man (630 gp).
with a gold and platinum griffon
A two ft mahogany chest edged with 94 motif, highlighted with small rubies
gold and studded with amber (1,400 gp).
76 gemstones. The chest’s lock is A silver incense brazier and chain,
inordinately difficult to pick
95 studded with amethyst gemstones
(imposing disadvantage with a -3
(1,500 gp).
penalty. 640 gp).
A gold quill studded with small
A silver necklace with a gold pendant 96 diamonds (1,700 gp).
77 in the shape of a dancing flame (660 A fine platinum necklace decorated
97 with ruby encrusted teardrops (1,800
gp).
gp).
78 An ebony ring studded with small
peridot gemstones (670 gp).
A gold crown decorated with small
A four inch alabaster skull, 98 emeralds (2,000 gp).
79 decorated with platinum lines and A single perfect diamond worth
2,500 gp.
tracings (680 gp). 99
An ivory signal horn with intricate
80 bronze capping, encrusted with Title deeds to Eventide Isle, located
100 in one of the larger inlets of Lake
amber gemstones (680 gp).
Argos.
81 Roll on the Magic Items (Discreet)
table.
82 1d2 sapphire gemstones worth 1d4 x
400 gp each.
83 1d2 ruby gemstones worth 1d4 x 450
gp each.
An ancient pair of cold iron
84 gauntlets, decorated with holy
symbols and moonstones (720 gp).
An ebony walking cane with a
85 hardened platinum tip and opal
octopus handle (740 gp).
An exquisite ten inch silver tree
86 sculpture, leaves studded with tiny
diamonds (850 gp).
87 A silver crown with platinum tracery
in a cloud motif (900 gp).
88 A platinum ring with a lion motif
(1,000 gp).
263
One Shot Magic Items 26-27 Flame Aegis
28-30 Giant Strength
In a low fantasy setting, all magic items are rare, 31–32 Glad Fortune
but one shot items such as potions and scrolls are 33–35 Life Leeching
more common than permanent items. 36–37 Perfect Timing
38–40 Phasing Form
Potions 41–42
43–45 Poison
Potions come in a variety of containers, including 46–47 Rightful Ascension
vials, flasks, jugs, waterskins, powder satchels and 48-50 Sever Arcarnum
so on. A potion lasts for 1d6 x 10 minutes unless 51-52 Sharpened Senses
indicated otherwise, or the imbiber may end the 53-55 Sight Beyond Sight
effect early by spending an action. Each time a 56-57
potion is used, the imbiber must check for a Dark 58-60 Soothing Edict
& Dangerous Magic effect, as if they had cast a 61-62 Spider Essence
spell. If an effect does not trigger, the imbiber’s 63-65 Strange Shifting
DDM chance increases by 1, as usual. 66–67 Towering Growth
68-70 Uncanny Communion
1d100 POTION 71-72 Unshackled Celerity
1–2 A Wisp Unseen 73-88 Water Mastery
3-5 Abrupt Diminution 89-91 Wings of the Starless Abyss
6-7 Betwixt Time & Space 92-94 Fusing of Flesh
8-10 Borrowed Talent 95-97 Nostrum of the Dying
11–12 Cradle of Formlessness 98-100 Solace of Argona
13-15 Starmaiden’s Miracle
16-17 Deny Fate Rejuvenating Succor
18-20 Dragon’s Breath
21-22 Draught of Courage
23-25 Dwarven Snout
Earth Asunder
264
A Wisp Unseen: As the spell. Sever Arcarnum: You may cast Sever Arcarnum
Abrupt Diminution: You instantly shrink to a once during the time the potion lasts.
minimum height of six inches. Alternatively, if you fail a Luck save to resist magic,
Betwixt Time & Space: As the spell. you may use the potion effect to negate the spell
Borrowed Talent: You steal one ability from the (for yourself only) instead.
next creature you touch, including the ability to Sharpened Senses: You can see in normal
cast a specific spell, if desired (a Luck (Will) save darkness, gain echolocation like a bat and the
resists). olfactory sensitivity of a bloodhound.
Cradle of Formlessness: As the spell. Sight Beyond Sight: As the spell.
Deny Fate: You may cause any one roll that affects Solace of Argona: As the spell.
you to be rerolled. Soothing Edict: As the spell.
Dragon’s Breath: You breathe fire, lightning, acid Spider Essence: You may walk up walls and on
or poisonous gas in a cone 60 ft long and 20 ft wide ceilings etc like a spider.
at the base, causing 10d6 damage (Luck (Dex) save Starmaiden’s Miracle: As the spell.
for half). Strange Shifting: You may change shape into
Draught of Courage: Gain immunity to fear, another single humanoid or natural animal form.
madness and a +2 bonus to attacks and damage. You gain the physical capabilities of the creature
Dwarven Snout: You sniff out large quantities (at you mimic, but retain your intelligence and
least 500 gp worth) of treasure (coins, art objects, personality. You may change back and forth
gems, etc) within 500 ft. between your real form and the other form using
Earth Asunder: You can burrow through earth, an action.
stone, metal and wood at a rate of 5 ft per minute. Towering Growth: You grow up to 20 ft in height.
Magical material or warded areas have a 50% Your Str increases to a minimum of 16. Your
chance to resist the effect. weapon die increases by two categories (dice
Flame Aegis: You are immune to normal fire and categories are: d2, d3, d4, d6, d8, d10, d12, 2d8,
suffer only half damage from magical fire. 2d10, etc).
Fusing of Flesh: As the spell.
Giant Strength: You gain Str 22 (modifier +5) for Uncanny Communion: You can speak, read and
melee attacks, damage and acts of strength. understand all languages. There is a 10% chance
Glad Fortune: Restores 2d4 Luck points. this effect becomes permanent.
Life Leeching: Your touch drains 2d6 hit points Unshackled Celerity: As the spell.
from a living target, and you heal the same amount. Water Mastery: You can breathe water, swim as
Each time you drain hit points in this way, make a fast as a shark, and walk on water if you wish.
Dark & Dangerous Magic check. Wings of the Starless Abyss: As the spell.
Nostrum of the Dying: As the spell.
Perfect Timing: You gain advantage on Luck rolls,
and enemies suffer disadvantage on attacks against
you.
Phasing Form: You move at twice normal speed
and physical attacks against you have a 50% miss
chance.
Poison: 1d4 doses of poison.
Rejuvenating Succor: As the spell.
Rightful Ascension: As the spell.
265
Scrolls Permanent Magic Items
Magical scrolls contain spells that anyone may In a low magic setting, permanent magic items are
attempt to cast (including the illiterate). Part of very rare and each item is a unique piece. This is
their enchantment includes the ability to read and partly due to the scarcity of spell casters (and other
comprehend the arcane runes contained within. sources of power capable of creating them), and
partly because the process is long and arduous.
