Basic Edition Basic Edition Version 1.3 DISCIPLES OF BONE AND SHADOW Basic Edition Written and designed by Alex T. Text Copyright © 2020 Blackoath Entertainment & Exalted Funeral Interior illustrations by Suryas, Wassai Khan, Dave Levi and Ropig Art Cover illustration by David Lopez - Gnomedesign Map by Biljana Bralić Character sheet by David Northcutt Layout by Alex T. Edited by Vi Huntsman All rights reserved. No part of this book may be reproduced or utilized in any form or by any means, electronic or mechanical, without permission in writing from the publisher Thank you to the following people for playtesting and giving design input: Miguel Suárez, Federico Moreno, Gonzalo Torres, Biljana Bralić, Arthur H., Vi Huntsman, tagger418, and the rest of folks in the Blackoath Discord channel Special thanks to Matt Kelley and Exalted Funeral. ISBN: 978-1-951419-00-4 www.blackoathgames.com blackoathentertainment@gmail.com www.exaltedfuneral.com exaltedfuneral@gmail.com 12 THE FRACTURED DOMINION 14 GETTING STARTED 16 17 19 24 29 32 THE PLAYER CHARACTERS Attributes Skills Archetypes Magic and Spells Equipment 36 36 42 52 PLAYING THE GAME Exploring the Fractured Dominion Indoor Locations Combat 58 58 62 66 70 BESTIARY Vermin Common Foes Elite Foes Tyrants 74 RESCUE PARTY ALRED woke up with a sharp pain in the back of his head. He opened his eyes to look around, but in the light of his lantern he saw only shadows flickering against the moldy walls of a pit. His helmet lay safely on a pile of filth beside him, but the frame of his bone shield had split after softening his fall. Shaking his head, he slowly rose to his feet inside the narrow pit. After a moment of confusion, Alred remembered what led him here. Following weeks of searching after clues and rumors, he had finally found the tomb of Kal-Tharas The Bleak. He helped an old man from a backwater Yarani town in exchange for being pointed in the correct direction, and being told stories about the man’s youth as a tomb raider. Along the way he got slightly lost, which is the reason he had picked up some help from the last settlement he had visited (what was it, Ishran? Eshrin?). His new guide was a young lad who insisted he knew the area. Surprisingly, he had only needed a couple of days to lead him to this place, which was impressive enough that he allowed the boy to come exploring with him inside the tomb. That had been his first mistake. Still dazed by the fall, Alred picked the lantern off the floor, and surveyed his situation. If he was being honest, he was surprised to be alive; these kinds of places were not famous for being forgiving. He had heard horrific tales of traps that would fill rooms with poisonous fumes, killing you before you even realized something was wrong... He had seen very primitive but effective traps such as giant boulders falling on top of comrades, or blades rushing out from hidden holes in the wall... The fact that he found himself in what appeared to be a simple hole in the ground was almost disappointing. If only the lad had been this lucky... They had been inside the cursed tomb for what had felt like days, and Alred decided it was time for a break. Stopping in what might have been an embalming room, they cleared away 8 the rubble to share some cold rations while sitting in the shadows of their lamps. Ten minutes later, Alred felt it was time to move on. “Gather our stuff and be ready to leave in five minutes, I need to take a piss”, he told the lad while he exited the room. He was starting to like the kid; he was hard working and didn't ask unnecessary questions. Alred found a corner, relieved himself and tied his belt, heading back to the room. “I think I know where we took the wrong turn, I-”, as he entered the room, he immediately forgot what he was going to say. The lad was in a corner, his back to the wall and hunting knife in hand. Looming over him was the kind of abomination you pray only exists around a campfire. It was a monster of vaguely anthropoid outline, but with a mass of feelers instead of a face. It had a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long narrow tails protruding from its back. The creature looked as large as two men, with the low ceiling forcing it to crouch on all fours. This didn't slow it at all. With prodigious speed, it rushed towards the lad, enveloping him in its face-tentacles. The kid stabbed it on the neck several times, but it didn't seem to even notice. Alred took his sword and charged forward before he realized what he was doing, stabbing the creature in the back. With a hiss, the abomination snapped its tails at him, sending him flying across the room. Free of distractions, it focused its attention back on the kid, who was struggling against the monster’s tentacles to no avail. Alred shook his head and looked around for his sword, which had slipped away from him. He rolled towards it, picked it up, and prepared to charge the creature again. Before he could though, he stopped in his tracks. Horror invaded his mind as he watched the creature pin the boy to the wall, open its tails, stab him all over, and begin sucking out his innards. The poor kid could do nothing but look over in disbelief, his face becoming paler as his life-force drained away. Alred wasn't sure what happened next; he vaguely remembered running without any sense of direction, simply trying to get away from that thing. After running for what must have been hours, he fell on his knees, unable to take another step. From the ground he realized that somehow, he could still see and looking down at his hand saw that he was holding his lantern. A small rational part of his mind must have made him grab it before running away, or maybe it was his survival instinct kicking in. Who cares; the fact was that he had run away, leaving the poor kid to die alone. He told himself it was too late to help him anyway and that if he had stayed, he would have died too. It didn't help. Better to think of something else. What was that thing? Plenty of horrors had crossed his path, from those disgusting snake-people with their unnatural tools to the unnerving clackering of a swarm of bloodfeathers. He thought he knew what kind of terrors Uzrun could throw at him. He had of course heard the rumors and tales of ancient beings, creatures beyond time and space that pacted to serve the tyrants in honor of the Primordial Ones. Those tales did not prepare him for the bleak reality now before him. He had risen from his knees to survey his surroundings. It seemed he had run in a random direction; this wasn't the way they had come in. The walls seemed older, made from a different kind of stone than the rest of the tunnels. There was no point trying to retrace his steps, and he wasn't sure he wanted to, anyway. He picked a tunnel with a slight upwards inclination and started walking. It was then that he had fallen, swallowed by a suddenly non-existent floor. Too late to lament my past actions now, he thought. He needed to look for a way out this hole, to find an exit and escape the horrors of the tomb. Ideally, he would be leaving with that relic, but he was going to require extra help to do so. While he was untying the rope wrapped around his waist, saved for just this type of situation, he thought he heard some distant noise. Stopping to listen, he held his breath. There it was, a distant, faint rumble. What was that? Was it the creature, chasing after him? He really needed to get out of here. With a loud rushing noise, he felt something begin pouring over him, in a relentless cascade. It was so sudden and violent that the lamp was knocked out 9 10 of his hand. Was it...sand? It was! Sand was pouring from somewhere above him, quickly filling in the hole. It seems the actual trap had been delayed, giving him a few minutes. Minutes he had just spent thinking of how he got into this situation, instead of getting himself out of it. Things didn't look good; in a matter of seconds the sand had reached his knees. He tried pulling his legs out but couldn't. Fighting against panic, he remembered a tale about having to roll your body over if you got trapped in quicksand. He lowered himself, trying to liberate at least one of his legs. The tales hadn’t taken into consideration there may be tons of sand pouring over your head while you are trying to free your legs... Dread began to consume him entirely, the sand now imprisoning him from the waist-down as he realized this is how all his endeavors would end, with a series of bad decisions... After a muffled scream for help, silence returned to the tomb once again. THE FRACTURED DOMINION 12 The Twilight. The Never Realm. Uzrun's Husk. The Fractured Dominion is a place of many names, as many and varied as the peoples who inhabit it. This is not a friendly place; food is scarce, death comes swiftly and unexpectedly, and the relentless winds have carved away most of the land's distinctive geographical features millennia ago, leaving only desolate planes and dunes the color of old bones. Nomadic tribes of different nations roam these lands, with settlements being rare and separated by vast distances. In this place of eternal dusk, the sun never truly sets or rises. A land of perpetual shadow, the Fractured Dominion is the only truly inhabitable area in Uzrun, the demon-world. In the North lies a land of eternal sunshine and maddening heat; those who wander too deep into the Scorched Wastes rarely come back. In the South lies the Land of the Conquered Sun, a place of never-ending darkness, with cold and unspeakable horrors lurking in its frozen landscape. The Twilight’s horizons are dominated by the solitary fortresses of the Tyrants, which stand strong and menacing. These colossal buildings, constructed by thousands of slaves that are always sacrificed after they