200 1*$&$)-, Spend 5 Position after a successful attack, to make a second attack as a bonus action. Special Properties Damage Type Strength 1d6 slashing Finesse, light 11 Curved Sword Cost 600 souls 193)'2 Spend 2 Position after a successful attack, to make a second attack as a bonus action. ee bonus attack is made with disadvantage. Special Properties Damage Type Strength 1d6 slashing Finesse, light 12 Curved Sword Cost 500 souls 8-,:'(0@>$(+2-:'4 Spend 4 Position after a successful attack, to make a second attack as a bonus action. Special Properties Damage Type Strength 1d8 slashing Finesse, light 11 Curved Sword Cost 550 souls 1)3,&0;#,/':01>3,: Spend 3 Position after killing an enemy to immediately make a free attack against a diierent enemy within 5 feet of you. If this attack kills the new enemy, you may spend 2 Position to make another attack against another enemy, and so on. Special Properties Damage Type Strength 1d8 slashing Finesse, light 12 Curved Sword Cost 500 souls 1'224>3,:0@>$(+2-:'4 Spend 3 Position after a successful attack, to make a second attack as a bonus action. Special Properties Damage Type Strength 1d8 slashing Finesse, light 12 Curved Sword Cost 600 souls
201 Equipment — ;#,/':0=,'-)4>3,:4 ;-,)9#40;#,/':0=,'-)4>3,: Spend 2 Position after a successful attack, to make a second attack as a bonus action. ee second attack is made at disadvantage Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 14 Curved Greatword Cost 650 souls !7$2'0=,'-)4>3,: Spend 5 Position after a successful attack, to make a second attack as a bonus action. ee second attack is made with advantage. Special Properties Damage Type Strength 1d10 slashing Finesse, two handed 16 Curved Greatword Cost 700 souls H-,-2:0;#,/':0=,'-)4>3,: Spend 3 Position after a successful attack to force your target to succeed on a Strength saving throw with a DC equivalent to your Strength, or be knocked prone if they’re of size Large or smaller. Special Properties Damage Type Strength 1d10 slashing Finesse, two handed 16 Curved Greatword Cost 725 souls C#,-?#&3 Spend 5 Position after a successful attack, to make a second attack as a bonus action. eis second attack deals an additional +1d3 slashing damage. Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 14 Curved Greatword Cost 650 souls M2:0832O0;#,/':01>3,: Spend 5 Position after making a successful attack to make a second attack as a bonus action. If the second attack is successful, you may move up to 15 feet away from your opponent without incurring any attacks of opportunity. Special Properties Damage Type Strength 1d10 slashing Finesse, two handed 16 Curved Greatword Cost 750 souls
202 Equipment — @9,#4)$(601>3,:4 ;,3>0L#$224 Spend 3 Position after killing an enemy creature to immediately make a ranged attack, dealing 1d4 piercing damage, to any enemy within 40 feet of you. Special Properties Damage Type Strength 1d8 piercing Finesse 10 erusting Sword Cost 650 souls ;,I4)-201-6'R40K-%$', Spend 1 Position to deal +1d4 damage on your next attack. Special Properties Damage Type Strength 1d6 piercing Finesse - erusting Sword Cost 600 souls !4)3* Spend 1 Position to deal +1d3 damage on your next attack. Special Properties Damage Type Strength 1d8 piercing Finesse - erusting Sword Cost 500 souls P,$)9I220K-%$', Spend 2 Position after a successful attack to reduce enemy’s AC by -2 on your next attack. Special Properties Damage Type Strength 1d10 piercing Finesse 12 erusting Sword Cost 650 souls K$*-,:R40K-%$', Spend 1 Position after a successful attack to move up to 10 feet away from your opponent without incurring any attacks of opportunity. Special Properties Damage Type Strength 1d8 piercing Finesse 11 erusting Sword Cost 550 souls
203 Equipment — E-)-(-4 K-%$', Spend 1 Position to deal +1d4 damage on your next attack. Special Properties Damage Type Strength 1d8 piercing Finesse 11 erusting Sword Cost 500 souls <2-*?0<2-:' Spend 3 Position to make your next attack with advantage if your target is bloodied. Special Properties Damage Type Strength 1d10 slashing Finesse, two handed 14 Katana Cost 700 souls <233:2#4) Spend 2 Position to make your next attack with advantage if your target is bloodied. Special Properties Damage Type Strength 1d10 slashing Finesse, two handed 14 Katana Cost 800 souls ;9-340<2-:' Spend 4 Position after making a successful attack to increase your AC for the next turn by +3. Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 11 Katana Cost 900 souls F-,?:,$O) Spend 4 Position after a successful attack to reduce your opponent’s AC by -3 until it is dead (one use per opponent). Special Properties Damage Type Strength 1d10 slashing Finesse, two handed 14 Katana Cost 750 souls
204 G,-I':0<2-:' Spend 2 Position after making a successful attack to reduce your target’s AC by -2 until the start of your next turn. Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 12 Katana Cost 800 souls M($?$,$0-(:05+-:-*9$ Spend 1 Position to make your next attack at advantage if your opponent is a demon. Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 12 Katana Cost 650 souls 5*9$6-)-(- Spend 5 Position after making a successful attack to increase your AC for the next turn by +3. Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 14 Katana Cost 650 souls 8-49$(60A32' Spend 3 Position after making a successful attack to increase your AC for the next turn by +1. Special Properties Damage Type Strength 1d8 slashing Finesse, two handed 12 Katana Cost 550 souls <-))2'0.7' Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d8 slashing Versatile (1d10) 11 Axe Cost 600 souls Equipment — .7'4
205 H-(:0.7' Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d6 slashing - - Axe Cost 450 souls F,-63(42-I',R40.7' Spend 4 Position after a successful attack to unleash a war cry. Your opponent must make a DC16 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d8 slashing 11 Axe Cost 800 souls <,$6-(:0.7' Spend 4 Position after a successful attack to unleash a war cry. Your opponent must make a DC16 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d8 slashing Versatile (1d10) 10 Axe Cost 650 souls C-(W1',%'()0H-)*9') Spend 4 Position after a successful attack to unleash a war cry. An enemy you choose within 20 feet must make a DC12 Wisdom saving throw or be stunned next turn. Special Properties Damage Type Strength 1d8 slashing - 13 Axe Cost 800 souls <#)*9',0E($O' Spend 3 Position after a successful attack to decrease your opponent’s AC by -3 on your next attack. Special Properties Damage Type Strength 1d6 slashing - 12 Axe Cost 150 souls !2'3(3,- Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC16 Wisdom save or be stunned for the next turn. Special Properties Damage Type Strength 1d10 slashing Versatile (1d12) 14 Axe Cost 500 souls