A non-magic user attempting to use a spell scroll,
or a magic user attempting to use a spell scroll of In order to permanently enchant an object, the
higher level than she can normally cast, requires a creator must sacrifice a portion of their personal
successful Int check. On a successful check, the power, binding it to the item for as long as it
spell is cast as intended. On a failed check, the persists, a price many spell casters are not
spell is miscast, and instead of the intended effect, prepared to pay. In addition, it is sometimes
the user rolls on the Dark & Dangerous Magic necessary to bargain with otherworldly forces to
table. Casting a spell from a scroll may be complete the creation process (a prospect most
interrupted, just like a normal spell. Scroll based magicians prefer to avoid).
spells add to a character’s Dark & Dangerous
Magic tally the same as normal spell casting. To On the one hand, whilst permanent magic items
determine which spell(s) is inscribed on a scroll, are infrequently made, once created, they are
roll 1d20 and consult the relevant spell level list. incredibly hard to destroy, and often endure for
hundreds (if not thousands) of years. An
1d100 SPELL(S) adventurer stumbling across a magical sword is
1 – 25 1st level spell likely to find one fashioned in the style of a past
26-40 1d4 x 1st level spells age rather than the present. Similarly, an amulet of
41-50 2nd level spell mystical power is more likely a druidic token from
51-60 1d4 x 2nd level spells a lost tribe rather than recent invention. A
61-70 3rd level spell permanent magical item cannot be destroyed by
71-75 1d4 x 3rd level spells ordinary means (although they can be damaged,
76-80 4th level spell albeit often not easily). The GM determines how
81-85 1d3 x 4th level spells a particular item might be destroyed or
86-90 5th level spell disenchanted.
91-95 1d2 x 5th level spells
96-100 6th level spell
266
Appearance and History
Each magic item has its own special appearance or
feel, and a unique history. An enchanted object
need not be flashy or made of expensive materials,
but anyone who wields it understands there is
something different about it. Perhaps a sword
never dulls, a gnarled staff is warm to the touch, or
a breastplate moulds itself to fit the wearer
perfectly. Items such as these endure over
generations, developing histories of their own as
they pass from one keeper to the next.
The GM determines the form of a magic item.
Alternatively, roll twice on the table below and use
or improvise the most appropriate result.
1d20 Object 1d20 Object 1d20 Object 1d20 Object
1 Necklace/Amulet 6 Boots/Shoes 11 Armour/Shield 16 Belt/Girdle
2 Gemstone 7 Cloak/Wrap 12 Weapon 17 Orb/Book
3 Ring/Earring 8 Helm/Hat/Crown 13 Weapon 18 Clothes/Robes
4 Glove/Gauntlet(s) 9 Armour/Shield 14 Weapon 19 Bowl/Mirror
Armour/Shield 15 Rope/Lantern 20
5 Forearm/Bicep 10 Roll on
Bracer(s) Trinkets &
Curios Table
267
Attunement 1d100 OBVIOUS PROPERTIES
All permanent items require the user to bind 1-3 Lightbringer: Once every 1d4 days,
themselves to the object before being able to the user may spend an action to
access its properties. This process might take 4-6 release a burst of blinding daylight; all
minutes, hours or days, varying from item to item. creatures within 30 ft must make a
Once bound however, the adventurer and object 7-9 Luck (Dex) save or be blinded for 1d4
establish an intangible but undeniable sorcerous 10-12 rounds.
connection; a mysterious joining that matures over 13-15 Winged: Once every 1d4 days, the
time. 16-18 user may spend an action to sprout
19-21 wings (feathered, scaled or
When an adventurer first attunes to an item, they membranous) to fly (use Rightful
usually gain access to a single property from the Ascension rules).
table below. Over the course of the adventurer’s Ghostform: Once every 1d4 days, the
career however, further properties might be user may spend an action to turn
unlocked at the GM’s discretion. Whether these insubstantial (as Betwixt Time &
additional powers were latent properties, or new Space) for 2d4 rounds.
enchantments imbued through external events, is
up to the GM. The additional properties might Trickster: Once every 1d4 days, the
have an underlying theme, or they might not, user may cast Mantle of Many Faces.
depending on the story involved.
Fallbreaker: The user of this object is
Designer’s Thoughts: subject to a constant Feywalker’s
Magic items that improve over time are intended Drifting spell. Check for a Dark &
to help keep the number of magical items low, Dangerous Magic effect every time the
consistent with a low magic world, whilst still protection is used.
allowing players to gain new and interesting
abilities as they level up. Lightning: Once every 1d4 days the
user may cast Channel Lightning.
Using Magic Items
Displacement: From time to time, the
Most magic items require an adventurer to spend user is protected by an illusory
an action to activate an effect, but others offer a displacement effect, misdirecting
benefit at no action cost. Whenever a magical
power is triggered, a 1d20 is rolled to check for a
Dark & Dangerous Magic effect. The chance to
trigger an effect escalates each time a magical effect
is used, as if the user had cast a spell. Permanent
magic items that allow the user to cast a spell
generally cast the spell at the level of the user, but
are not subject to the usual spell interruption rule.
Properties
The GM determines the special properties of
permanent magic items. Example properties are
split into two types: Obvious and Discreet.
Obvious properties tend to have flashy or clearly
supernatural effects. Discreet powers are more
difficult to detect. Generally speaking, a
permanent items has a 66% chance of a discreet
property as opposed to an obvious one.
268
22-24 physical assaults. Every physical attack 45-47 Reflection: Once per week, the user
25-27 that targets the user (only) has a 20% 48-50 may make a Luck save to reflect an
28-30 miss chance. Check for a Dark & 51-53 attack or magical effect back on the
31-33 Dangerous effect each time a miss 54-56 attacker (reroll any attack roll).
occurs. 57-59 Thunderclap: Once every 1d4 days,
34-35 Sabretooth: Once per week, the user the user may invoke a thunderous
36-38 may spend an action to summon a 60-62 force, generating a 60 ft cone with a 20
39-41 sabretooth cat. The monster follows ft base. Creatures and small objects in
42-44 the user’s directions and remains until 63-65 the cone are flung backwards 1d6 x 10
slain or 1d4 hours, whichever occurs 66-68 ft. A Luck (Con) save resists.
first. Swiftness: Once every 1d4 days, the
Vampiric: When the user is user gains +2 AC, +4 bonus on
Staggered, if the user injures a living initiative checks and doubles her
creature, the user may heal 2d4 hit movement speed for 2d6 rounds.
points. Check for a Dark & Forbidden Invocation: Twice per day,
Dangerous Magic effect each time the the user may invoke an effect on the
user heals. Dark & Dangerous Magic table. Do
Frightful: Once every 1d4 days, the not test for a separate additional Dark
user may cast Behold the Secret & Dangerous Magic effect.