are no longer needed, are the only constant; as soon as one is left behind, the threatening silhouette of another can be seen in the distance. People live in a perpetual state of terror, always in fear of being taken away into one of these horrific structures never to be seen again. The masters of these fortresses, generally known as Tyrants, are beings of vast power. Corrupted creatures that have struck a deal with the terrible Primordial Ones. For as long as anyone can remember, they have ruled over the land with fear, some of them (a very few) with a semblance of control, allowing a sliver of civilization to appear in small pockets. However, most of the land’s rulers are wholly chaotic beasts, whose actions are so far removed from normal human behavior that they better resemble forces of nature, with their wrath striking as quickly and unpredictably as a sandstorm. Some say it was not always like this. Obscure legends talk of a time when Uzrun was a land of blessings and growth, with seasons warm and cold, days of light and darkness, a place of both hope and life. There, society flourished to levels not even dreamed of today. Trade and civilization embraced the globe during a time when precious metal could be found under the soil without much effort. Nowadays nearly everybody lives a nomadic way of life, roaming the Twilight looking for their next opportunity. Metal tools and weapons are almost never seen, the nomads making do with bones and stones. This land is a place where horrors abound, stalking you down every path, even those in your mind. For those fearless (or stupid) enough, this is an opportunity, a path to power. Occasionally one such person may find a relic of the past, and use it to carve their name in red. They fight their way through forgotten ruins and hidden caves, finding tomes of power filled with secrets which slowly rot their minds. The majority of these will become wild mindless beasts. This is a place of death, fear and suffering. However, those who can resist corruption, those who are brave, strong and smart enough, they can eke out a dangerous living. The world is full of opportunities: ancient temples with forgotten treasures to be ransacked, hidden hideouts full of bandit loot, and perhaps if one was desperate enough to face the horrors inside, even the mighty fortresses of the Tyrants have their rewards. Most certainly, death awaits. But isn't the alternative worse? A short life full of uncertainty is the only guarantee in the Fractured Dominion. Well, what are you waiting for? “UZRUN, THE WORLD DEMON, THE FATHER OF BEASTS. WE CRAWL OVER HIS SKIN AS VERMIN, AND PRAY HE DOESN'T GROW TIRED OF US AND SHAKES US OFF INTO THE VOID...” 13 GETTING STARTED 14 Disciples of Bone and Shadow is a role-playing game designed to be played solo, although it could be played with other players and even a Game Master, if so desired. The game takes place in a dark and dangerous place called The Fractured Dominion where the only constants are conflict, suffering and the eternal Twilight. The player(s) will make a group of characters to explore a dark world full of peril and adventure, slowly progressing in power and taking on bigger and bigger challenges. This is not a simulation game, and as such there is little to no preparation required prior to the gaming session. The rules presented in the following pages are your guide for creating an exciting and changing world in a matter of minutes. There is very little you need to play Disciples of Bone and Shadow: You will need this book, a pencil, some dice, and a few sheets of graph paper (provided for you in the back) before you’re ready to generate and explore a whole world full of enemies, dungeons, fortresses and treasure. Your characters will most likely die (a lot), but you can create new ones and have them ready to face new dangers in a matter of minutes. The Dice This game uses several polyhedral dice, annotated as D6, D10, D12, etc. with the number indicating the number of sides each die has. This style of game is what’s called a “roll under” system, meaning that you will have a value from 1 to 100 in several different Skills, or from 1 to 20 for Attributes, and when asked to perform a Skill Test or Attribute Test, you will need to roll less than the given number in order to succeed. Example: Zarna suspects there is something off in the room she just entered, so she decides to check it thoroughly. For that she will use her Perception Skill which is 45, meaning she has a 45% chance of success. She rolls two ten-sided dice, one for the tens and one for the units place (D100), and rolls a 34. Since this is under 45, Zarna succeeds in her search, finding a hidden stash of books! Throughout the book we will use the following dice codes. These examples use the ten-sided die (D10), but the following can be applied to any die: - D10: Roll a die (ten-sided, in this case). - 2D10: Roll two ten-sided dice and add the results. - 2D10+X: Roll two dice, add them together, and add X (the specific number will be determined by the rules) to the total. - D10-X: Roll one die and subtract X (the specific number will be determined by the rules) from the result. - D10+L : Roll a die and add the character’s level. - D5: Roll a die and divide the result by two, rounding up. Other “half-dice” that may be used are D3 and D50. - D100: Roll two ten-sided dice of different color, reading the first as “tens” and the second as “units” or “ones”, generating a number from 1 to 100. The Paper Grids Later in this book you will find rules for exploration, which will tell you how to move your party of characters across the landscape and through adventure locations in the Fractured Dominion, finding challenges and opportunities along the way. When traversing the land, you will use a Hex Graph to choose the direction you move, and to keep record of what is in each area, or ‘Hex’. However, when delving into caves, hideouts, or the mighty fortresses of the Tyrants, you will instead use an Adventure Grid. If you enjoy this basic version of the rules, you may consider upgrading to the Narrative Playbook or the Disciples of Bone & Shadow: Conquered Sun edition, which take these rules beyond the basic dungeon/hex crawling, turning the game unto a full-fledged RPG that can even be enjoyed with others, while still completely soloable. More info at www.blackoathgames.com 15 THE PLAYER CHARACTERS 16 You will start your journey exploring the Fractured Dominion by creating a party of characters. As a solo player, start with two characters but if the game is too challenging you are free to make a third or fourth if you choose. If there are more players, you can each control two characters or simply one each. First you will need a piece of paper to track each character’s statistics. You may use a pre-printed character sheet, or you may simply use a piece of notebook paper. Use a pencil to write down all information, as any statistic may change during play. Besides the numbers generated before play, your character exists entirely in your mind. As such, you may decide on a name, gender, appearance, and background for them if you wish. No Classes There are no classes in Disciples of Bone and Shadow; during character creation you create your characters as you see fit by choosing which stats to increase, and selecting items from the available starting gear (as long as you can afford it). Every player character starts at Level 1 with 10 points on each Attribute and a Max Corruption of 10. You also begin with 20 points to distribute among the Primary Attributes, and 200 points to spend increasing your Skills up to a value of 50. ATTRIBUTES Attributes are the foundation your character is built upon. All player characters (and some non-player characters) have the following Primary Attributes: - Strength (STR): This determines how strong your character is, and how capable they are of performing feats of physical might such as lifting something heavy or breaking an object. It also determines how much gear you can carry without being encumbered. - Dexterity (DEX): This describes how good you are at doing things that require you to be nimble or good with your hands, such as dodging and lock picking. - Constitution (CON): This measures how resistant your character is to damage, and how well they fare against harmful effects such as poisons or diseases. - Will (WILL): This defines your mental strength and ego. As such, it is a key attribute for anyone dealing with ancient pan-dimensional beings. It allows you to stand your ground and increases the chance your endeavors with such beings end well. - Intelligence (INT): This shows how cunning and capable you are at mental tasks. You will use it when you need to think things through before acting, or to solve a puzzle or riddle. - Charisma (CHAR): This tells you how likable you are. You will use your charisma to get information, and gain advantages with NPCs. In addition to the Primary Attributes described above, your character has the following Secondary Attributes: - Health Points (Constitution x 3): Health Points (HP) are a measure of how much damage a character can take before they die. This number is derived from Constitution, so a character with a Constitution of 12 will have 36 HP. Once a character's HP reaches 0, they are dead. Characters regenerate 5 HP naturally per day, and when you exit a location such as ruins, caves or a fortress, all characters return to full health. - Max Corruption: Max Corruption determines how many Corruption Points (CP) you can accumulate before your character is lost to the Primordial Ones. A character is lost when their Corruption equals their Max Corruption. We will talk in detail about corruption in the section of this book dedicated to magic and spells. 