206 8$(6':0E($69)0@>$(0.7'4 Spend 1 Position to gain advantage on your next attack if your opponent is bloodied or reduced to less than half their starting Position. Special Properties Damage Type Strength 1d8 slashing Two-handed 14 Axe Cost 400 souls <2-*?0E($69)0=,'-)0.7' Spend 4 Position after a successful attack to unleash a war cry. Your opponent must make a DC18 Wisdom saving throw or be stunned until the end of their next turn. Special Properties Damage Type Strength 1d12 slashing Heavy, two handed 18 Great Axe Cost 1000 souls F'&3(R40=,'-)0.7' Spend 5 Position after killing an enemy to deal 1d8 Cre damage to all creatures within 20 feet of you. Special Properties Damage Type Strength 1d10 slashing Heavy, two handed 14 Great Axe Cost 850 souls Equipment — =,'-)0.7'4 @9,-220.7' Spend 1 Position after a successful attack to deal +2 damage. Special Properties Damage Type Strength 1d6 slashing - - Axe Cost 550 souls C$22>33:0<-))2'0.7' Spend 5 Position after a successful attack to unleash a war cry. Your opponent must make a DC18 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d8 slashing - 13 Axe Cost 750 souls
207 =,'-)0.7' Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d12 slashing Heavy, two handed 14 Great Axe Cost 800 souls F,-63(42-I',0=,'-)0.7' Spend 5 Position after killing an enemy to deal 1d10 force damage to all creatures within 10 feet of you. Special Properties Damage Type Strength 1d12 slashing Heavy, two handed 18 Great Axe Cost 950 souls =,'-)0C-*9')' Spend 3 Position after a successful attack to decrease your opponent’s AC by -3 on your next attack. Special Properties Damage Type Strength 1d10 slashing Heavy, two handed 15 Great Axe Cost 900 souls N93,&R40=,'-)0C-*9')' Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom save or be stunned for the next turn. Special Properties Damage Type Strength 1d10 slashing Heavy, two handed 16 Great Axe Cost 900 souls !-,)901''?', Spend 5 Position after killing an enemy to trigger three tremors within 30 feet of you, each centred on a single point. All creatures within 5 feet of these points must succeed on a DC16 Dexterity saving throw or be knocked prone. Special Properties Damage Type Strength 1d10 slashing Heavy, two handed 15 Great Axe Cost 850 souls
208 ;2#+ Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC12 Wisdom save or be stunned for the next turn. Special Properties Damage Type Strength 1d4 bludgeoning Light - Hammer Cost 50 souls H'I4'20A$*? Spend 3 Position after a successful attack to gain advantage on your next spell attack. Special Properties Damage Type Strength 1d4 piercing - 10 Hammer Cost 400 souls <2-*?4&$)90H-&&', Spend 2 Position after a successful attack to increase your AC by +2 for the next turn. Special Properties Damage Type Strength 1d4 bludgeoning - 12 Hammer Cost 550 souls C-*' Spend 2 Position after a successful attack to increase your AC by +2 for the next turn. Special Properties Damage Type Strength 1d6 bludgeoning - - Hammer Cost 150 souls F,-(60H-&&', Spend 2 Position after a successful attack to deal +3 damage. Special Properties Damage Type Strength 1d6 bludgeoning Two Handed 12 Hammer Cost 450 souls Equipment — H-&&',4
209 K'$(O3,*':0;2#+ Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom save or be stunned for the next turn. Special Properties Damage Type Strength 1d6 bludgeoning Light - Hammer Cost 100 souls C3,($(601)-, Spend 2 Position after a successful attack to increase your AC by +2 for the next turn. Special Properties Damage Type Strength 1d8 piercing - 12 Hammer Cost 400 souls 8-,%$*? Spend 2 Position after making a successful attack to switch positions with your target. Special Properties Damage Type Strength 1d6 piercing - 13 Hammer Cost 500 souls Equipment — =,'-)0H-&&',4 F,-63(0@33)9 Spend 3 Position after a successful attack to increase your AC by +4 for the next turn. Special Properties Damage Type Strength 1d10 bludgeoning Heavy, two-handed 14 Great Hammer Cost 900 souls =-,63I2'0G2-&'0H-&&', Spend 5 Position after a successful attack to unleash a cone of Cre 15 feet in length from your position All creatures caught in the cone suier 1d8 Cre damage, or half damage if they succeed on a DC15 Dexterity saving throw. Special Properties Damage Type Strength 1d8 bludgeoning Heavy, two-handed 15 Great Hammer Cost 600 souls
210 =,'-)0C-*' Spend 2 Position after a successful attack to increase your AC by +3 for the next turn. Special Properties Damage Type Strength 1d10 bludgeoning Heavy, two-handed 16 Great Hammer Cost 550 souls =,'-)0833:'(0H-&&', Spend 3 Position after a successful attack to deal +1 damage and knock your opponent back 5 feet directly away from you. Special Properties Damage Type Strength 1d6 bludgeoning - 12 Great Hammer Cost 650 souls J':3R40=,'-)0H-&&', Spend 3 Position to deal +1d6 piercing damage on your next attack. Special Properties Damage Type Strength 1d10 bludgeoning Heavy, two-handed 16 Great Hammer Cost 850 souls C3,('R40=,'-)0H-&&', Spend 3 Position after a successful attack to increase your AC by +4 for the next turn. Special Properties Damage Type Strength 1d12 bludgeoning Heavy, two-handed 18 Great Hammer Cost 750 souls J-,6'0;2#+ Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC13 Wisdom save or be stunned for the next turn. Special Properties Damage Type Strength 1d8 bludgeoning Two-handed 12 Great Hammer Cost 400 souls =,'-)0;2#+ Spend 2 Position after a successful attack to unleash a war cry. Your opponent must make a DC15 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d8 bludgeoning Two-handed 10 Hammer Cost 450 souls
211 1&3#69R40=,'-)0H-&&', Spend 4 Position after a successful attack to increase your AC by +6 until the end of your next turn. Special Properties Damage Type Strength 1d12 bludgeoning Heavy, two-handed 15 Great Hammer Cost 1100 souls 1%$?':0C-*' Spend 2 Position after a successful attack to deal +3 damage. Special Properties Damage Type Strength 1d10 piercing Heavy, two-handed 16 Great Hammer Cost 650 souls V3,:)R40=,'-)0H-&&', Spend 3 Position after a successful attack to increase your AC by +4 for the next turn. Special Properties Damage Type Strength 1d10 piercing Heavy, two-handed 16 Great Hammer Cost 800 souls A$*?-7' Spend 2 Position after you’ve taken damage to switch places with your attacker. Special Properties Damage Type Strength 1d8 piercing - 14 Great Hammer Cost 450 souls M2:0E$(6R40=,'-)0H-&&', Spend 5 Position after making a successful attack to unleash a cone of Cre 10 feet in length from your position. All creatures caught in the cone suier 1d10 Cre damage, or half damage if they succeed on a DC16 Dexterity saving throw. Special Properties Damage Type Strength 1d12 bludgeoning Heavy, two-handed 17 Great Hammer Cost 1200 souls L#-?'4)3('0H-&&', Spend 4 Position to force all creatures of Large size or smaller within 15 feet of you to make a DC12 Dexterity saving throw or be knocked prone. Special Properties Damage Type Strength 1d10 bludgeoning Heavy, two-handed 15 Great Hammer Cost 900 souls