Truth. Leaping: Once every 1d4 days, the
Disintegration: Once per week, the user may add a 30 ft leap (in any
user may touch the item to another direction or trajectory) to his normal
object, instantly turning the target move distance.
object to dust. The target object must Intelligent: The item is infused with a
fit within a 10 ft cube. If the target personality, which is capable of
object is possessed by another communicating with the user
creature, a Luck save resists. telepathically when touched. Most
Chaos Boon: Once every 1d4 days, such entities have excellent memories
this item mimics the effect of one and are able to provide advice on a
random potion. The user understands range of topics. Unfortunately, such
the nature of the boon before deciding entities tend towards insanity over the
whether to spend an action to invoke longer term. Some are even capable of
it. The boon automatically changes generating spell like effects (often, but
every 1d4 days. not always, when the user wants them),
Giantblood: Once every 1d4 days, the or are capable of usurping control of
user may spend an action to grow to 9 their user for short periods. Test for a
ft and increase her Str score to 20, Dark & Dangerous Magic effect after
gaining +4 to hit and damage for 2d6 the provision of any significant advice,
rounds. spell or usurping effect.
Shifter: Once every 1d4 days, the user Spider Soul: Once every 1d4 days, the
may invoke the effect of a Strange user may (i) move up walls or across
Shifting potion, except the duration is the ceiling for 2d6 rounds (no action),
1d10 minutes. or (ii) after hitting with a physical
Spell Shield: Once per week, the user attack, cause a poison effect in
may make a Luck save to capture a addition to normal damage (poison
spell that includes the user as a target, details at GM’s discretion).
storing the magic in the item (and Wonderment: Once per day, the user
negating the spell’s immediate effect). may spend an action to conjure a
The user may spend an action to cast random magical effect. Consult the
the stored spell at a later time. internet for a random effects table to
269
69-71 your liking (eg: the OGL Rod of 87-88 Opening: Once every 1d4 days, the
72-74 Wonder). 89-90 user may spend an action to open any
75-77 91-92 and all locks, manacles, knots, barred
78-80 Hurling: After being thrown, this item 93-94 doors or blocked entry ways within 30
81-83 flies back to the user’s hand before the ft.
end of her turn (if desired). When 95-96 Transforming: This item has two
84-86 used to make a thrown attack, the item 97-98 forms: a weapon and a brooch, ring or
criticals on a natural 17-20 attack roll. 99-00 other piece of innocuous jewellery.
Test for a Dark & Dangerous Magic The user may spend an action to
effect on a critical hit. instantly transform the item from one
form to the other.
Fey Passage: Once every 1d4 days, the Obscuring Fog: Once every 1d4 days,
user may cast A Wisp Unseen. the user may spend an action to fill a
60 ft diameter area with thick smoke,
Scrying: Once per week, the user may fog or mist. All creatures in the area
observe (like Sight Beyond Sight) a are blinded. The smoke, fog or mist
naturally disperses within 1d6 x 10
named entity on the same plane of minutes.
Searing Ruin: Once per week, the user
existence for 1d6 minutes. The user may spend an action to shoot a searing
beam at one target within 120 ft. The
must complete a ritual taking 1d4 beam causes 10d10 fire damage (Luck
(Dex) save for half).
hours before invoking this effect. Soul Trap: Once every 1d4 days, the
user may spend an action to trap the
Scrying is blocked by a thin sheet of soul of a recently deceased creature
(within 1d4 rounds) in the item by
lead, or stone or wood more than 1 ft touching the corpse. At a later time,
the user may cast Riddle of Bones,
thick. which releases the soul, or Nostrum of
Cloudrunner: Once per week, the the Dying, which harvests it. Test for a
user may spend an action to summon Dark & Dangerous Magic effect when
a small flying cloud chariot. The cloud a soul is trapped.
chariot has a move rate of 60 ft and
can carry two sitting humanoids or Unseen Force: Once every 1d4 days,
four standing. The chariot lasts for the user may cast Hand of the Void.
1d4 hours.
Serpentine: The user may spend an Dark Blessing: The user does not age,
action to transform the item into a and gains a 50% chance to negate
giant serpent (see monster entry for undead based level drain or attribute
details). The serpent obeys the user’s drain. Test for a Dark & Dangerous
directions. The monster remains until Magic effect each time an undead
slain (reverting back to object form) or effect is negated.
1d4 hours, whichever occurs first.
Storm Caller: Once per week, the user
may summon light, moderate or heavy
weather of his choosing, ranging from
pleasant sunshine, oppressive heat,
torrential rain, thunderstorms and/or
dangerous winds. Catastrophic
weather such as cyclones or tsunamis
is generally not possible. The
unnatural weather lasts for 1d4 days
and spreads over a 1d10 mile
diameter region. In order to summon
the weather, the user must complete a
1d4 hour ritual. Test for a Dark &
Dangerous Magic effect each day the
weather persists.
270
effect after each telepathic
conversation.
Magic Resistance: The user gains
continual 50% magic resistance
(including against beneficial effects).
4 The user can turn this resistance on or
off with an action. Check for a Dark &
Dangerous Magic effect each time the
magic resistance negates a magical
effect.
Speaker of Tongues: The user
understands, speaks and reads all
languages. Test for a Dark &
5 Dangerous Magic effect after each
translation or conversation in a
language normally unknown to the
user.
Resilience: The user reduces all
6 damage suffered by 2 hit points, and
critical hits against the user are treated
as normal hits instead.
Fortune: The user gains a 33% chance
to ignore any reduction of her Luck
7 attribute. Test for a Dark & Dangerous
Magic effect each time the effect
occurs.
1d20 DISCREET PROPERTIES Deflection: Once per round, after
Indestructible: The item cannot be 8 being hit by a ranged attack, the user
marked, damaged or destroyed by may choose to make a Dex check to
anything less than a supernatural entity
of demigod like status. When reduced negate the attack.
1 to zero hit points, the user has
advantage when determining (i) 9 Darksight: Once every 1d4 days, the
whether he is All Dead or Mostly user may cast Nightcrawler’s Boon.
Dead, and (ii) when rolling on the
Injuries & Setbacks table. Mage Sight: Once every 1d4 days, the
Beheading Blade: This weapon is
impossibly sharp against flesh, bone user may spend an action to detect
and sinew. On a natural 19 or 20 attack
2 roll, the target loses a limb or is 10 within 60 ft (i) magic, (ii) invisible
beheaded. Check for a Dark &
Dangerous Magic effect each time this creatures or objects, and (iii) illusions.
occurs.