17 18 Occasionally, you will need to complete an Attribute Test. To do this, you roll a 20-sided die (D20), attempting to roll less than the indicated Primary Attribute to be successful and pass the test. Keep in mind though that a result of 1 is always a failure! Example: Awon-ra has been captured by the Coven of the Setting Sun and finds himself locked in a room. The room's door seems to be quite old, so Awon-ra thinks he can smash it open. He performs an Attribute Test against his Strength (which is 15). He takes a D20 and rolls a 13, enough to pass the check and smash the door open! Sometimes an Attribute Test will have a positive or negative modifier. This modifier changes your target number and is calculated before performing the test. Example: After escaping his cell, Awon-ra discovers a trip wire right around the corner, by the proven method of snapping it! He must perform a DEX (-5) Test to avoid being hit by a falling log. Awon-ra has a DEX of 12, but with the modifier applied it acts as a 7! He rolls a 1 on his D20, and even though that was under the modified target of 7, a 1 is always a failure, meaning the log strikes him right in the face. SKILLS Now that we know the innate capabilities of your characters, it's time we see how their experiences have shaped them and what they learned in their past. Skills represent a character's prowess in a variety of fields. This value can go from 0 (complete incompetence) to 100 (total mastery). These are percentual values, so if a character has 55 in the ‘One-Handed Melee Weapons’ skill, they have a 55% chance of being successful when attacking with a knife. Whenever you are asked to perform a Skill Test, roll a D100. If the result is below your skill's value, the check is successful. You will need to determine the starting value for each Skill in the list below. Some skills are calculated using your Attributes, while others have a set starting value indicated in parentheses. Calculate these before increasing skills during character creation. When distributing your 200 points among the available starting skills, you can increase any skill you wish up to a maximum of 50 points. Increasing and Acquiring Skills Your character starts with only a few skills but during gameplay they will be able to learn new ones and improve the ones they have. Each time a character levels up, they earn 2 Enhancement Points. With these points you'll be able to purchase new skills and spells or increase the value of existing skills. If you decide to spend EP increasing a skill, 1 EP equals 10 skill points. You may save EP or distribute them as skill points, but you must distribute all 10 redeemed skill points at a time and may not save them for later. The cost of each new skill and spell is shown in the corresponding description. 19 Starting Skills These are the skills all characters have access to when starting the game. They are basic abilities possessed by all, as they are required for survival in The Fractured Dominion. 20 - Dodge (DEX x 2): In hand-to-hand combat, knowing how to dodge an enemy's blows will come in handy more than once. A crucial skill if you're planning on engaging enemies in melee. Scoring a critical success with a dodge means you immediately win the initiative next turn and gain a +5 skill bonus to your next attack. - First Aid (20): Knowing how to properly make a tourniquet or stitch up a wound can literally save your life. If you successfully pass a First Aid Skill Test, you may use a bandage you’ve purchased to remove the Bleeding condition, or heal D6 HP. You may only heal a max of 50 HP per character each adventure this way, and it may only be used outside of combat, once per room. - One-Handed Melee Weapons (STR + DEX): This measures your skill at attacking with melee weapons that require the use of one hand such as knives, swords, clubs, etc. - Parry (STR + DEX x 2): This defensive skill may only be used by a character wielding a melee weapon. Rolling a successful critical parry against an attack allows you to immediately react with a free counterattack, dealing half your normal damage. A critical fail while parrying with a bone weapon will break the weapon. - Perception (20): If you can't find them, it doesn't matter how many powerful grimoires are hidden in the library. Your character will use this skill whenever they need to find or be aware of something. - Ranged Weapons (DEX): This measures your skill with any type of ranged weapon, including bows and slings. - Sneaking (DEX x 2): Occasionally, you will want to avoid combat instead of confronting a dangerous enemy. This skill will allow you to do so, provided the enemy is not yet aware of you. You will find more details on how to use this skill on page 50. - Throw (STR + DEX): A useful skill to have if you're going to be using javelins or throwing the occasional knife. - Two-Handed Melee Weapons (STR x 2): This measures your skill with bigger, heavier melee weapons such as heavy swords, sledgehammers and polearms. - Unarmed (STR + DEX): Unarmed combat includes back-alley dirty fighting, elegant martial arts mastery, and anything in between. This skill comes in handy in all those situations when you don't have a weapon at hand. An unarmed character deals D4-1 damage per attack (mininum of 1). Advanced Skills Most of the following skills are acquired by spending EP earned from levelling up, after finding a trainer in a Settlement who will teach it to you in exchange for a small monetary fee. The rest of the skills are instead acquired by adopting a new archetype. If the skill can be learned, it will have an EP cost beside the skill's name. Starting characters have 0 in all Advanced Skills, but upon purchasing one calculate its value if noted below. - Cleave (2 EP): A character starts with a value equal to their DEX+STR in this skill. When attacking, deal half the damage of your melee weapon to all additional enemies in front of you. May be used only with two-handed weapons. - Disarm Traps (1 EP): A character starts with a value equal to their DEX in this skill. When encountering a trap, pass a Skill Test to disarm it. If you fail, you've triggered the trap and it goes off. Successfully using this skill grants 20 XP. - Haggling (1 EP): A character starts with a value equal to their WILL in this skill. If you pass a Skill Test, you can sell your obtained loot for full price, instead of the regular half. - Lock-Picking (1 EP): A character starts with a value equal to their DEX in this skill. This allows characters to use lock picks to attempt picking a lock. Successfully using this skill grants 20 XP. - Point Blank Shot (2 EP): A character starts with a value equal to their DEX in this skill. This skill allows the character to shoot with a ranged weapon while in melee range. Prerequisite: Only available to players with 50 or more in the Ranged Weapons skill. - Shield Bash (Archetype Exclusive): A character starts with a value equal to their DEX+STR in this skill. Once per encounter, and only while equipped with a shield, you can perform an extra attack that deals D10 damage. 21 Passive Skills Once you learn a Passive Skill (via archetypes or with a trainer) you will be able to activate it or benefit from its effects without performing a Skill Test. You may pick each only once. 22 - Abomination Slayer (1 EP): A character with this skill deals 1 extra damage per attack when fighting against abominations. - Aggressive Stance (2 EP): As combat begins, you can activate this ability to gain a bonus of +20 to offensive skills while taking a penalty of -20 to defensive skills. You may toggle this on or off before entering combat, but not during. - Beast Slayer (1 EP): A character with this skill deals 1 extra damage per attack when fighting against beasts. - Blood of the Ancients (1 EP): When performing a CON Test, roll two dice and choose the lower result. - Brawny (1 EP): Increase your available Gear Slots by 5. - Bridle the Darkness (Archetype Exclusive): Increase your Max Corruption by 1. - Defensive Stance (2 EP): As combat begins, you can activate this ability to gain a bonus of +20 to defensive skills while taking a penalty of -20 to your offensive skills. You may toggle this on or off before entering combat, but not during. - Dual Wielding (3 EP): You may perform a bonus off-hand attack every turn, with a penalty of -40 applied to the second attack. - Field Medic (1 EP): You heal an extra D4 HP each time you use the First Aid skill. - Foraging (Archetype Exclusive): This character consumes half as many supplies per day, thanks to their ability to find sources of food and water in the wild. - Fortify (1 EP): The next time you are hit by an attack, it deals the minimum possible damage. For example, a D6+1 attack will deal 2 damage. You must relinquish your turn in order to activate this talent. - Hold Back the Darkness (1 EP): When rolling against a spell's Corruption Level, roll with +1. - Iron Will (1 EP): When performing a WILL Test, roll 2 dice and choose the lower result. - Leadership (Archetype Exclusive): When rolling for initiative, add +5 to your result. - Magic Resistance (1 EP): While performing WILL Tests against magic, add +5 to your WIL. - Marksmanship (1 EP): You may relinquish your turn to aim with a Ranged Weapon, doubling the damage of your next attack. - Night Vision (Archetype Exclusive): This character doesn't need a source of light and receives no penalties when fighting in the dark. - Primal Strength (1 EP): When performing a STR Test, roll two dice and choose the lower result. - Rapid Fire (3 EP): You may fire a ranged weapon twice on the same turn, with a penalty of -40 to the second shot. - Snake Blood (1 EP): When making a CON Test versus poison, add +5 to your CON. - Shield Expertise (1 EP): Allows this character to use a shield without the combat penalty, or in the case of Heavy Shields a reduced penalty. - Undead Slayer (1 EP): A character with this skill deals 1 extra damage per attack when fighting against undead enemies. - Weapon Specialization (1 EP): Choose a One-Handed Weapon from the weapon list. All your attacks with that weapon deal +1 damage. This skill may be picked several times, once per weapon. - Well Coordinated (1 EP): When performing a DEX Test, roll 2 dice and choose the lower result. 