212 Equipment — 1%'-,40-(:0A$?'4 F,-63(42-I',01%'-, Spend 5 Position after killing an enemy to deal 1d10 force damage to all enemies within 10 feet of you. Special Properties Damage Type Strength 1d8 piercing erown (range 20/60), versatile (1d10) 14 Spears and Pikes Cost 450 souls G3223>',0S-/'2$( Spend 2 Position after a successful ranged attack to deal +1d4 Cre damage. Special Properties Damage Type Strength 1d6 piercing erown (range 30/90) 12 Spears and Pikes Cost 400 souls .,4)3,R401%'-, Spend 2 Position after a successful attack to reduce your opponent’s AC by -2 on your next attack. Special Properties Damage Type Strength 1d8 piercing erown (range 20/60), versatile (1d10) 14 Spears and Pikes Cost 500 souls F,-63(42-I',01>3,:4%'-, Spend 5 Position after killing an enemy to deal 1d10 force damage to all enemies within 10 feet of you. Special Properties Damage Type Strength 1d10 slashing erown (range 20/60) 15 Spears and Pikes Cost 650 souls F,-(60@>$(4%'-,4 Spend 3 Position when unengaged to move up to 30 feet towards an enemy and gain advantage on your Crst attack against it. Special Properties Damage Type Strength 1d8 piercing erown (range 20/60), two-handed 14 Spears and Pikes Cost 600 souls
213 G3#,WA,3(6':0A23> Spend 3 Position when unengaged to move up to 30 feet towards an enemy and gain advantage on your Crst attack against it. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60), versatile (1d8) 14 Spears and Pikes Cost 500 souls =-,63I2'0G2-&'01%'-, Spend 4 Position when unengaged to move up to 15 feet towards an enemy and deal +1d6 Cre damage on your Crst attack against it. Special Properties Damage Type Strength 1d6 piercing Heavy, two-handed 14 Spears and Pikes Cost 500 souls =,'-)2-(*' Spend 4 Position when unengaged to move up to 30 feet towards an enemy and deal+1d6 damage on your Crst attack against it. Special Properties Damage Type Strength 1d12 piercing Reach 16 Spears and Pikes Cost 850 souls J3)9,$*0E($69)0J3(601%'-, Spend 3 Position when unengaged to move up to 30 feet towards an enemy and deal +1d4 damage on your Crst attack against it. Special Properties Damage Type Strength 1d8 piercing erown (range 20/60), versatile (1d6) 14 Spears and Pikes Cost 600 souls J3)9,$*08-,0<-((', Spend 3 Position after a successful attack to raise the war banner. All friendly creatures within 15 feet gain advantage on their next attack. Special Properties Damage Type Strength 1d6 piercing Versatile (1d8) 14 Spears and Pikes Cost 450 souls =32:'(0K$)#-201%'-, Spend 3 Position after a successful attack to gain advantage on your next magical attack made using a sorcery spell. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60), versatile (1d8) 10 Spears and Pikes Cost 450 souls
214 A-,)$Y-( Spend 3 Position to deal +1d4 bludgeoning damage on your next successful attack. Your opponent must make a DC10 Dexterity saving throw or be knocked prone. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60) 12 Spears and Pikes Cost 550 souls K3))'(0=9,#01%'-, Spend 2 Position to deal +1d4 poison damage on your next attack. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60) 12 Spears and Pikes Cost 400 souls 132:',$(60P,3( Spend 2 Position after a successful attack to deal an additional 1d4 Cre damage to your target. Special Properties Damage Type Strength 1d4 Cre - 11 Spears and Pikes Cost 300 souls 1-$()0<$:'() Spend 2 Position when unengaged to move up to 30 feet towards an enemy . Special Properties Damage Type Strength 1d6 piercing erown (range 20/60), versatile (1d8) 12 Spears and Pikes Cost 550 souls A$?' Spend 3 Position when unengaged to move up to 30 feet towards an enemy and gain advantage on your Crst attack against it. Special Properties Damage Type Strength 1d10 piercing Heavy, reach, two-handed 14 Spears and Pikes Cost 750 souls K$(6':0E($69)01%'-, Spend 2 Position each time you are hit by a melee attack until the start of your turn, you regain 1 position. Special Properties Damage Type Strength 1d8 piercing erown (range 20/60), versatile (1d8) 14 Spears and Pikes Cost 550 souls
215 Equipment — H-2+',:4 1%'-, Spend 2 Position after a successful attack to reduce enemy’s AC by -2 on your next attack. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60), versatile (1d8) - Spears and Pikes Cost 500 souls 8$(6':01%'-, Spend 5 Position when unengaged to move up to 20 feet towards an enemy and gain advantage on your Crst attack against it. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60), versatile (1d8) - Spears and Pikes Cost 550 souls N3,49?-R401%'-, Spend 4 Position after taking damage from an enemy attack to increase the AC of any friendly creature within 15 ft by +2 until the start of your next turn. Special Properties Damage Type Strength 1d6 piercing erown (range 20/60), versatile (1d8) 12 Spears and Pikes Cost 400 souls @-$2+3('01%'-, Spend 3 Position after a successful attack to deal an additional 1d8 lightning damage to your target. Special Properties Damage Type Strength 1d8 piercing erown (range 20/60), versatile (1d10) 14 Spears and Pikes Cost 500 souls <2-*?0E($69)0=2-$/' Spend 3 Position to deal +1d6 bludgeoning damage on your next attack. Your opponent must make a DC12 Dexterity saving throw or be knocked prone if they are of Medium size or smaller. Special Properties Damage Type Strength 1d12 slashing Heavy, reach, two-handed 16 Halberd Cost 1000 souls
216 ;,'4*'()0.7' Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC13 Wisdom saving throw or be stunned for the next turn. Special Properties Damage Type Strength 1d8 slashing - 14 Halberd Cost 700 souls ;,#*$O$703O0)9'0C-:0E$(6 Spend 3 Position after a successful attack to roar into your enemy’s face. eey must make a DC15 Wisdom saving throw or be knocked prone. Special Properties Damage Type Strength 1d8 slashing Heavy, reach, two-handed 13 Halberd Cost 750 souls P&&32-)$3(0@$(:', Spend 5 Position after a successful attack to shoot a burst of dame at an enemy within 15 feet of you. eis deals 2d8 Cre damage, or half damage if they succeed on a DC12 Dexterity saving throw. Special Properties Damage Type Strength 1d8 piercing Heavy, reach, two-handed 12 Halberd Cost 800 souls =#(:I,R40H-2+',: Spend 4 Position when no hostile creatures within 10ft of you to move up to 30 feet towards an enemy and drive them back 10 feet in a direction of your choice. Special Properties Damage Type Strength 1d10 slashing Heavy, reach, two-handed 14 Halberd Cost 900 souls =2-$/' Spend 4 Position to deal +1d6 bludgeoning damage on your next attack. Your opponent must make a DC14 Dexterity save or be knocked prone if they are of Large size or smaller. Special Properties Damage Type Strength 1d12 slashing Heavy, reach, two-handed 16 Halberd Cost 1100 souls H-2+',: Spend 4 Position when unengaged to move up to 30 feet towards an enemy and deal +1d6 damage on your Crst attack against it. Special Properties Damage Type Strength 1d10 slashing Heavy, reach, two-handed 12 Halberd Cost 850 souls