Telepathic: the user may communicate The effect lasts for 1d6 x 10 minutes.
telepathically with one intelligent
creature at a time within 120 ft. A Thiefly Arts: Once every 1d4 days, the
3 recipient may respond in kind if it
wishes, assuming it understands the user may automatically succeed at
user’s language. This ability is at will.
Check for a Dark & Dangerous Magic 11 picking a lock, picking a pocket, hiding
or moving silently. This ability may be
invoked immediately after failing the
roll to attempt such an action.
Jack of All Trades: While the user
possesses this item, they count as
12 trained in all skills, and gain one
additional Reroll Pool die. Test for a
Dark & Dangerous Magic effect when
applying a bonus skill or reroll die.
271
True Grit: When Staggered, the user
gains a +2 bonus to AC, and rerolls any
13 failed Luck saves. Check for a Dark &
Dangerous Magic effect when a Luck
reroll succeeds.
Sure Striking: Once every 1d4 days, the
14 user may turn a missed attack roll, or
ordinary successful hit, into a critical hit
instead.
Uncanny Parry: Once every 1d4 days,
15 the user may negate a melee attack that
would otherwise hit or damage him.
Natural Prowess: Anyone may wield
this weapon or don this armour even if
16 it is not on their class list. Test for a
Dark & Dangerous Magic effect during
each combat in which the weapon or
armour is used.
Sixth Sense: The subject is never
surprised, automatically wakes from
sleep if in danger, and gains advantage
17 on initiative checks. Test for a Dark &
Dangerous Magic effect each time the
user may have been surprised, but for
this item.
Shroud of Secrets: The user has
advantage on all knowledge checks and
may sometimes make a check for
18 information she couldn’t possibly
know (GM discretion). Test for a Dark
& Dangerous Magic effect if both dice
roll 15 or higher, or the user recalls
information they could not know.
True Blood: The user is immune to
poisons and diseases of all kinds
19 (including magical). Check for a Dark
& Dangerous Magic effect each time
this protection triggers.
Fleet of Foot: The user gains a +15 ft
bonus to his speed, and has advantage
20 on Interception and Chase checks.
Check for a Dark & Dangerous Magic
effect each time the user exceeds his
normal speed.
MIDLANDS In the corridors of power, highborn, priests and
the wealthy squabble for control, heedless to the
Midlands Low Magic Sandbox Setting, published struggle of the common man. From this melting
Nov 2017, is a low magic, points of light, medieval pot of ambition, new contenders rise each day,
fantasy setting written for Low Fantasy Gaming. An grasping for opportunity.
outline of the main themes is set out below.
Ancient Mysteries
Medieval Fantasy
In the Third Age, the prevailing cultures are
Also known as Argosa, the Midlands is a medieval merely the latest survivors of the region. In past
fantasy realm with a mix of cultures and eras, darker societies ruled, including the skorn,
technology similar to the Dark Ages, Middle Ages, cyclopes, serpentmen, urgot and others long
Renaissance, and Antiquity. forgotten. Elder human civilizations too rose to
prominence, including the mummy entombing
Humans of five cultures contest the region; the Ramorans and blood sacrificing Suun. From the
Midlanders of Lake Argos (officially Argosans, fetid bogs of the Trackless Moors to the frozen
most akin to medieval westerners), Nydissians of peaks of the Ironhull Mountains, the ruins of lost
the southern Empire, northern raiders known as kingdoms linger, waiting to be rediscovered.
Varnori, the albino Karoks holed up in their
mountain fortress, and the Thuels, barbarian Silent Gods
nomads of the Great Plains and Argos Plateau.
The inhabitants of the Midlands are religious folk,
Deadly Outlands worshiping gods and deities, strengthening their
spirits with litany and prayer. Sacred customs and
The setting is intended as a “points of light” ceremonies are well established, and the clergy
environment; beyond the fortified walls of accorded due respect. If the immortals hear the
civilization, the wilds are dominated by man eating prayers of their faithful however, they deign no
skorn, ferocious beasts and xenophobic response. The gods of Argosa are ineffably distant
barbarians. The vast majority of the land is and whisper silent; granting no miracles to their
uncharted; there are no roads to guide explorers followers, nor intervening in the world in any
and no villages to provide respite. obvious way.
Travel between the isolated cities is via armed Dangerous Magic
watercraft or heavily guarded caravans only. No-
one travels the borderlands alone, and to venture In Argosa, magic is not only rare, it is dark and
beyond the ranger patrols is to court disaster, even inherently dangerous. Sorcery was not meant for
for the well prepared. mortals, and this fundamental mismatch taints
every casting with uncertainty. From beyond the
Grim Cities Veil, magic draws the attention of dark and
inscrutable forces, some of which find ways to
Whilst it is true that the walled bastions of man are impose their will on the material world.
safer than the hinterlands, the cities are fraught
with dangers of their own. On the streets, life is In the present day, nine hundred years after
cheap, and corruption, brutality and exploitation Mount Rokan blackened the sky, true sorcerers
widespread. So called justice is harsh and are almost unknown. At most, the walled cities
unforgiving, for sale to the highest bidder or
exacted through vengeful blades in back alleys.
273
conceal but a few, and the majority of folk will be Other Settings
glad not to witness spellcasting during their
lifetime. Yet all have heard the tales, and accept Some other settings well suited for use with Low
that magic is real in one form or another. Fantasy Gaming might include:
Unnatural monsters exist, but tend to be unique • Conan’s Hyborian Age by Robert E.
individuals or geographically isolated tribes. Howard.
Enchanted objects are custom pieces and almost
always herald from a past age; once forged they are • Westeros from Game of Thrones by
remarkably difficult to destroy. George R.R Martin.
Custom Made • Primeval Thule campaign setting by
Sasquatch Game Studio LLC.
Most importantly, the Midlands is incomplete.
Some cities, cultures and threats have been • The Lands of Legend campaign setting
provided, but many details are for the GM to for Dragon Warriors by Corgi Books Inc.
determine, and in so doing make the setting their
own. • Birthright campaign setting by TSR Inc.
If the referee wants feral elves lurking in the • Lankhmar of the Fafhrd and the Gray
outlands instead of skorn, or Dol-Karok’s humans Mouser stories by Fritz Leiber.
enslaved by dwarves rather than the other way
around - by all means make it so. • Warhammer’s Old World campaign
setting by Games Workshop Ltd.