23 24 ARCHETYPES Archetypes are player character templates with predetermined Skills and Attributes that you can choose to start with, or that you can acquire through play. These archetypes represent the most common roles and play styles, and they can serve as a guide for when you are unsure of what to do with your characters. There are also added benefits to using archetypes: they each have one exclusive perk in the form of a stat bonus, an exclusive skill or spell, or even access to unusual equipment. Ideally, you will spend your EP as you level up so that you meet the conditions described on each of the archetypes, thus “collecting” any archetype you are interested in and gaining new and exclusive skills. Free-form characters (those that do not choose to use a starting Archetype) start the game with 100 to spend as they will. Starting Archetypes Although you are free to create a character from scratch and distribute your points as you want, choosing one of the starting archetypes is a great idea if you’re looking for a place to start, or you don't want to worry as much about balancing your stats. Starting archetypes are slightly more powerful than what a beginning free-form character can be, since their starting stats are very cost-efficient. Starting archetypes also begin the game with some gear suitable to their skills and enough provisions to last a week. The attribute values given are not a minimum, you must have exactly the value required. You are free to spend the remainder of your 20 starting points on the other Attributes as you wish. Acolyte Prerequisites: CON 14 / WILL 16 / CHAR 15 - Max Corruption +1 - Spell: Shadow Flames (1 daily use) - Starting Gear: Mace, 1 Bandage, 2D20 . An Acolyte is someone who has seen the power of the Tyrants and wants it for their own. They have stumbled upon secret knowledge and started a path towards ascension... or madness. Brawler Prerequisites: CON 16 / STR 16 - Skill: Aggressive Stance - Starting Gear: Any one-handed weapon and a shield, or a two-handed weapon, 3d10 . A Brawler is a character used to the rough life of the Never Realm; They know how to give a beating, and how to take one as well. They also know their life will probably be short, bloody and miserable, but plan on going out swinging. Burglar Prerequisites: DEX 18 / INT 14 / CHAR 12 - Skill: Lock-Picking - Skill: Disarm Traps - Starting Gear: Lock picks, any one-handed weapon, 3D10 . Wherever any semblance of civilization rises, the arrival of thieves and burglars is guaranteed. A Burglar knows how to avoid harm and get into places they don’t belong, making them perfect for adventuring. Hunter Prerequisites: DEX 16 / CON 12 / STR 14 - Skill: Foraging - Skill: Marksmanship - Starting Gear: Short bow and quiver, any one-handed weapon, 1 bandage, 2D10 . Hunters act as civilization’s backbone for many of the diverse peoples of the Fractured Dominion. Playing the role of providers and defenders, they are wellliked and respected anywhere they go. Vitalist Prerequisites: CON 10 / INT 18 / WILL 18 - Spell: Cauterize (2 daily uses) - Spell: Cleanse Poison (1 daily use) - Starting Gear: Any one-handed weapon and a shield, 4D10 . A Vitalist has chosen to restore what the agents of the Primordial Ones have taken away, healing ailments and taking the role of witch doctor or medicineman among the desert tribes as they risk their mind with every wound healed. 25 26 Advanced Archetypes The following list shows players the kind of characters they can strive towards playing. Each archetype lists the attributes, skills and spells which are required to qualify for the unique bonuses of each. In the case of required attributes, the values given are the minimum amount necessary, characters may surpass them. Once your characters acquire a specific archetype, the benefits that come with it are permanent even if they reach the requirements for a second archetype. Apothecary Prerequisites: First Aid: 70 / Spell: Cauterize / Weapon Specialization: Mace Each time an Apothecary kills an Elite Foe, they may collect its essence. They use these to craft unique concoctions: - 3 Elite Essences: Healing Salve. Once per day/adventure apply this salve to heal D20 Health Points. - 3 Elite Essences: Poison Salve. Apply this to become immune to poisons for a whole adventure. - 4 Elite Essences: Agility Salve. You may use this to apply a bonus of +20 to a character's defensive stats during an adventure. An Apothecary has learned how to harvest beasts that have been twisted by dark energies to create useful remedies and potions. Their work is very appreciated among those who dare oppose the Tyrants and their forces, providing a much needed edge against them. Bloodsage Prerequisites: CON 18 / First Aid: 80 / Parry: 60 Requires knowing any two spells, one of which must be a Blood spell. A Bloodsage may drain another character's wounds and inflict them upon themselves. Once per day/adventure, a Bloodsage may heal any number of HP from another character, with the Bloodsage receiving an equal amount of damage. They will then regenerate 1 HP per room or corridor explored until fully healed. There is power in blood, and the Bloodsage has learned how to use it for the greater good. By sacrificing their flesh (and more of often than not, their soul), they desperately work to make the Fractured Dominion a better place. Executioner Prerequisites: Weapon Specialization: Two-handed axe / Two-Handed Melee Weapons: 70 / Parry: 50 Once per Settlement visit, an executioner may ask the elders for work. Roll a D10. On a roll of 1-8 there is an execution to take care of, earning D100 . Feared in almost any civilized place, executioners transform their skills in wielding heavy weapons into a profitable way of life. Mender Prerequisites: CON 14 / First Aid: 80 No EP may have been spent on spells before becoming a Mender. Once per day/adventure, a Mender may heal D10 HP from a character. A Mender is a traditional healer, respected by the community for their insistence on using traditional healing methods instead of resorting to dark arts. Penitent Prerequisites: CON 16 / Weapon Specialization: Club / Passive Skill: Blood of the Ancients No EP may have been spent on defensive skills before becoming a Penitent. As a Penitent, after losing 10 Health Points in the same combat your next attack deals an extra +5 damage. This bonus does not persist between fights and must be used immediately. A Penitent knows they have sins to atone for, repenting by purposely putting themselves in dangerous situations. They then channel the pain and shame they suffer into pure rage, cleansing themselves of their past mistakes. Pugilist Prerequisites: Unarmed 60 / Dodge 60 Once per adventure, a pugilist may perform a focused uppercut that deals 20 damage; use the character's Unarmed skill to determine if it hits. When things start heating up, a Pugilist decides to leave all weapons aside and trust their fists over anything else. Years of training in the tough streets of the Fractured Dominion have given them a honed edge, one that applies against any opponent, be it from this world or another. Purifier Prerequisites: WILL 16 / Passive Skill: Magic Resistance / Weapon Specialization: Staff A Purifier ignores the Defense of magic-casting creatures. Once a character becomes a Purifier, they are not allowed to learn or cast spells of any kind. Having witnessed too many times the corruptive effects of magic, a Purifier is a character that decides to take matters into their own hands, hunting down any spellcaster and swearing to cleanse the blight of magic from this land. 27 28 Scholar Prerequisites: WILL 16 / Passive Skill: Magic Resistance Requires knowing any four spells. Becoming a Scholar grants an extra daily use of any known spell. Scholars are always found in abandoned ruins and forbidden places. They search for secret knowledge left behind by the mad and the powerful, halfknowingly descending towards the same dark place in their minds that destroyed their predecessors. Slave Master Prerequisites: CON 16 / Any Offensive Skill: 60 / Any Defensive Skill: 50 / Passive Skill: Iron Will Becoming a Slave Master grants the Leadership skill. A Slave Master is accustomed to making others follow their commands, a surprisingly useful trait in the middle of a bloody melee. Stalker Prerequisites: Passive Skill: Snake Blood / Spell: Invisibility / Dodge: 70 / Weapon Specialization: Dagger Becoming a Stalker grants the Night Vision skill. Stalkers learned their trade in the Land of the Conquered Sun, and it is in those familiar shadows that they find themselves most comfortable. Their pact with the night grants them predator-like abilities, making it no wonder they are feared across the whole of the Fractured Dominion. Watchman Prerequisites: Any Defensive Skill: 50 / Passive Skill: Defensive Stance / Passive Skill: Shield Expertise Becoming a Watchman grants the Shield Bash skill. As soon as a settlement starts to grow, the necessity of hiring Watchmen becomes clear. These specialized warriors rely on their shield to keep them safe from the frequent assaults of pillagers and the occasional drunken bar fight. MAGIC AND SPELLS Magic is a very dangerous and fairly rare thing in the Fractured Dominion. It is usually associated with Tyrants and their masters the Primordial Ones, which means