217 8$(6':0E($69)0H-2+',: Spend 3 Position to gain advantage on your next attack and deal +1d8 damage if your opponent is bloodied. Special Properties Damage Type Strength 1d10 slashing Heavy, reach, two-handed 14 Halberd Cost 750 souls 1%2$)2'-O0=,'-)4>3,: Spend 4 Position if engaged with multiple enemies to deliver a free bonus attack to an enemy adjacent to you. Special Properties Damage Type Strength 1d10 slashing Heavy 15 Halberd Cost 800 souls K':0H$2)':0H-2+',: Spend 3 Position after a successful attack to increase your AC by +4 until the end of your next turn. Special Properties Damage Type Strength 1d10 slashing Heavy, reach, two-handed 14 Halberd Cost 900 souls J#*',(' Spend 3 Position to deal +1d4 bludgeoning damage on your next attack. Your opponent must make a DC10 Dexterity saving thrown or be knocked prone. Special Properties Damage Type Strength 1d10 slashing Heavy, reach, two-handed 14 Halberd Cost 900 souls Equipment — 1*I)9'4 G,$':'R40=,'-)01*I)9' Spend 5 damage upon a Critical hit to deliver a free bonus attack. Special Properties Damage Type Strength 1d8 slashing - 12 Scythe Cost 500 souls
218 A3()$OO0E($69)0=,'-)01*I)9' Spend 3 damage upon a successful attack to deal +1d6 cold damage. Special Properties Damage Type Strength 1d6 slashing - 10 Scythe Cost 450 souls T3)*9':089$% Spend 2 Position after a successful attack to reduce your opponent’s AC by -3 until the start of your next turn. Special Properties Damage Type Strength 1d6 slashing Finesse, reach - Whip Cost 350 souls K34'03O0.,$-(:'2 Spend 1d6 Position after a successful attack to deal that much damage to an enemy creature within 10 feet of you. Special Properties Damage Type Strength 1d6 slashing Finesse, reach - Whip Cost 400 souls Equipment — 89$%4 =,'-)01*I)9' Spend 3 Position upon a Critical hit to triple your damage. Special Properties Damage Type Strength 1d8 slashing - 10 Scythe Cost 650 souls =,'-)0;3,/$-(01*I)9' Spend 4 Position upon a Critical hit to triple your damage. Special Properties Damage Type Strength 1d6 slashing - - Scythe Cost 450 souls
219 1%3))':089$% Spend 3 Position after a successful attack to reduce your opponent’s AC by -4 until the start of your next turn. Special Properties Damage Type Strength 1d8 slashing Finesse, reach - Whip Cost 450 souls 89$% Spend 2 Position after a successful attack to reduce your opponent’s AC by -3 until the start of your next turn. Special Properties Damage Type Strength 1d4 slashing Finesse, reach 14 Whip Cost 300 souls ;-'4)#4 Spend 2 Position after a successful attack to increase your AC by +2 until the end of your next turn. Special Properties Damage Type Strength 1d4 bludgeoning - - Fist & Claws Cost 300 souls ;2-> Spend 3 Position after a successful attack to deal +2 damage and knock your opponent back 5 feet directly away from you. Special Properties Damage Type Strength 1d4 slashing - - Fist & Claws Cost 350 souls ;,3>0@-23(4 Spend 5 Position after a successful attack to make a second free attack . Special Properties Damage Type Strength 1d6 slashing - - Fist & Claws Cost 400 souls Equipment — G$4)0-(:0;2->4
220 F-,?0H-(: As a reaction after making a successful attack to restore Position to a friendly creature within 10 feet, equal to the necrotic damage the Dark Hand dealt. Special Properties Damage Type Strength 1d4 nectroic - - Fist & Claws Cost 350 souls F'&3(R40G$4) Spend 3 Position after a successful attack to deal +1d4 Cre damage to your opponent and move 5 feet in a direction of your choice without incurring an opportunity attack. Special Properties Damage Type Strength 1d6 Cre - - Fist & Claws Cost 400 souls C-($?$(0;2->4 Spend 1 Position after a successful attack to move 5 feet in any direction. Special Properties Damage Type Strength 1d4 piercing - - Fist & Claws Cost 300 souls <2-*?0<3>03O0A9-,$4 Spend 4 Position after making a successful attack to make a second free attack. Should this also be successful, you may then spend 2 Position to make a Cnal free attack. Special Properties Damage Type Strength 1d4 piercing Ammunition (range 80/320), two-handed 11 Bow Cost 450 souls ;3&%34$)'0<3> Spend 3 Position after killing an enemy with a ranged attack to make a second free ranged attack. Special Properties Damage Type Strength 1d6 piercing Ammunition (range 120/480), two-handed 10 Bow Cost 500 souls Equipment — <3>4
221 193,)0<3> Spend 3 Position after killing an enemy with a ranged attack to make a second free ranged attack. Special Properties Damage Type Strength 1d6 piercing Ammunition (range 80/320), two-handed 11 Bow Cost 450 souls F-,?&33(0J3(6+3> Spend 2 Position after a successful attack to reduce your target’s AC by -2 until the start of your next turn. Special Properties Damage Type Strength 1d6 piercing Ammunition (range 80/320), two-handed 12 Bow Cost 250 souls J3(6+3> Spend 3 Position after a successful attack to reduce your target’s AC by -3 until the start of your next turn. Special Properties Damage Type Strength 1d8 piercing Ammunition (range 150/600), heavy, two-handed 12 Bow Cost 550 souls 89$)'0<$,*90<3> Spend 2 Position when making a ranged attack to reduce your target’s cover by one step (so, if your target has partial cover, it counts as having none; if it has full, it counts as having partial and so on). Special Properties Damage Type Strength 1d8 piercing Ammunition (range 150/600), heavy, two-handed 12 Bow Cost 550 souls F,-63(,$:',0<3> Spend 3 Position after a successful attack to reduce your target’s AC by -3 until the start of your next turn. Special Properties Damage Type Strength 1d10 piercing Ammunition (range 150/600), heavy, two-handed 13 Bow Cost 650 souls
222 F,-63(42-I',0=,'-)0<3> Spend 3 Position after making a successful ranged attack to make a second ranged attack against a second enemy within 15 feet of, and in a straight line from, the original target, dealing 1d6 piercing damage. Special Properties Damage Type Strength 1d12 piercing Ammunition (range 150/600), heavy, two-handed 15 Great Bow Cost 900 souls M($42-I',0=,'-)0<3> Spend 4 Position after making a successful ranged attack to make a second ranged attack against a second enemy within 15 feet of, and in a straight line from, the original target, dealing 1d6 piercing damage. Special Properties Damage Type Strength 1d10 piercing Ammunition (range 150/600), heavy, two-handed 15 Great Bow Cost 800 souls .,+-2'4) Spend 3 Position as a bonus action in melee combat to knock your opponent back 15 feet from you. Special Properties Damage Type Strength 1d12 piercing Ammunition (range 100/400), heavy, loading, two-handed 14 Crossbow Cost 1000 souls C$22>33:0=,'-)+3> Spend 5 Position after making a successful ranged attack to deal 1d6 force damage to all enemies within 10 feet of the original target. Special Properties Damage Type Strength 1d12 piercing Ammunition (range 150/600), heavy, two-handed 16 Great Bow Cost 1000 souls Equipment — =,'-)0<3>4 Equipment — ;,344+3>4