The primary purpose of Midlands is to provide a
low magic, customisable setting, and equip the GM • The Ice Kingdoms by Mad Martian
with the tools necessary for improvised, sandbox Games.
style play.
• Middle Earth from Lord of the Rings by
JRR Tolkien.
Appendix A: Spell Name Converter
Original To Deluxe Featherfall – Feywalker’s Drifting
Feeblemind - Feeblemind
Animate Dead – Infernal Calling of Baal Finger of Death – Finger of Death
Animate Object – Infuse Animus Fireball – Gift of the Fiery Furnace
Anti-Life Field – Bane of Mortals Flesh to Stone – Flesh to Stone
Banishment – Beyond the Stars Fly – Rightful Ascension
Blade Barrier – Bloody Blades of Graxus Fog Cloud – Writhing Fog
Blindness – Affliction of the Eyeless Host Forbidden Wish – Forbidden Wish
Bolster Attribute – Thaumaturgical Vesting Freedom of Movement – Unshackled Celerity
Chain Lightning – Stormlord’s Vengeance Frighten – Glimpse the True Gods
Charm Monster – Monstrous Subjugation Gaseous Form – Cradle of Formlessness
Charm Person – Gaze of Beguilement Geas – Chains of Fate
Circle of Protection – Ward of Lost Souls Greater Invisibility – Murderer’s Cloak
Circle of Protection 10’ Radius – Abjure the Hallucinatory Terrain – Mask of the Wilderlands
Unnatural Haste – Hunger for Blood
Clairvoyance – Sight Beyond Sight Heat Metal – Curse of Searing Steel
Cloudkill – Cloud of Choking Torment Hideous Laughter – Shennog’s Blessing
Comprehend Languages – Speaker of All Tongues Hold Monster – Crush of the Warp
Cone of Cold – Blast of Frozen Ruin Hold Person – Bound by the Black Spiral
Confusion – Malediction of Lunacy Hypnotic Pattern – Spectral Transfixion
Conjure Elemental – Summon Primordial Guardian Invisibility – A Wisp Unseen
Contact Other Plane – Beseech the Ancient Ones Invisibility, 10 ft Radius – Circle of the Unseen
Continual Light – Enduring Radiance Invisible Stalker – Reaper of Hidden Shadow
Control Weather – Conclave of Wind & Sky Irresistible Dance - Fell Cavorting of Menethorii
Creeping Doom – Creeping Doom Knock – Sundering Sign
Cure Light Wounds – Fusing of Flesh Legend Lore – Rite of Revelation
Cure Malady – Purge the Accursed Levitate – Wings of the Starless Abyss
Cure Minor Injury – Solace of Argona Light – Lucent Emanation
Cure Serious Wounds – Nostrum of the Dying Lightning Bolt – Channel Lightning
Darkness, 15 ft Radius – Place of Perfect Night Locate – Whispers of the Watchers
Darkvision – Nightcrawler’s Boon Magic Jar - Imperious Soul of the Magus
Death Spell – Word of Ending Magic Missile – Lash of Unerring Pain
Detect Hidden – Inescapable Unmasking Magic Mouth – Timeless Envoy
Detect Magic – Pierce the Veil Magic Resistance – Mystic Ward
Detect Thoughts - removed Mass Suggestion – Wave of Obedience
Dimension Door – Dimension Door Mirror Image – Sorcerous Misdirection
Disguise Self – Mantle of Many Faces Modify Memory – Delusions of Dark Recall
Disintegrate – Viridian Ray of Unmaking Monster Summoning I - Call Forth Simulacra I
Dispel Magic – Sever Arcarnum Monster Summoning II - Call Forth Simulacra II
Earthquake – Unchain the World Eater Monster Summoning III - Call Forth Simulacra III
Etherealness – Betwixt Time & Space Monster Summoning IV - Call Forth Simulacra IV
Fear – Behold the Secret Truth Move Earth – Master of Earth & Stone
275
Neutralize Poison – Cleansing Charm Deluxe To Original
Object Reading – Echo of Days
Passwall – Phasement to Nowhere A Wisp Unseen - Invisibility
Phantasmal Force – Waking Dream Abjure the Unnatural – Circle of Protection 10’ radius
Plant Growth – Unchecked Growth of Soliri Affliction of the Eyeless Host - Blindness
Polymorph – Sudden Transmogrification Arcane Aegis - Shield
Protection from Energy – Deny the Nine Furies Bane of Mortals – Anti-Life Field
Protection from Normal Missiles – Turn Back the Behold the Secret Truth - Fear
Buzzing Flies Bending the Stone – Stone Shape
Reflection – Eldritch Mirror Beseech the Ancient Ones – Contact Other Plane
Regenerate – Starmaiden’s Miracle Bestial Communion – Speak with Animals
Restoration – Rejuvenating Succor Betwixt Time & Space - Etherealness
Ritual Magic – Runic Rite of Wonderment Beyond the Stars - Banishment
Rock Storm – Rain of Stone Blast of Frozen Ruin – Cone of Cold
Shield – Arcane Aegis Bloody Blades of Graxus – Blade Barrier
Silence, 15 ft Radius – Globe of Silent Contemplation Bound by the Black Spiral – Hold Person
Silent Image – Shadows & Dust Call Forth Simulacra I – Monster Summoning I
Sleep – Insidious Slumber Call Forth Simulacra II – Monster Summoning II
Slow - Incantation of Exhaustion Call Forth Simulacra III – Monster Summoning III
Speak with Animals – Bestial Communion Call Forth Simulacra IV – Monster Summoning IV
Speak with Dead – Riddle of Bones Chains of Fate - Geas
Speak with Plants – Heed the Silent Forest Channel Lightning – Lightning Bolt
Stinking Cloud – Fetid Fog of the Rotting Horde Circle of the Unseen – Invisibility 10’ radius
Stone Shape – Bending the Stone Cleansing Charm – Neutralize Poison
Stoneskin – Demonic Convergence Cloud of Choking Torment - Cloudkill
Strength – Tainted Vigour Conclave of Wind & Sky – Control Weather
Suggestion – Soothing Edict Cradle of Formlessness – Gaseous Form