that a person seen casting a spell near civilization will be immediately killed. Those who deal in these forbidden arts will doubtless end their days as one of the countless abominations that roam the Savage Sands... Despite this, power calls to many who search forgotten ruins hoping to find tomes of power containing the secret to becoming a Tyrant themselves, or at least to living a longer, easier life. The only way player characters can obtain a spell (aside from some starting archetypes) is by finding a scroll or tome of spells. Once a character finds a spell they want to learn, they must spend the EP cost to obtain it. This will grant the character a single use of that spell per day or adventure. Further daily uses may be purchased at a cost of 1 EP, regardless of the initial EP cost. If a character doesn't have enough EP to learn a spell right away, they may simply keep the scroll or tome in their inventory until they are ready to learn it. Only one character may utilize a scroll or tome to learn a spell, and the object is destroyed in the process. A darker and even more forbidden form of magic is Blood Magic. This twisted art requires the caster to spill their own blood to cast spells. This is done by sacrificing Health Points, as described in each Blood Magic spell. Corruption Each spell has a Corruption Level (CL). Each time a player character casts a spell, they must roll against this number, targeting the number or above. For example, the CL of Shadow Flames is 6, which means the character must roll a 6 or more with a D10. If the character fails the roll, the spell still works (unless the result was 1) but they also gain 1 Corruption Point (CP). There are a few ways of keeping corruption at bay, but the most common ones are defeating a Tyrant or completing a task. Player characters that defeat a Tyrant or successfully complete a task may remove 2 CP. Once a character reaches their Corruption Maximum, they are irredeemably lost and should be considered dead. They may not be resurrected in any way because they are not actually dead, they have simply become another pawn of the Primordial Ones. Learning a Spell Once a character obtains a spell they want to learn and have the EP necessary to learn it, they must perform an INT Test. If they pass, they learn the spell. If they fail, their mind is flooded by visions not intended for the human mind, and they gain 1 Corruption Point. They may re-try learning the spell 24 hours later. If this is the end of your gaming session for the day, you may simply roll until the character passes the Skill Test, adding 1 CP per failure. Note that EP is not spent until the spell is successfully learned. 29 S���� T���� (D12) 30 1 2 3 4 5 6 7 8 9 10 11 12 Bind Death Breath of C'athrhi Cauterize Elemental Immunity Cleanse Poison Find Traps Invisibility Orb of Light Pain Transfer Regeneration Shadow Flames Viper Strike Spell Descriptions - Bind Death (1 EP): CL7. Blood Magic. Tentacles of blood shoot from the caster's arms. For each Health Point the caster sacrifices, they deal 2 direct damage to an undead enemy. - Breath of C'athrhi (2 EP): CL8. Blood Magic. A red mist manifests and embraces nearby enemies, poisoning them. The caster sacrifices 5 HP, and deals D8 damage to each enemy. - Cauterize (1 EP): CL4. A searing, hellish heat closes the character's wounds. Heal D10+L from one character. - Cleanse Poison (1 EP): CL4. The caster summons a black needle that digs into the character's flesh, cleansing it from poison. Remove the Poisoned effect from one character. - Elemental Immunity (2 EP): CL6. You feel a shift within you, as a burst of flies pour out of your mouth. For one combat you are immune to all elementalbased effects and conditions (Burning, Chilled, etc.). - Find Traps (1 EP): CL4. A nauseating sensation invades the caster while in the proximity of a trap. During the remainder of the adventure (if in an interior setting) or a full day (when outside), the character can detect any traps before they are activated. Notice that this does not mean the trap is neutralized. The party will still need to find a way to disarm it, or they may simply avoid the area where the trap is located. - Invisibility (1 EP): CL6. The caster's shadow envelopes them, making them disappear to the naked eye. The caster becomes invisible and may sneak behind the enemy. Your next attack is an automatic critical success, and enemies can't target you that turn. - Orb of Light (1 EP): CL6. An orb of bleak light appears, floating in front of you like a sick, otherworldly firefly. This spell allows you and your party to see in interior settings and during the night without torches or lamps. Its effects last for a whole adventure. - Pain Transfer (2 EP): CL7. Blood Magic. The caster slowly crosses their arms with a sharp blade, letting the blood drip to the floor where it bursts into flames. For each Health Point the caster sacrifices, 1 direct damage is dealt to an enemy. - Regeneration (2 EP): CL5. A crust of living shadow forms around the caster's wounds, pulsating but soothing the pain. The caster heals D10+L of their own Health Points, at a rate of 2 per turn. - Shadow Flames (2 EP): CL6. Flames made of shadows jump from the darkest corners of the room, engulfing the target. Shadow Flames deals HP damage to an enemy, equaling the caster's INT. - Viper Strike (1 EP): CL4. Immediately apply Poison to one enemy. 31 EQUIPMENT 32 What little metal there is in the Fractured Dominion is not wasted making coins. Instead, seashells are the main currency among settlements and nomadic tribes. Somewhat rare, these can be found in certain areas of the wastes, telling a tale of a much more pleasant past in which the southern oceans were not yet frozen. Some of the shells are plain but polished seashells while others have a settlement's sigil or even a Tyrant's name and personal seal carved into them. Sometimes precious and semi-precious stones are used instead of shells, since they are smaller and more practical. When a character has wealth measured in thousands of shells, it is presumably being carried in the form of precious stones such as diamonds and rubies. For gameplay reasons all values are measured in shells. For weapons and tools, substitutes for metal can be found in combinations of bone, stone, leather and wood. The items listed below are made of these standard materials. Only rich merchants, nobility and some elite troops are seen carrying metal weapons or armor, although there is always the chance a lucky scavenger has managed to find a relic from the past buried in the ruins. Characters may purchase any item from the list below from any settlement of the Fractured Dominion. They may also sell their own equipment and loot from their travels at half the standard market price. Tracking Weight A character can only carry a certain number of items at once. This number is indicated by their Gear Slots (GS), which is equal to their STR. Items with a ‘GS’ value in their description occupy Gear Slots to simulate their weight. Luckily, small items such as trinkets, potions, etc. do not count towards the maximum amount of gear you may carry. For each GS a character fills beyond their maximum, they will receive a cumulative -1 to all DEX Tests. Optional Rule: Provisions Players wanting a bit more realism and danger in their games can introduce the concept of provisions. Characters need to carry provisions (food and water) with them to survive. A player character will need to consume 1 Ration per day to be in optimal condition. If they do not do so, they will suffer a -10 to all skill rolls after three days without provisions, until they eat again. If a character goes for a whole week without provisions, they will die. E�������� ���� Antidote – 20 Bandage – 5 Healing Tincture – 150 Heavy Armor – 100 – 5 GS Heavy Shield – 15 – 2 GS Horse – 250 Lantern – 10 – 1 GS Light Armor – 50 – 3 GS Lock Picks – 10 Long Bow – 30 – 2 GS Mule – 150 One-Handed Weapon – 15 – 1 GS One Day Rations – 5 Rope – 10 – 1 GS Shield – 20 – 2 GS Short bow – 15 – 1 GS Two-Handed Weapon – 30 – 2 GS - Antidote: A character who drinks this may remove the Poisoned condition. - Bandage: Each use of the First Aid skill requires having 1 bandage, so it is wise to stock up on these when you get the chance. - Healing Tincture: As its name indicates, this is a remedy that any character may use to heal their wounds, returning them to full health. It may be used in combat instead of attacking or casting a spell. Only one may be used each day/adventure. - Heavy Armor: Assorted pieces of leather and bone sewn together in layers, offering much more protection than the standard leather light armor, but allowing less freedom of movement. Absorbs 3 damage per attack, penalty of -2 DEX. - Heavy Shield: A sturdy frame of bones, bark and leather that covers half of the character's body. Gain +20 to Parry but requires a free hand. Penalty of -20 to attack skills if the character doesn't have the Shield Expertise skill, and a penalty of -10 if they do. - Horse: This sturdy animal is a beast of burden, able to carry 20 GS worth of items. It also allows characters to traverse terrain at twice the normal speed, effectively halving the Rations required during travel. 