223 J$69)0;,344+3> Spend 4 Position as a bonus action in melee combat to knock your opponent back 15 feet from you. Special Properties Damage Type Strength 1d8 piercing Ammunition (range 80/320), loading, two-handed - Crossbow Cost 800 souls H'-/I0;,344+3> Spend 3 Position as a bonus action in melee combat to knock your opponent back 15 feet from you. Special Properties Damage Type Strength 1d10 piercing Ammunition (range 100/400), heavy, loading, two-handed 12 Crossbow Cost 750 souls 1($%',0;,344+3> Spend 3 Position as a bonus action in melee combat to knock your opponent back 15 feet from you. Special Properties Damage Type Strength 1d10 piercing Ammunition (range 125/500), heavy, loading, two-handed 11 Crossbow Cost 800 souls E($69)R40;,344+3> Spend 4 Position as a bonus action in melee combat to knock your opponent back 15 feet from you. Special Properties Damage Type Strength 1d4 piercing Ammunition (range 100/400), heavy, loading, two-handed - Crossbow Cost 400 souls ./'2I( Spend 2 Position after a successful attack to make a second free attack, against the same target. Should this be successful, you may spend an additional Position to make a Cnal free attack. Each additional attack deals 1d6 piercing damage. Special Properties Damage Type Strength 1d6 piercing Ammunition (range 80/320), loading, two-handed - Crossbow Cost 550 souls K'%'-)$(60;,344+3> Spend 3 Position after making a successful attack to make a second free attack. Should this be successful, you may spend an additional 2 Position to make a Cnal free attack. Each additional attack deals 1d4 piercing damage. Special Properties Damage Type Strength 1d6 piercing Ammunition (range 80/320), loading, two-handed - Crossbow Cost 550 souls
224 Equipment — 1)-/'4 PY-2$)901)-OO Spend 2 Position to deal +1d4 damage on your next spell attack. Special Properties Damage Type Strength 1d10 bludgeoning Versatile (1d12) - Stave Cost 450 souls C-(W=,#+R401)-OO Spend 2 Position after a successful spell attack to raise your AC by +2 for one turn. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 250 souls .,*9:'-*3(0=,'-)01)-OO Spend 3 Position after failing a spell attack roll to gain advantage on your next attack. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 300 souls H',')$*R401)-OO Spend 3 Position to deal an extra +1d6 damage on your next successful spell attack. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 250 souls ;3#,)013,*',',R401)-OO Spend 3 Position to deal +1d8 damage on your next spell attack. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 300 souls
225 13,*',',R401)-OO Spend 2 Position to deal +1d4 damage on your next spell attack. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 200 souls C'(:$*-()R401)-OO Spend 1 Position to add +2 to your spell attack bonus until the beginning of your next turn. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 350 souls C#,?I0J3(64)-OO Spend 2 Position after a successful spell attack to render your target vulnerable to necrotic damage for one turn. Special Properties Damage Type Strength 1d8 bludgeoning Versatile (1d10) - Stave Cost 400 souls 1-6'R40;,I4)-201)-OO Spend 3 Position after a successful spell attack to reduce your target’s AC by -2 against spell attacks for one turn. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 250 souls A,'-*9',R40K$69)0.,& Spend 2 Position after a successful spell attack to deal +1d6 piercing damage on your next melee attack. Special Properties Damage Type Strength 1d8 bludgeoning Versatile (1d10) 12 Stave Cost 300 souls 1)3,I)'22',R401)-OO Spend 3 Position gain advantage on your next spell saving throw. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 300 souls
226 8$)*9),''0<,-(*9 Spend 3 Position to gain advantage on your next spell attack roll. Special Properties Damage Type Strength 1d6 bludgeoning Versatile (1d8) - Stave Cost 300 souls Equipment — ;9$&'4B0G2-&'40-(:0@-2$4&-(4 ;2',$*R401-*,':0;9$&' Spend 1 Position to restore 5 Position to one friendly creature adjacent to you. Special Properties Damage Type Strength 1d4 bludgeoning Light - Chime Cost 250 souls ;-$)9-R40;9$&' Spend 4 Position to restore 10 Position to three friendly creatures within 5 feet of you. Special Properties Damage Type Strength 1d6 bludgeoning Light - Chime Cost 300 souls ;,I4)-20;9$&' Spend 3 Position to restore 10 Position to two friendly creatures within 10 feet of you. Special Properties Damage Type Strength 1d6 bludgeoning Light - Chime Cost 400 souls A,$'4)R40;9$&' Spend 2 Position to restore 8 Position to one friendly creature within 10 feet of you. Special Properties Damage Type Strength 1d4 bludgeoning Light - Chime Cost 300 souls
227 AI,3&-(*',D40G2-&' Spend 1 Position after a successful melee attack to deal +1d4 Cre damage. Special Properties Damage Type Strength - Light - Flame Cost 250 souls AI,3&-(*',R40A-,)$(60G2-&' Spend 4 Position after killing an enemy with a spell attack to restore one dose to your Estus Flask. Special Properties Damage Type Strength 1d6 bludgeoning Light - Flame Cost 450 souls ;-(/-40@-2$4&-( Spend 1 Position when casting a spell that requires concentration to prevent your concentration being broken by a ranged attack. Special Properties Damage Type Strength 1d4 bludgeoning Light - Talisman Cost 300 souls 1-*,':0;9$&'03O0G$2$-(3,' Spend 3 Position to restore 10 Position to two friendly creatures within 10 feet of you. Special Properties Damage Type Strength 1d8 bludgeoning Light - Chime Cost 550 souls 1-$()W),''0<'22/$(' Spend 3 Position to restore 8 Position to two friendly creatures within 10 feet of you. Special Properties Damage Type Strength 1d4 bludgeoning Light - Chime Cost 350 souls N3,49?-R40;9$&' Spend 3 Position to restore 8 Position to two friendly creatures within 20 feet of you. Special Properties Damage Type Strength 1d6 bludgeoning Light - Chime Cost 300 souls
228 1-$()R40@-2$4&-( Spend 2 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee or ranged attack. Special Properties Damage Type Strength 1d4 bludgeoning Light - Talisman Cost 400 souls 1#(2$69)0@-2$4&-( Spend 3 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee, ranged or spell attack. Special Properties Damage Type Strength 1d4 bludgeoning Light - Talisman Cost 400 souls 1#(2'440@-2$4&-( Spend 2 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee or ranged attack. Special Properties Damage Type Strength 1d6 bludgeoning Light - Talisman Cost 450 souls @-2$4&-( Spend 1 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee attack. Special Properties Damage Type Strength 1d4 bludgeoning Light - Talisman Cost 300 souls 89$)'0H-$,0@-2$4&-( Spend 1 Position after a successful melee attack to deal +1d4 Cre damage. Special Properties Damage Type Strength 1d6 bludgeoning Light - Talisman Cost 350 souls
229
230 Magically enchanted, rings are commonly used by those dispatched on quests to oier additional aid, bolstering their fortitude, their resolve, and their physical prowess. Against those forces arrayed before you, any help at all is valuable. ee eiects provided a ring is passive and always applies, unless otherwise noted. A player character can, as noted in the Encumbrance rules on page 150, only wear two rings at any one time. Equipment — K$(64