Telekinesis – Ineffable Force Creeping Doom – Creeping Doom
Telepathy – Strange Joining Crush of the Warp – Hold Monster
Thunderwave – Thunderous Invocation Curse of Searing Steel – Heat Metal
Transmute Rock to Mud – Melt Crag & Ridge Delusions of Dark Recall – Modify Memory
True Seeing – Wodon’s Eye Demonic Convergence - Stoneskin
Unseen Hand – Hand of the Void Deny the Nine Furies – Protection from Energy
Wall of Fire – Veil of the Balor Dimension Door – Dimension Door
Wall of Ice – Wall of the White Wastes Echo of Days – Object Reading
Wall of Iron – Tide of Iron Eldritch Mirror - Reflection
Wall of Thorns –Hedge of Twisting Thorns Enduring Radiance – Continual Light
Water Breathing – One with the Deep Feeblemind - Feeblemind
Web – Strands of Ensnarement Fell Cavorting of Menethorii – Irresistible Dance
Wizard Lock – None Shall Pass Fetid Fog of the Rotting Horde – Stinking Cloud
Feywalker’s Drifting - Featherfall
Finger of Death – Finger of Death
Flesh to Stone – Flesh to Stone
Forbidden Wish – Forbidden Wish
Fusing of Flesh – Cure Light Wounds
276
Gaze of Beguilement – Charm Person Sorcerous Misdirection – Mirror Image
Gift of the Fiery Furnace - Fireball Speaker of All Tongues – Comprehend Languages
Glimpse the True Gods - Frighten Spectral Transfixion – Hypnotic Pattern
Globe of Silent Contemplation – Silence 15’ radius Starmaiden’s Miracle - Regenerate
Hand of the Void – Unseen Hand Stormlord’s Vengeance – Chain Lightning
Hedge of Twisting Thorns – Wall of Thorns Strands of Ensnarement - Web
Heed the Silent Forest – Speak with Plants Strange Joining - Telepathy
Hunger for Blood - Haste Sudden Transmogrification - Polymorph
Imperious Soul of the Magus – Magic Jar Summon Primordial Guardian – Conjure Elemental
Incantation of Exhaustion - Slow Sundering Sign - Knock
Ineffable Force - Telekinesis Tainted Vigour - Strength
Inescapable Unmasking – Detect Hidden Thaumaturgical Vesting – Bolster Attribute
Infernal Calling of Baal – Animate Dead Thunderous Invocation - Thunderwave
Infuse Animus – Animate Object Tide of Iron – Wall of Iron
Insidious Slumber - Sleep Timeless Envoy – Magic Mouth
Lash of Unerring Pain – Magic Missile Turn Back the Buzzing Flies – Protection from
Lucent Emanation - Light Normal Missiles
Malediction of Lunacy - Confusion Unchain the World Eater - Earthquake
Mantle of Many Faces – Disguise Self Unchecked Growth of Soliri – Plant Growth
Mask of the Wilderlands – Hallucinatory Terrain Unshackled Celerity – Freedom of Movement
Master of Earth & Stone – Move Earth Veil of the Balor – Wall of Fire
Melt Crag & Ridge – Transmute Rock to Mud Viridian Ray of Unmaking - Disintegrate
Monstrous Subjugation – Charm Monster Waking Dream – Phantasmal Force
Murderer’s Cloak – Greater Invisibility Wall of the White Wastes – Wall of Ice
Mystic Ward – Magic Resistance Ward of Lost Souls – Circle of Protection
Nightcrawler’s Boon - Darkvision Wave of Obedience – Mass Suggestion
None Shall Pass – Wizard Lock Whispers of the Watchers - Locate
Nostrum of the Dying – Cure Serious Wounds Wings of the Starless Abyss - Levitate
One with the Deep – Water Breathing Witchblade - NA
Phasement to Nowhere - Passwall Wodon’s Eye – True Seeing
Pierce the Veil – Detect Magic Word of Ending – Death Spell
Place of Perfect Night – Darkness 15’ Radius Writhing Fog – Fog Cloud
Purge the Accursed – Cure Malady
Rain of Stone – Rock Storm Designer’s Thoughts: Missing Magic?
Reaper of Hidden Shadow – Invisible Stalker
Rejuvenating Succor - Restoration Certain kinds of magic are absent from the default
Riddle of Bones – Speak with Dead LFG spell lists, namely: resurrection magic, long
Rightful Ascension - Fly range teleportation, thought/lie detection, and
Rite of Revelation – Legend Lore alignment detection (LFG does not use an
Runic Rite of Wonderment – Ritual Magic alignment system).
Sever Arcarnum – Dispel Magic
Shadows & Dust – Silent Image These kinds of spells tend to undermine some of
Shennog’s Blessing – Hideous Laughter the mystery of the setting, or bypass investigation
Sight Beyond Sight - Clairvoyance or exploration. “Death is permanent” is also an
Solace of Argona – Cure Minor Injury important low magic trope, consistent with a gritty
Soothing Edict - Suggestion baseline world.
277
Appendix B: NPC Generator
MIDLANDER NAMES KAROK NAMES
d20 MALE FEMALE d20 MALE FEMALE
ROLL ROLL
Aldred Odessa Mateo Cataline
1 1 Baltasar Mari
2 Lucon Oalla
2 Hammond Cassey 3 Escobar Juana
4 Cristoval
3 Gregor Isolde 5 Gavriel Crusina
6 Pascal Francia
4 Willem Lucia 7 Ramiro Teresa
8 Monferriz Serena
5 Harding Marcella 9 Elvira
10 Inigo Aldona
6 Emory Kendra 11 Tomon Innes
12 Salazar Ysabel
7 Shand Felicia 13 Gascon Felipa
14 Vasquez Blanca
8 Bennett Edith 15 Avaro Antonia
16 Vicente Mercia
9 Warner Annorah 17 Anselmo Madele
18 Elena
10 Fenton Janess 19 Eltor Marcietta
20 Rachiro Luzia
11 Morris Talia Gomez
12 Lothar Celene
13 Dirk Sara
14 Justen Maegen
15 Ogden Dawn
16 Yorric Estelle
17 Ethan Nyssa
18 Horett Magda
19 Grindle Isabelle
20 Theobald Lorna
278
NYDISSIAN NAMES VARNORI NAMES
d20 MALE FEMALE d20 MALE FEMALE
ROLL ROLL
Decimus Lucidia Gunthar Freya