33 34 - Lantern: A basic source of light, a lantern is indispensable to anyone planning to explore caves and other dark places. A lantern occupies one free hand, meaning the character will not be able to equip two-handed weapons, bows or shields. Not carrying a light source while fighting in the dark will result in a -30 to all Skill Tests. - Light Armor: This handmade armor is composed of leather and other light materials like strong plant fibers and hollow bones. It offers a measure of protection while not inhibiting a character’s movement. Absorbs 2 damage per attack. - Lock Picks: A basic tool used to get into places you’re not supposed to be. This is required for a character to attempt picking a locked door or container. - Long Bow: This weapon allows a character to attack from a distance. Ideal for outdoor encounters, but not very useful while fighting in caves or ruins. Deal D6 damage on a hit, and you can make a free attack with a penalty of -20 to the Ranged Weapons skill before the first round of a fight. Only usable in outdoors encounters, except for characters with the Point Blank Shot advanced skill. - Mule: A common sight among the nomad tribes, mules allow characters an extra 20 GS to store items. - One-Handed Weapon: Any tool or weapon used primarily with one hand. They range from a dagger to a pickaxe. �Cestus: A leather battle glove that can be used in unarmed combat. Add a D4 to the damage roll of an unarmed strike, meaning that a character equipped with a cestus will deal 2D4-1 damage on a hit. Cannot be used to parry. �Dagger: A dagger is any bladed weapon shorter than a human’s forearm. Quick and deadly. Deal D4 damage on a hit. Gain a bonus of +1 to initiative, and penalty of -10 to your Parry skill. �One-Handed Sword: The most common weapon across the Fractured Dominion, this weapon may be carved from a single piece of bone or cobbled together with sharp pieces of obsidian and wood. Deal D6 damage on a hit. Gain a bonus of +10 to your Parry skill. �One-Handed Axe: A common tool found almost everywhere, used in combat by those preferring a more direct approach. Deal D6+1 damage on a hit. �One-Handed Mace: Although one may find a carefully put together mace, beautifully made of carved wood and bone, this will more likely be a big stone tied to a stick. Deal D6 damage on a hit. Gain a bonus of -10 to your enemy's Defense, and a penalty of -10 to your Parry skill. - Rations: All characters need a minimum of 1 ration per day. Rations consist of dried fruits and meats, and more importantly, water. - Rope: One of the most versatile items a character may carry, rope allows a character to climb out of holes and over walls, or even tie someone up, if it were necessary. - Shield: A practical frame of bones and leather is often all that separates a warrior from certain death. A Shield grants a bonus of +10 to your Parry skill, a occupies your free hand. A character who doesn't have the Shield Expertise skill suffers a -10 to attack skills. - Short Bow: A more common type of bow, this is used by hunters to kill small prey all over the Fractured Dominion. Deal D6 damage on a hit, and you can make a free attack with a penalty of -20 to the Ranged Weapons skill before the first round of a fight. A short bow allows the character wielding it to attack from behind two characters in corridor encounters, but it causes a permanent -10 to the Ranged Weapon skill when used. - Two-Handed Weapon: The biggest and deadliest weapons fall into this category. These must be wielded with two hands. �Spear: One of the most universal weapons, it can range from a simple sharp stick to a beautifully carved bone-tipped pole. A spear allows the character wielding it to attack from behind two characters in corridor encounters. Deals D6 damage on a hit. �Two-Handed Sword: This giant blade is both deadly and difficult to use. Deal D10 damage on a hit. Wielding it gives a penalty of -10 to the character's defensive skills. �Two-Handed Axe: An intimidating weapon, partially due to its popularity among executioners. Deal D10+2 damage on a hit. Gain a penalty of -20 to the character's defensive skills. �Two-Handed Mace: The ultimate statement of brutality and power. Deal D10 on a hit. Gain a bonus of -20 to your enemy's Defense, but a penalty of -20 to your character's defensive skills. 35 PLAYING 36 THE GAME So, you have a couple of adventurers ready to explore the twilight lands of the Fractured Dominion. Now you will need to know how to explore, what you will find during your travels, and how to deal with what you find. EXPLORING THE FRACTURED DOMINION To begin your adventure, start with your party on Hex #1 of the Overworld Hex Map. This first hex is considered empty, so choose a direction to travel and roll on the Hex Exploration Table once per hex. Each hex takes a full day to explore and travel through, and each feature you uncover is permanent so you may return if needed. This is important to know for when your group finds a point of interest such as a town and they need a place to rest between excursions. Use the Map Log to write down what you find on each hex. Once you have filled up a hex map, simply print out another one and start again on the Hex #1. The Fractured Dominion is a big place! When backtracking through previously explored terrain, roll a D10 in each explored hex (except for settlements and oases). If the result is a 1 or 2, the party is attacked by an enemy rolled on the Random Encounter Table. H�� E���������� T���� (D20) 1 Rugged Terrain. The party spends twice as long traversing this hex (2 days on foot, 1 day mounted). Settlement. The party may stop here to recover from their wounds, buy and sell equipment, and 2-3 maybe pick up a new task to complete. Check the Settlements section below for more details. Old Corrupted Temple. The characters find a ruined place of worship dedicated a god who is now 4 lost to time. It is currently the home of a beast. Roll on the Elite Foes Table. If your party manages to defeat the creature, they have cleansed the place allowing them to remove 1 CP. Graveyard. You come across what appears to be an old graveyard which was abandoned centuries ago. Even in this state it may be worth it to look around. Perform a Perception Skill Test; if you 5 succeed you may roll on the Loot Table as you pull out a rotten bag buried in one of the tombs. Unfortunately for you, something wicked emanated from the tomb; you gain 1 CP. Night Assault! While your party is sleeping a group of enemies attack their camp, attracted by the 6 smell of food. Roll on the Common Foes Table, enemies attack first. 7 Vermin. A group of small, hungry creatures attacks the party. Roll on the Vermin Table. Minion. The party finds themselves facing a group of wandering enemies. Roll on the Common Foes 8 Table. Wild Apple Grove. A leftover from a gentler past, this apple grove has survived despite the harsh 9 conditions. Each visitor is given a gift of D10 Rations and has the chance to sell or buy equipment from the friendly local peoples. Witch of the Hills. You follow a trail of smoke to a small camp, where you find a dark figure dressed in rags bent over a stone cauldron. It is a woman of indeterminate age, who beckons you to follow her inside the tent behind her. Hesitantly, you follow her inside where she awaits with a selection of rare concoctions and potions. Healing Salve – 50 shells. Once per day/adventure you may apply this salve to heal D20 Health Points. Poison Salve – 50 shells. Apply this to become immune to 10 poisons for a whole adventure. Agility Salve – 100 shells. You may use this to add +10 to a character's defensive skills during an adventure. She also offers the possibility of resurrecting a fallen comrade, if the body is brought to her and no more than a week has passed since death. Resurrection Ritual – 1,000 shells: roll a D10. If you roll less than the character's level, the character comes back to life, but suffers a permanent -1 to their Max Corruption from a lingering shadowy influence. 11 Ravine. A narrow, steep-sided valley halts the party's advance. Impassable terrain. Elite Encounter. The party is unfortunate enough to find a roaming monstrosity. Roll on the Elite 12 Foes Table. Cave. A half-visible trail leads the party to a seemingly natural cave. If the party decides to explore 13-14 it, use the Indoor Location generation rules described below. Ruins. The party comes across a vestige of the past, half buried by the sands. If they decide to 15-16 explore it, use the Indoor Location generation rules described below. Caravan. A group of friendly nomads offer to trade some goods. The party may trade as if they were 17 at a settlement, but when you leave this hex the caravan will move along as well. Re-roll this Hex if the party comes back to it. Abandoned Stock. Half buried on the side of a forgotten road the party finds the scattered 18 remnants of a caravan. They find 2D20 shells worth of trade goods. Storm. On the horizon, you see one of the terrible Twilight storms heading your way. These violent weather assaults are famous for wiping entire settlements off the face of Uzrun in a matter of 19 hours. Fortunately for you, you find a potential shelter nearby: a cave. Roll a D10: on a result of 8+, you are not the only one seeking shelter here; roll on the Random Encounter Table. The storm will last D4 days, during which you'll have little to do but wait and spend your rations. Tyrant Fortress. The most threatening sight in the Fractured Dominion. Most people run in the opposite direction if they get too close to one of them, even though it's hard to be far from one at any given time. Some Fortresses are ruled by somewhat benign tyrants (those few that possess a 20 strong enough will to resist the pull of the forces of chaos), which has allowed settlements to grow around them creating a semblance of civilization. Of course, this isn't all that different from living next to an active volcano, where tragedy can strike when you least expect it. Use the Indoor Location generation rules to explore it, if you dare. R����� ��������� T���� (�10) 1-4 5-8 9-10 38 Vermin Common Foes Elite Foes Settlements As shown on the Hex Exploration Table, characters will occasionally find one of the Dominion’s friendly settlements, which are scattered across the wastes. This is the ideal place to buy