231 .49'(0!4)#40K$(6 Increase capacity of your Estus Flask by two doses. ECect Cost 900 souls <'223>$(60F,-63(*,'4)0K$(6 Increase the damage of your spell attacks by +3. ECect Cost 1500 souls <2#'0@'-,4)3('0K$(6 When an enemy is bloodied, they indict -2 damage with each successful attack. ECect Cost 1250 souls ;-,)9#40C$2?,$(6 Gain advantage on all Dexterity saves to avoid a trap. ECect Cost 800 souls ;-,)9#40<233:,$(6 Gain advantage on all Dexterity saves to avoid a ranged attack. ECect Cost 1000 souls .2:,$*9R40K#+I If an enemy creature rolls a Critical hit against you, you may reduce it to a normal attack. eis eiect can only be used once per Long rest. ECect Cost 1000 souls ;923,-()9I0K$(6 ECect +1 Constitution. Cost 700 souls ;9$22+$)'0K$(6 Reduce all cold damage you receive by -2. ECect Cost 750 souls ;3/')3#40=32:01',%'()0K$(6 Gain +20 souls whenever you earn souls. ECect Cost 650 souls ;3/')3#401$2/',01',%'()0K$(6 Gain +10 souls whenever you earn souls. ECect Cost 450 souls F-,?&33(0K$(6 Increase your spell attunement slots by +3. ECect Cost 3000 souls F''%0K$(6 Increase your spell attunement slots by +2. ECect Cost 2000 souls
232 !4)#40K$(6 Increase capacity of your Estus Flask by one dose. ECect Cost 800 souls G2-&'01)3('%2-)'0K$(6 Reduce all Cre damage you receive by -2. ECect Cost 1000 souls G2'49+$)'0K$(6 Reduce all cold and poison damage you receive by -1. ECect Cost 750 souls =,'-)01>-&%0K$(6 Increase any Cre damage you indict by +2. ECect Cost 1000 souls G$,'0;2#)*90K$(6 Increase any Cre damage you indict by +2. ECect Cost 1000 souls H-/'2R40K$(6 Increase your maximum encumbrance slots by +1. ECect Cost 700 souls E($69)R40K$(6 ECect +1 Strength. Cost 1200 souls H#()',R40K$(6 ECect +1 Dexterity. Cost 1200 souls J'30K$(6 Increase any piercing damage you indict by +2. ECect Cost 1500 souls H->?0K$(6 Increase the maximum range of a ranged weapon by 20 feet. ECect Cost 1200 souls H3,(')0K$(6 When you roll a Critical hit, triple the damage you deal instead of doubling it. ECect Cost 2000 souls F#4?0;,3>(0K$(6 Reduce the Position cost of a spell by -1. ECect Cost 1250 souls
233 J$O'0K$(6 Increase your base Position by +2. ECect Cost 700 souls C-6$*01)3('%2-)'0K$(6 Reduce all damage you receive from spell attacks by -2. ECect Cost 1000 souls C3,('R40K$(6 Increase any force damage you indict by +2. ECect Cost 1000 souls J$69)($(60;2#)*90K$(6 Increase any lightning damage you indict by +2. ECect Cost 1000 souls A3$43(+$)'0K$(6 Gain advantage on all saving throws against being poisoned. ECect Cost 800 souls A,$'4)'440K$(6 ECect +1 Wisdom. Cost 1200 souls K':0@'-,4)3('0K$(6 When an enemy is bloodied, you indict +2 damage with each successful attack. ECect Cost 1000 souls A3()$OOR40K$69)0!I' If you hit an enemy with three successful attacks in three turns, your third attack deals +1d12 damage. ECect Cost 900 souls A3()$OOR40J'O)0!I' If you hit an enemy with three successful attacks in three turns, regain +1 Position. ECect Cost 850 souls M+4*#,$(60K$(6 You gain advantage on any checks related to hiding. ECect Cost 1300 souls K$(603O0G-/3, Increase your Position by +1 at the start of every combat. ECect Cost 800 souls K$(603O01-*,$O$*' You do not lose any souls when you die. You do not need to roll on the hollowing eiects table when you respawn. eis eiect only works once. ECect Cost 3000 souls
234 K$(603O01)''20A,3)'*)$3( Reduce all damage you receive from melee and ranged attacks by -2. ECect Cost 900 souls K$(603O0)9'01#(R40G$,4)0<3,( Increase any force damage you indict by +3. ECect Cost 1500 souls K$(603O0)9'0!/$20!I' When you kill an enemy, regain +1 Position. ECect Cost 1500 souls @9#(:',01)3('%2-)'0K$(6 Reduce all lightning damage you receive by -2. ECect Cost 1000 souls 1%'*?2':01)3('%2-)'0K$(6 Reduce all lightning and Cre damage you receive by -1. ECect Cost 750 souls 1*932-,0K$(6 ECect +1 Intelligence. Cost 1200 souls 1-$()R40K$(6 Increase your spell attunement slots by +1. ECect Cost 1000 souls 1$2/',*-)0K$(6 ECect Reduce any falling damage by half. Cost 1200 souls 12#&+',$(60F,-63(*,'4)0K$(6 You gain advantage on all Stealth checks. ECect Cost 1500 souls 8$)*9R40K$(6 Increase any Cre damage you indict by +3. ECect Cost 1500 souls 832O0K$(6 Gain advantage on +2 Dexterity saving throws per day. ECect Cost 1400 souls 5(),#'089$)'0K$(6 You appear to be a white phantom at all times (see page 264 for more on white phantoms). ECect Cost 750 souls N3#(60F,-63(0K$(6 Increase the damage of your spell attacks by +2. ECect Cost 1000 souls
235 Equipment — 13#24 While player characters are most likely to gain souls from killing the many enemies besetting them on all sides, they can be found in other places too. Searching locations can often reveal the souls of others who came before, seeking something from the darkness it could not provide. Now all that remains of them is the fragments available to the player characters—their souls. eese can be used to buy new items, or to contribute towards a player character levelling up exactly as though they were earned by killing a monster. When Souls are found, they are split between characters as evenly as possible. Soul Value Fading Soul Soul of a Seasoned Warrior Large Soul of a Proud Paladin Large Soul of a Crestfallen Knight Soul of a Proud Paladin Large Soul of Weary Warrior Soul of a Nameless Soldier Soul of a Great Champion Soul of a Deserted Corpse Soul of a Weary Warrior Sovereignless Soul Soul of a Venerable Old Hand Soul of an Unknown Traveller Soul of a Crestfallen Knight Large Soul of an Intrepid Hero Large Soul of a Deserted Corpse Large Soul of a Seasoned Warrior Soul of an Intrepid Hero Soul of a Champion Large Soul of an Unknown Traveller Soul of an Old Hand Large Soul of a Nameless Soldier 50 souls 5000 souls 1000 souls 20000 souls 500 souls 8000 souls 2000 souls 50000 souls 200 souls 5000 souls 2000 souls 20000 souls 800 souls 10000 souls 2500 souls 400 souls 7500 souls 2000 souls 25000 souls 1000 souls 12500 souls 3000 souls Soul Name
236
237 s the Gamemaster, or GM, you have the most important, the most fun, and the most diCcult job in any roleplaying game. You shape the world for the players and show them it to them, guiding them through its darkness. You’re the characters they meet, the enemies they rght; you gauge how diCcult a task is and work with them to determine both if they succeed, and what happens next. Kindling the Flame: A GM’s Guide to Running DARK SOULS: The Roleplaying Game If a roleplaying game is a piece of music, you’re the conductor, and this chapter is for you. It’s written with the intention of assisting you in running DARK SOULS: Ce Roleplaying Game, of helping you craft new adventures in the lands of Lothric and beyond, of working with the esoteric lore of DARK SOULS to ensure your players’ experience is as mysterious and engaging as possible, and, rnally, giving you optional rules to ensure your games truly capture the feeling of playing the video game! Kindle the eames, friend. We have much to discuss.