1 Mithrides Soosi 1 Arnjin Salieff
2 Trovex Septana 2 Njord Ulfina
3 Tibori 3 Holgrim Ingie
4 Norcil Rox 4 Eldrik Dyra
5 Lucius Galera 5 Seigmar Halasti
6 Sercanis Antine 6 Brunjur Sighilda
7 Ortuvo Sevira 7 Ulfric Gutha
8 Titus Cerix 8 Vorn Kelbi
9 Prytanis Theodora 9 Svannor Frithora
10 Gaius Quinte 10 Finnvar Kolli
11 Varro Marcella 11 Borgov Farrjor
12 Serjax Avius 12 Karlviir Holatha
13 Nicandes Maesaris 13 Steiner Yiris
14 Mallius Kali 14 Vignaal Ogarra
15 Barbulo Octavia 15 Ragnar Dyrri
16 Crassus Dorni 16 Noordac Bayora
17 Kapula Vexonae 17 Magnus Vissu
18 Terro Balba 18 Eldavaar Gulthena
19 Carnifex Drusia 19 Farviir Arna
20 Anticus 20
279
PERSONALITY QUIRKS SPEECH QUIRKS
1d20 QUIRK A QUIRK B 1d20 QUIRK 1D20 QUIRK
1 Wheezes, 11 Scratches
1 Ridiculously Down in the 2 coughs, sniffs 12 Mumbling
greedy dumps
Uses hands
Shrewd and Likes to joke and
2 calculating laugh
Highly curious and 3 Repeats words 13 Quiet/Loud
inquisitive
3 Honest and decent
4 Rambling 14 Puffs on pipe
4 Kind and Vengeful and 5 Pulls at ear 15 Touchy feely
compassionate holds grudges
5 Easily offended Calm and self 6 Chewing, spits 16 Slow/Fast talker
assured
6 Incorrigible flirt Open hearted and 7 Low/High tone 17 Flips hair
joyful
7 Arrogant and Meek or indecisive 8 Talks to self 18 Long winded
bullying
8 Determined with Cheeky and 9 Ums & ahs 19 Squinty
eyes on the prize impulsive
9 Racist or quick to Standoffish or 10 Curt, direct 20 Close talker
generalise withdrawn
10 Uncompromising Quiet or secretive PHYSICAL FEATURES
or judgmental
11 Easy going and Utterly ruthless 1d20 FEATURE 1D20 FEATURE
carefree Very Tall
or Short
12 Sexist or Irrepressible 1 Obese or 11
Homophobic optimist Rail Thin Attractive
13 Grumpy and rude Highly enthusiastic 2 Beardy or Bald 12
and excitable
14 Practical and no Helpful and well 3 Graceful 13 Nose or Chin
nonsense mannered
15 Overly Pessimistic Brave and 4 Tattoo or Scar 14 Malodorous
outspoken
16 Devoutly religious Charitable or self 5 Plain faced 15 Rotund or Slim
effacing
6 Good or Bad 16 Well Groomed
Reckless but Indifferent or Teeth Or Unkempt
17 means well apathetic
Honourable and Simple and a little 7 Sickly 17 Eyes or Ears
18 protective slow Missing Eye Poor Eyesight
or Limb Or Hearing
Awkward or Genteel or 8 18
bumbling chivalrous
19
Forgetful or easily 9 Athletic 19 Ugly
distracted
20 Naïve or trusting
10 Clumsy 20 Soiled or Dirty
280
Appendix C: Unit Combat Cheat Sheet
Combat Order RANGED ATTACK
1. Ranged Attacks
2. Movement Ambush! The attacking force is
3. Melee Attacks
4. Final Confrontation Check 2–4 ambushed by hidden enemies;
immediately place a (bonus) enemy
MOVEMENT MODIFIERS infantry unit at the same location.
Favourable (roads, paths, game trail, +1 5–7 Defiant. The target weathers the storm
shortcut through the backstreets, secure bonus with few losses.
battlements with no enemies).
Average (relatively open plains, light - 8 Shaken. The target must make a
woods, low hills, skirmishing melee, Morale check or break.
9+ Rain of Doom. The target is destroyed.
occasional pot shots from enemies). MELEE ATTACK
Difficult (trackless forest, rising hills
littered with scree, winding underground -1 2 - 3 Crushing Defeat. Attacker destroyed.
tunnels, “in the thick of it” melee, pinned penalty
down by unrelenting arrow volleys, part of 4 Costly Mistake. The attacker must
the building is on fire). -2 make a Morale check or break.
Very Difficult (mountains, steep valley, penalty
thick jungle like plant life, swamp, bodies Outmaneuvered. The target gains a
pilling up while surrounded by foes, GM
pushing through a fleeing crowd of decides 5 terrain advantage or the attacker is
civilians, burning rubble strewn streets forced into less favourable terrain
with heavy smoke).
Impassable without special gear or (target’s choice).
removing the enemy first (river, lake,
cliffs, chasm, blazing inferno, collapsed 6 Steady now. Casualties on both sides,
bridge, courtyard under heavy catapult but neither gives any real ground.
fire, enemy fortifications).
Drive them Back! The target is forced
7 into less favourable terrain, or the
attacker gains more favourable terrain
(attacker’s choice).
8 Shaken. The target must make a
Morale check or break.
Movement 9+ Drink from their Skulls. The target is
A engaged unit cannot move until the enemy unit destroyed.
is destroyed or broken. Moving to engage a unit
other than the closest enemy requires a Move MELEE MODIFIERS +1
check. If a unit intends to move into or pass
through difficult terrain, the GM may call for a Attacker outnumbers target 2:1 or more
Move check. Attacker with terrain or positioning
Broken Units advantage (high ground, target trapped in +1
A unit that becomes Broken immediately moves dead end street, etc) -1
to an adjacent location with the fewest enemies. Attacker with terrain disadvantage
For the remainder of the mass battle, the Broken (crossing river, mud, frozen lake, tangled
unit suffers disadvantage on all tests, and attacks undergrowth, fighting upstairs, scaling
against it gain advantage. A Broken unit that castle walls, heavy smoke, etc)
destroys an enemy unit is restored to normal
status.