and sell gear, recover health, and find some work in the form of tasks. It is also the only place a character will be able to find a trainer. Trainers will teach the player characters new skills, provided they have enough shells and the required EP for it. Each time your party arrives at a settlement, roll a D10. On a roll of 5 or more, you find a person willing to teach you. Each skill training costs 100 shells. Pick a skill available to your character (active or passive), spend the required EP and add the skill to that character’s sheet. Random Events While visiting a settlement you will run into all sorts of people and situations, both positive and negative. Roll on the Random Events Table below each time you visit a settlement. R����� ������ T���� (�10) 1 2 3 4 5 6 7 8 9 10 A fight erupts in front of you, and you quickly find yourself in the middle of its arguing antagonists. In the swirling melee you get a swift kick somewhere soft and a broken nose. If you go on a mission, start with D6 less HP. A person bumps into you, quickly apologizing and leaving in a hurry. Minutes later you realize you’ve been robbed! You lose D100 . A local rushes up to you as you tend your horse. They seem impatient, looking over their shoulder often, and quickly offering to buy your steed for twice its worth. If you have an animal, the suspicious local will buy it for twice the price listed. If you agree to sell it, they quickly jump on and disappear in a cloud of dust. Roll a D6: On a 1, the settlement's watch arrives and arrests you for helping a wanted criminal. You are held for a whole week (no need to spend rations during that time) and are finally released after paying D6x20 (or all the money you have, if you can't afford it). As you round a corner, you see a crowd of angry Uzrun locals marching down the street, straight towards you. They seem to be protesting, but you can hardly understand what they're shouting. You are caught up and carried along by the mob until you're pinned against a wall down the street as you see the local guards preparing to “negotiate” with the crowd. Perform a DEX Test. If you succeed you manage to break free and sneak down an alley seconds before violence begins. If you fail, you are beaten by a guard and thrown into a cell. You are released after paying D6x20 (or all the money you have, if you can't afford it). The town's supplies are running low due to some problems with bandits on the road. Supplies are running low, so prices are up. All prices today are +10 . Walking down an alley, you see a figure sneak behind you. You're being attacked! You must defeat some Bandits that are trying to rob you. Nothing of interest is going on, just another day in the Fractured Dominion. Things have been calm around here lately, so there are supplies available for everybody. Items worth at least 20 sell for 10 fewer shells today. An Absolver is in town, and you cannot miss this opportunity. It is said that the members of this rare society are trained to extricate a person’s corruption! For the price of 100 you may remove 1 Corruption Point. This only works once a month, so if you've recently been healed by an Absolver, ignore this event. A tax collector is in town who wants you to pay your due to the local Tyrant. You might try to convince the tax collector that you're just passing by with a CHAR Test. To comply, or if you fail the CHAR Test, you must pay 50 or else risk being beaten up by the tax collector's guards. If you refuse to pay, you'll face 4 Guards (use the stats for Bandits). 40 Gambling The world may have died and gone to hell long ago, but gambling is still very much alive. Each time you visit a settlement you may opt to gamble your hard-earned shells to see if your luck has changed for the better. The most popular game, one that is so simple its rules are pretty much the same wherever one may be, is called Pot. A game of Pot is played as follows: - The player declares how much they are willing to bet. A standard bet is 10 shells per roll. - The player rolls 2D10. If you roll doubles, roll a third time and get a +/1 on the betting roll. - Arrange the dice on the table with the lower result to the left and the higher to the right. - Now the player needs to guess if the chicken will land in the pot (a number inside the two rolls), or outside of it (a number outside the two rolls) and rolls another D10. - If the third die rolled matches any of the previously rolled numbers, the player loses. If their guess was correct, they win. - A traditional game of Pot consists of 3 rounds of betting. Tasks and Missions Sometimes the adventurers will come across an individual who asks them to complete a specific task, generally in exchange for a reward. This gives the characters (and the player) a goal to keep in mind when going out to explore. You do not need to complete most tasks immediately; time moves slow in the Twilight and whatever you need to do will still be there when you decide to tackle it. You may only roll once per settlement. If you don't like the task offered, you may come back a week later and re-roll. Characters must return to the settlement where they were given the task to collect the reward. Completing a task grants 100 Experience Points (XP), divided among the party as the player sees fit. The characters may also remove 2 Corruption Points each upon completion. T���� � M������� T���� (�10) 1 2 3 4 5 6 7 8 9 10 The Tyrant Must Fall! The settlements around the nearby towering Fortress have had enough. They can't allow their children to be taken and their crops to be cursed any longer. Your party is tasked with bringing them the head of the Tyrant. Reward: 1,000 , 1 scroll containing a random spell. Taken! A crying mother asks you to recover her missing son, who was taken by a group of minions. Each time you encounter a group of Common Foes, roll a D10+X where X is the number of Common encounters since acquiring the task. On a 10 or more, you find the missing child. Reward: The characters may remove one CP. Artifact Hunting. While sitting at camp and sharing water with some nomads, you overhear a conversation. Somewhere in this area are the ruins of two twin settlements, each with one half of a very powerful artifact. Put together, it grants enormous power to the wielder. The next two ruins you explore each have one half of the artifact in the last room, guarded by an Elite Foe. Reward: Roll on the Artifacts Table. Finding Help. A rich merchant has hired you to take his sick wife to the nearest settlement, where they have the best healers in the region. If you do not help soon, she will be taken by the sickness; this task must be done quickly. The party has 7 days to find a settlement (one that wasn't previously discovered), or the merchant's wife will die. Reward: 500 if successful. Lost. The party is asked to find a group of migrants that were expected to arrive days ago. The characters must explore the region, rolling a D10 in each hex they explore. On a roll of 1-2, they find a clue. Once they find 5 clues, the next Hex they enter will contain the entrance of a cave, where the migrants have been taken. The migrants will be found in the last room, guarded by an Elite Foe. Reward: Roll 2 times on the Loot Table. Looters and Pillagers. The town's leadership asks the player characters to get rid of several roaming bands of creatures harassing the Settlement. The party must find and slay 10 groups of minions in the outdoors (minions found in caves or buildings don't count). Reward: 200 to each character, and the party may sell their loot at full price in this town, instead of half. Find the Witch! A tribal leader has recently lost his only son and heir to the crimson plague. He begs the party to take the body with them and find a Hill Witch to bring him back to life. He doesn't have any money (the characters will have to pay for the ritual themselves), but he offers the party an ancient relic as payment. Reward: Roll on the Artifact Table. The Mapmaker. The characters are hired by a mapmaker who needs help charting the area. The characters must explore every hex in the region's map and return to the mapmaker with what they have learned. This quest may only appear once per region, reroll in this table if you have already completed it. Reward: 1,000 . The mapper used to work for a Tyrant and knows its weakness; next time the party fights against a Tyrant in the region their attacks will deal and extra D10 damage per attack. The Thing in the Ruins. The town's council has hired the characters to eliminate an abomination that has been terrorizing the area for several months. They must find the nearest ruins, clear them, and in the last room they will find a Spawn of Vhol'est (check the Elite Foes Encounters). Reward: The town is too poor to offer anything of value, but the characters receive twice the normal amount of experience points from completing this task. Assault! The party is hired to defend the settlement from an incoming raid. They must roll 5 times on the Minions Table, resolving one encounter after another without a rest. If they survive, roll once on the Elite Foes Table to face the raid's leader. Reward: 100 , as many supplies as they can carry (but only 10 Bandages each). INDOOR LOCATIONS 42 When exploring or completing tasks, the player characters will inevitably find themselves delving into caves, exploring ancient ruins, or even assaulting a mighty Tyrant Fortress. Following the rules explained in this section, you will be able to generate each location's layout, its contents, and its inhabitants, all on the fly. Just like the rules for Outdoor Exploration, when the party returns to a room or corridor they have already explored, they must roll a D10. On a roll of 1 or 2, they encounter a wandering enemy rolled on the Random