238 In most tabletop roleplaying games, the GM’s role is somewhere between an administrator of the rules, and a facilitator of the players getting to be cool. de GM is dernitely not an antagonistic position; you aren’t against the players or their characters. de aim is to create and tell an engaging, fascinating story, in which the player characters are the principal characters. Of course, things should be challenging—every story requires its moments of coneict and struggle—but the expectation is, the player characters are going to survive. deir deaths, should they come, will be heroic. DARK SOULS doesn’t work that way. de most identirable single image of the DARK SOULS video game series is a screen across which the words YOU DIED eoat eerily. DARK SOULS is about diCculty; about being challenged. dis makes things a bit more diCcult for you—the GM. You need to be constantly placing the players under pressure, hitting them with combat encounters, puzzles, fragments of lore they scarcely understand. But, at the same time, it’s vital to remember this one fact: You are not the enemy! Being the GM, even in a tough, relentless game like DARK SOULS: Ce Roleplaying Game, is not about wanting your player characters to lose. It’s not about wanting to beat them. It’s about creating the DARK SOULS experience you all most enjoy. So, while the game is designed to be dark and diCcult, you can tweak things however you need to suit your tastes and the tastes of your players. de rules in this book are as much guidelines as they are laws you must follow; ensure they work for you. If you’re an experienced GM, this is all likely to be stui you’ve read before, but it does bear repeating. dis game can be a tough, relentless grind through the darkness, or it can focus on exploring, on rnding lore, on wandering the ruins of Lothric and on meeting its remaining denizens. Yes, this is the world of DARK SOULS, but it’s now your world, and your game. Make it work for you, in the way you and your players want. Work together to make the game be precisely what you need it to be. Kindling the Flame — Running a DARK SOULS Game
239 A Note on Tabletop Safety & Consent DARK SOULS: Ce Roleplaying Game is focused on telling stories of failure, of noble dooms, futile quests and of kingdoms fallen into ruin. dere is hope, of course, and courage, but horror and gloom are prevailing themes. dere’s also a lot of violence. When playing a tabletop RPG, the focus is on fun, so we recommend sitting down with your roleplaying group and establishing what kind of game you want to play, and, vitally, if there’s any content any of the group is uncomfortable with. You, as a GM, can also give some idea of the content you might touch on—especially useful for any players who might not be familiar the bleakness at the heart of DARK SOULS. We also recommend the use of the X-card, an RPG safety tool designed by John Stavropoulos and published under the Creative Commons Attribution license. de X-card is a means by which players confronted by material they rnd upsetting can quickly and safely ask that the game continue, but that such content is considered for removal from the game. More resources can be found using the QR code below: dere are many other excellent resources out there to ensure everyone at your table has fun. As a rnal note, it might well be that you don’t feel this information is necessary for you, or for those gaming with you. If that’s the case, great! We’ve provided it anyway because we think it’s valuable and important, and the conversation with your players can be equally valuable. Gaming is about the most fun thing you can do, in our opinion, and anything that promotes and supports this is a good thing. This game is yours; it’s yours to do what you want with. Yes, the DARK SOULS video games are infamous for their diCculty, for their tactical depth, but you don’t have to approach this game in the same way. As a result, there are certain rules that are particularly brutal and unforgiving. dis may not be to everyone’s tastes, so it’s possible to tweak the game to more suit the palates of your players. dese levels of play are described below. Remember, DARK SOULS: Ce Roleplaying Game is a toolkit designed to enable you to play games in the Kingdom of Lothric. It is your game. Anything you don’t like, leave out. dat said, the following guidelines should give you an idea of how to tweak your game to make it a little less unforgiving: • Player characters don’t lose their collected souls after death. dis means characters can level up more quickly, and tough combats don’t impede the story! • Remove the Bloodied condition, ensuring player characters aren’t forced to change their tactics and can continue to wear an opponent down eiectively. • Creatures can’t spend Position; this robs some of the larger creatures of their biggest and deadliest attacks, making them easier to take down. Use the rules as you want, change the game as you need to. de most important thing to remember is this: if you and your players are having fun, you’re playing the game right! Kindling the Flame — Difficulty Levels
240 One of the most important, and interesting, aspects of the DARK SOULS games is its esoteric lore. Hidden around ruined cathedrals and splintered keeps, or in the gnomic utterances of gigantic snakes and lonely giants, the player can rnd hints to the truth of things. Whether the question to which an answer is sought is about the nature of the rrst eame, or the origin of demons, there is likely any number of theories, and scraps of truth, to be located and pored over. dings are not laid out easily, though, in a single large volume. Truth, in the world of DARK SOULS in general and Lothric in particular, is diCcult to rnd. It must be hunted, fought for, and then, interpreted. dis is how DARK SOULS: Ce Roleplaying Game approaches things too. The lore contained in this book is derived, directly, from the original video games. Nothing is added. We’ve even avoided including our own interpretations of the lore, as far as possible. But, and this is key, you don’t have to follow suit. dis is your Lothric. If you have carefully researched theories of precisely what the Lords of Cinder represent, or perhaps how the events of DARK SOULS III connect to the actions of Gwyn, Lord of Sunlight, from DARK SOULS I, then here they are true—if, of course, you want them to be. This game attempts to stick as closely to established canon as possible, without being exhaustive. de point is, though, that you can take this game in any direction you want. Don’t feel compelled to stick to the existing DARK SOULS narratives, explore as you’ve always wanted to explore, build your stories in Lothric and beyond, exactly as you want. Don’t be afraid of breaking canon if it makes your games better. Like the rules discussed above, the setting material presented in this volume is for you to use in the way which best serves your game. Follow your instincts, as GM, and those of your players, to rnd new elements of the world around you, devise new villains and monsters to confront, and, in general, make Lothric yours. Kindling the Flame — Lore & Canon
241