281
Appendix D: Character
Sheet
INDEX Contents, 2 Gear Availability, 53
Contests, 64 Gear Packs, 56
Aberrant Terrors, 181 Counter Attack, 37 GM Tools, 113
Action, 72 Cover, 77 Gods, 26
Adaptable, 30 Crafting, 111 Group Checks, 64
Advancement, 110 Creating A Character, 9
Aerial Combat, 78 Credits, 1 Halflings, 14
Alchemy & Mechanica, 16 Critical Hits, 77 Half-Skorn, 13
All Dead, 79 Cultist, 24 Healing, 79
Animals, 57 Custom Monsters, 184 Hireling Advancement, 162
Animals (Ordinary), 186 Hirelings, 157
Armour, 62 Damage, 73 Hit Dice, 181
Armour Class, 61 Dark & Dangerous Magic, 83 Hit Points, 15
Artificer, 16 Deadly Strikes, 32 House Of Gears, 19
Artillery, 116 Death, 79 Humans, 13
Atonement, 90 Degrees Of Success, 64
Attribute Checks, 63 Delay Turn, 67 Illusions, 87
Attribute Modifiers, 11 Demons, 182 Improvised Monsters, 184
Attributes, 10 Dexterity, 11 Incorporeal, 182
Attuned Mind, 34 Discreet Properties, 271 Initiative, 66
Attunement, 268 Disease, 123 Injuries, 79
Divine Rebukes, 87 Inspire Greatness, 22
Backgrounds, 49 Dodging, 73 Intelligence, 11
Backstab, 41 Doing Things, 63 Intercepting, 68
Barbarian, 20 Domain Management, 111
Bard, 22 Downtime, 111 Killer Instinct, 21
Bardic Knowledge, 23 Downtime Level Up, 110 Knock Outs, 78
Battle Magic, 34 Drowning, 78
Beast Companion, 38 Dungeon Rooms, 126 Lair Treasure, 254
Blackpowder Weapons, 114 Dwarves, 13 Languages, 15
Blessings, 24, 87 Dying, 79 Lethal Precision, 42
Blocking An Area, 68 Lifestyle, 57
Boarding, 117 Elves, 14 Light Sources, 53
Born To The Wilds, 21 Enlightened Warrior, 37 Long Rest, 81
Boss Monsters, 184 Equipment, 53 Lower Level Pcs, 110
Buildings, 58 Exploration, 129 Luck, 12
Bypasses, 237 Lycanthropes, 182
Failed Exploits, 75
Carry Loot, 251 Falling, 68 Madness, 163
Cause Injuries, 182 Ferocious Rage, 20 Magic, 83
Charging, 68 Fighter, 30 Magic Resistance, 182
Charisma, 11 Fighting Styles, 76 Magic User, 33
Chases, 69 Final Confrontation, 179 Major Breakthrough, 19
Chieftain, 21 Finisher, 41 Major Exploit Protection, 184
Child Of The Gods, 25 Flight Events, 136 Major Exploits, 74
Church Militant, 25 Food, 57
Classes, 15 Fumbles, 77
Combat, 66
Combat Misc Modifiers, 77 284
Common Equipment, 53
Complex Traps, 238
Constitution, 11
Martial Arts, 35 Ramming, 119 Stronger Luck, 184
Martial Exploits, 73 Random Encounters, 139 Stronghold, 32
Mass Battle, 167 Ranged Attacks, 73 Sudden Twists, 172
Master Hunter, 40 Ranged Weapons, 61 Suffocating, 78
Master Of Arms, 32 Ranger, 38 Supercharged, 19
Melee Attacks, 73 Rangercraft, 39 Supplies, 32
Melee Weapons, 60 Rare Equipment, 54 Surprise, 77
Midlands, 273 Rare Fighting Techniques, 23 Swarms, 183
Minor Exploits, 73 Reaction Table, 224
Miscellaneous Factors, 77 Ready Action, 67 Tavern Brawls, 228
Modifiers, 63 Rebukes, 87 Temple, 25
Monastery, 37 Recharge, 181 Tenets & Favour, 26
Monk, 35 Reroll Pool, 49 Thieves’ Guild, 42
Monk Techniques, 35 Rescues, 75 Three Second Trigger Rule, 231
Monsters, 181 Research, 111 Tower, 34
Monsters By Hd, 185 Rests, 81 Training, 111
Morale, 224 Retries, 64 Traps, 230
Mostly Dead, 79 Rival Adventurers, 225 Travel Speed, 129
Mounted, 76 Rogue, 41 Treasure, 251
Move, 68 Round Down, 7 Tricks & Techniques, 41
Rumour Hunting, 111 Triggers & Counters, 232
Names, 278 Trinkets & Curios, 255
Naval Combat, 114 Sacred Lore, 25 Troubleshooter, 18
Network Of Informants, 23 Saving Throws (see Luck), 12 Two Handed Style, 76
NPC Generator, 278 Scrolls, 266 Two Weapon Fighting, 76
NPC Reactions, 224 Search Events, 230
Sensing Magic, 83 Unarmed Combat, 76
Obvious Properties, 268 Services, 57 Uncommon Equipment, 54
Off Turn Attacks, 183 Session Advance, 110 Undead, 183
Open Hand Versatility, 37 Shields, 62 Underground Events, 133
Outpost, 40 Ships, 119 Underwater Combat, 78
Overland Events, 131 Short Rest, 81 Unique Features, 43
Silver Tongued, 22 Unit Combat, 174
Parasites, 124 Simple Traps, 231 Unit Combat Cheat Sheet, 281
Party Bonds, 51 Single Weapon Fighting, 76 Using Magic Items, 268
Party Challenges, 65 Sixth Sense, 21
Party Retreat, 68 Skills, 49 Valuables, 261
Party Spotlight, 167 Skirmisher, 42 Vehicles, 57
Percentile Check, 65 Sorcery, 83 Visibility, 77
Perception, 11 Special Metals, 59 Voyage Events, 135
Permanent Magic Items, 266 Special Traits, 181
Personality Quirks, 280 Speech Quirks, 280 Weapon Properties, 59
Pets, 162 Spell Casting, 33 Weapons, 60
Physical Features, 280 Spell Descriptions, 93 Weather, 130
Positioning, 77 Spell Duration, 87 Willpower, 11
Potions, 264 Spell Interruption, 83
Spell List, 91 Zero Level Ordeal, 9
Races, 13 Spell Name Converter, 275
Rallying Shout, 23 Staggered, 79
Standing, 68
Starting Distances, 139
Starting Gear & Gold, 15
Steady Shot, 40
Strength, 11
285
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personalities, teams, personas, likenesses and special abilities; places, locations, statute, judicial order, or governmental regulation then You may not Use any
environments, creatures, equipment, magical or supernatural abilities or effects, Open Game Material so affected.
logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Termination: This License will terminate automatically if You fail to comply
Identity, and which specifically excludes the Open Game Content; (f) with all terms herein and fail to cure such breach within 30 days of becoming
"Trademark" means the logos, names, mark, sign, motto, designs that are used aware of the breach. All sublicenses shall survive the termination of this
by a Contributor to identify itself or its products or the associated products License.
contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and Reformation: If any provision of this License is held to be unenforceable, such
otherwise create Derivative Material of Open Game Content. (h) "You" or provision shall be reformed only to the extent necessary to make it enforceable.
"Your" means the licensee in terms of this agreement.
COPYRIGHT NOTICE
The License: This License applies to any Open Game Content that contains a Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
that you Use. No terms may be added to or subtracted from this License except Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
as described by the License itself. No other terms or conditions may be applied Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
to any Open Game Content distributed using this License. and Steve Townshend, based on original material by E. Gary Gygax and
Dave Arneson.
Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch.
Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 13th Age, Copyright 2013 Fire Opal Media.
license with the exact terms of this License to Use, the Open Game Content.
Low Fantasy Gaming (Original), Copyright Pickpocket Press 2016.
Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are END OF LICENSE
Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
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