242 I n DARK SOULS, plot isn’t of the utmost importance. Of course, the story is fascinating, drawing you in with its mixture of ambiguity and classic quest structure, but it isn’t a game driven by narrative. It’s far more about testing your own skill as a player, and about plunging yourself into the ominous world of Lothric. So, how to emulate this in DARK SOULS: Ce Roleplaying Game? de initial step is to focus on small, incremental quests. dese can be incredibly simple: rnd the key, for example. What the key is for you can worry about later; establishing something for the player characters to rnd, or discover, is a strong rrst step. A story often doesn’t need much more than a simple hook, like this, to get started, and you can rely on a combination of your player characters and your selection of enemies to add depth and variety as you go along. So, when initially planning your adventure, think of something interesting, and convincingly DARK SOULS, for the player characters to do; a focus for their quest. If you’re struggling, use one of the ideas in the table below, or simply use it to inspire your own. Now, the core activity in these plots is extremely simple. It focuses on one single process. de player characters must go and do something. We’ve dressed up the plot elements a little here to make them more immediately intriguing for you, but in each case, the fundamental principle of ‘the player characters must explore and rnd something’ holds true. Whether they are searching for something to take away with them, or searching with the intention of returning something, or killing it, the core activity is identical. Most quests possess the same structure, a protagonist seeks to achieve something, and undergoes a series of trials and dangers before they can do so. DARK SOULS, like many other video games, rlms, and novels, utilises this structure, and it’s a great one to start with. Of course, this approach is rne for a single adventure or for a one-shot game. Exploring a single location and rghting some interesting enemies… That’s pretty much everything you need. dere is extensive guidance for constructing such an adventure below. For a longer-term campaign, a series of linked adventures, building over a course of weeks or months or years, something more is needed, but we’ll get to that in a little while. Kindling the Flame — Plot and Goals
243 1 2 3 10 4 6 5 7 8 9 Find the key to the ancient oaken door D10 Result Quest Focus Return the arrow of the sun to its keeper Recover a fragment of an old poem Find the old knight and learn his story Learn the forbidden song of the Corvians Close the great gate before something comes through Take the great sword from the fangs of the dragon Defeat the giant trying to knock this palace down Destroy a dread Lord of Cinder on their throne of onyx Locate an ancient painting
244 So, you've got an adventure hook. We know what your player characters need to do. But what about the rest of it? Where do they explore? What foul denizens of darkness must they rght? And who aids or hinders them on the way? dat's what this section aims to help you with. So much of DARK SOULS depends upon the setting—each individual section of a DARK SOULS game, after all, focuses on a new location. An individual adventure in DARK SOULS: Ce Roleplaying Game works in the same way. de player characters rnd themselves in a single location, and exploring it forms the key activity; as the players adventure through these individual locations, they encounter enemies, but they also rnd clues to the next stage of their quest… whatever that quest might be. In the next chapter, Ce World of Lothric, you can see numerous examples of the existing environments of Lothric. Look at how they’re constructed, look at the kind of information you’re provided before you go in (very little), and at how rich in atmosphere and colour that scant information is. Much of the fascination of the lore and world of DARK SOULS stems from the games’ refusal to explain what’s going on. You must discover and explore for yourself; that’s a great thing for us to hold onto when we’re building adventures. Kindling the Flame — Building Adventures
245
246 An appropriate location is also a good place to start. de key areas in DARK SOULS games tend to be grand, ancient places. Places once beautiful, or verdant, or wealthy, now reduced to crumbling, decayed versions of themselves. dese places tend to possess extravagant, evocative names: de Cathedral of the Deep; Firelink Shrine; the Ringed City. Again, the names are immediately intriguing, but they retain a certain vagueness, a refusal to reveal too much. Below are some random tables to assist you in generating a potential DARK SOULS location for you to set your adventures in. Simply roll 1d10 twice, and pick one option from each column, and you’ll have an authentically esoteric and evocative place name. 1 2 3 10 4 6 5 7 8 9 Chapel Palace Monastary Sepulchre Keep Barrow Mine Castle Ruins Capital Of the Falling Leaves Of Ash & Cinder Of Carthus Of Anor Londo Of the old Flame Of Gwyn Of Yhorm’s Wrath Of the Firelink Of the rrst Witch Of the Dead King D10 Result Location Name Kindling the Flame — Locations
247
248 So, once you have your location you’re going to want a theme. A theme, in this case, is a consistent set of images and architectural features you can return to in your descriptions. It grounds the players in the place, and it makes it easy for you to generate interesting imagery quickly, and eiectively. Of course, most places in DARK SOULS are choked with darkness, and shadows, so you don’t need much in the way of guidance on that front, when building your descriptions. What can be useful is some other, stranger features, included to characterise the location, and bring it to life for those exploring it. dese can help to build the history and nature of the place without the player characters needing to be told anything; without having to read a convenient piece of parchment or speak to a nearby NPC to discover what happened here, or so on. Such ideas are far more eiective if implied, and gradually formed in the player’s mind, rather than simply being handed over. So, here’s some more inspiration to guide your thinking. Like the previous page, simply roll a d10 on the following table. So, we have the location of the adventure. What next? Let’s focus on how long and challenging should it be? If, again, we turn to the existing DARK SOULS locations, you can break each map up into somewhere between 5–10 segments or sections. dese are sometimes entirely discrete sections, kept separate from one another by doors or gates the player characters need to get through. At other times, they are open, with the divide simply one of distance. You can divide your location as you see rt, making it work according to the ideas you might have for your adventure. dink about how long you want your individual adventures to run. Five sections probably gives you enough for a session or more of gaming. A 10-section location probably oiers enough to explore for two or three sessions. Determine what it is you and your players wants in terms of game length, and what kind of story you want this aspect of the game to communicate—if this adventure is the start of a campaign, a short rve area location is probably more than enough. Alternatively, if you’re looking for something to close an epic campaign, a 10-section location is probably the way to go. An epic adventure, or the climax of a campaign, deserves something a little special. Kindling the Flame — Themes
249 2 3 4 6 5 7 8 9 Gargoyles and grotesques leer from every wall, every vault, everywhere! It rains constantly, leaving puddles in which can be seen the reeections of ancient sins committed here. Strange, whispered songs can be heard in every room. dere are no singers, and the songs are always diierent to each listene. Torches burn too brightly here, so the shadows stretch further, and the darkness grows deeper. Smashed glass covers every surface; the location has no windows. Ancient portraits line the walls, the eyes seeming to watch every action. Ash blows in through every gap, portal, or vertex in the edirce. de hands, and rngers, of the dead are nailed to the walls with iron spikes. Tapestries, depicting the acts of the Lords of Cinder, are suspended from each wall. Mould grows on every surface, forming obscene and sinister shapes as it bulges from the walls. 10 D10 Result Location Ceme 1