Encounter Table. This is important because once you complete your task inside an interior location or you simply decide that you want to leave, the party still needs to retrace their steps to exit safely. Caves It is not hard to find subterranean passages that have been and still are populated by beasts, bandits and unspeakable horrors. These caves may be the remnants of mining operations, beasts' lairs or simply natural formations, but no matter their origin they are all equally dangerous. Remember that a party needs a source of light in order to explore a cave properly, otherwise they will suffer a -30 to all skill tests. While drawing a cave's map, you should draw the walls irregularly and with no sharp angles, to reflect the fact that this is not a man-made place (or at least, not a building's interior). Ruins All over the Shattered Dominion, ruins are scattered as a reminder of what the world used to be like. From expansive palaces to forgotten temples, they offer plenty of opportunities to find treasure and ancient artifacts. These places also attract all kinds of creatures and greedy explorers, searching for shelter or the ancient secrets that can be found buried among the rubble. Fortresses If a party decides to explore a Tyrant's Fortress, it usually means they are there to kill the Tyrant itself. They will need to do so in order to get out of the Fortress alive, so the last room in the Fortress will always have the Tyrant as an enemy. Experience-wise, a Tyrant counts as an Elite Foe. Defeating a Tyrant grants 2 rolls on the Loot Table, and 1 roll on the Special Loot Table. Special Conditions Each time you enter one of these locations, you must roll a D6. On a roll of 1, the place is unique (and not in a good way). You earn double the XP from killing enemies in this place, but you must roll on the Special Conditions table shown on the next page. S������ C��������� T���� (�8) 1 2 3 4 5 6 7 8 Tyrannical – Elites have 50% more health. Unstable – Every 4 rooms explored, the ground shakes. All characters lose D4 HP from the falling rubble. Empowered – All enemies deal an extra +1 damage per attack. Fearless – Enemies encountered here will never flee due to low numbers. Toxic Blood – When slain, this enemy splashes the player characters with toxic blood. Pass a CON Test or lose 2 HP per enemy killed. Bolstered – When a fiend dies it enrages the other members of its group, who deal an extra +1 damage per attack. Necrotic – Successful enemy attacks infect the players with a necrotic disease that reduces all healing received during combat by 50%. Armored – All enemies here have suffered a mutation that covers them in armored plates, which absorb 5 damage per attack. 43 44 Mapping Interior Locations Once the party enters an interior location, you will need to start figuring out the place's layout and contents. Interiors are randomly generated using the tables and rules found in the following pages. All you need is a pencil, a few dice and some grid paper. Alternatively, for your first foray into the Fractured Dominion, you can use a printed copy of the location adventure map found in this book. A diagram of the interior exploration sequence Entrance Rooms This is the first room your party encounters when they enter a cave, ruin or fortress. Roll a D10 and draw the corresponding entrance at the bottom center of the location grid. This room contains nothing, so you do not need to roll on the Room Contents Table. To start exploring past the entrance, use the rules for Doors below. 46 Doors While looting the vestiges of the past civilizations, it is not rare to find locked doors. Roll for the number of exits on the Exits Table, then roll to determine if the exit has a door, and if it is locked. Roll a D10: 1-3 no door, 4-7 open, 8-10 locked. If the party is exploring a Fortress, roll a D10: 1-6 open door, 7-10 locked door. Caves have no doors. Place the exits as centered as possible on any wall you want, trying to make a logical layout and adapting it to the needs of the map. For example, if your corridor runs into the map’s left border, placing a door there would make no sense because you can't draw any rooms in that direction, so you would place it on another side. E���� T���� (2�10) 2-10 11-14 15-17 18-19 20 None One Two Three Four If a door is locked the characters must successfully perform a STR Test to bash it open, or use the LockPicking Skill and Lockpicks to pick the lock. Each failed lockpicking attempt temporarily decreases your Lockpicking Skill by 10. You may only attempt to bash the door once per character. After traversing the entryway, roll on the Interior Exploration Table to find out if the exit leads to a room or to a corridor, then roll on the Corridor Table, or the Room Layout Table. I������� E���������� T���� (�10) 1-7 8-10 Room Corridor Corridors If you find yourself going through a corridor, you will learn its shape by using the Corridor Table. Corridors have no contents, but you need to roll a D10 to see if there are any enemies. On a roll of 1 or 2 roll on the Random Enemy Table as your progress is interrupted. Corridors always have a width of 1. C������� T���� (�10) 1 2 3 4 5 6 7 8 9 10 Parallel corridors going D6+1 squares to the left, then D6+1 squares to the right Straight ahead D6+1 squares Corridor to the right for D6+1 Corridor to the left for D6+1 Straight ahead D6+1, then veers to the right for D6+1 Straight ahead D6+1, then veers to the left for D6+1 Corridor to the right for D6+1, then veers to the right again for D6+1 Corridor to the left for D6+1, then veers to the left again for D6+1 Corridor to the right for D6+1, then veers to the left for D6+1 Corridor to the left for D6+1, then veers to the right for D6+1 Rooms Most things of interest to the characters will be found in rooms. Roll below to find out the shape of the room and roll for exits again with the Exits Table. After this, roll to determine its contents on the Room Contents Table below. R��� L����� T���� (�10) 1-5 6 7 8 9 10 Square (D6+1 high, D6+1 wide) Circle (D6+1 across) Hexagon (D6+1 across) Oval (D6+1 high, D6+1 wide) Triangle (D6+1 per side) Trapezoid (D6+1 high, D6+1 base wide, D6+1 base top) Now that you know the shape, roll below for the contents of the room. If you choose to flee from an enemy found in a room, it will be there next time you enter the room, if you return. Traps that are deactivated stay deactivated. R��� C������� T���� (�10) 1 2 3 4-5 6 7 8 9 10 Trap. Roll on the Traps Table Loot. Roll on the Loot Table Trapped Loot. Roll on the Traps Table, and once resolved, roll on the Loot Table Special Feature. Roll on the Special Features Table below Empty. There is no loot, but at least there are no enemies Treasure. Stash of semi-precious stones worth 2D20 Vermin. Roll on the Vermin Table Enemy. Your advance is interrupted, roll on the Common Foes Table Monstrosity. You’ve walked into a beast's lair. Roll on the Elite Foes Table 47 S������ F������� T���� (�10) 1 2 3 4 5 6 7 8 9 10 A crack in the ceiling above the middle of the north wall allows a trickle of water to flow down to the floor. The water pools near the base of the wall, with a small rivulet running along the wall and out into the hall. The water smells fresh. The party obtains D6 Rations. The party stumbles upon a poorly hidden weapons stash. Characters may take any weapon available in the equipment list. This room is filled with bottles, pipettes and other tools that an alchemist would need. Everything here is covered in a thick layer of dust, but in a corner under some ragged piece of cloth the characters find D4 bottles with a green, viscous liquid. If a character dares to test its effects, roll a D10; 1-5: the concoction is so old it is now poisonous; pass a CON Test or lose D20 HP. 6-10: the bottles contain a simple healing potion. Heal D20 HP, usable in combat. As soon as you step into this room, a feeling of calmness invades you. This place seems to be completely removed from the influence of the Primordial Ones. Each character removes 1 CP. A sensation of dread invades you the moment you step into this room. Flashes of horrific visions fill your mind, bringing you to your knees. They know you are here. Pass a WIL Test with each character or they will gain 1 CP. A series of small statues line a wall. Behind them there is a mural, telling what appears to be the story of a people's exodus. You discover small levers behind each statue, allowing them to rotate. If you try to solve this puzzle, perform an INT Test. If you succeed, roll on the Loot Table. You may only try once per character. This room was previously an immense library. Now piles of half-rotten tomes gather dust in every corner, collapsed shelves creating a landscape of lost knowledge. The party may spend a whole day here sifting through the books, hoping on even the slightest odds that there is something of worth. Perform an INT Test with each character. For each that passes, roll a D10. On a 1-2, you find a scroll containing a random spell. A horrendous, overwhelming stench wafts from the room before you. Lining the walls are cages containing small animals and large insects. Some of the creatures look sickly and alive but most are long dead. Their rotting corpses and unclean cages no doubt cause the place's foul odor. A cat mews weakly from its cage, but the other creatures just silently shrink back into their filthy prisons. The players may choose to release the animals; if they do, they can remove 1 CP, but will have to fight against those that are too scared or far gone. Roll twice on the Vermin Table and fight against both groups at the same time. A foul stench begins to seep from the floor cracks; the smell is nigh unbearable. The fumes originate from deep within the earth, carrying a smell not unlike rotten eggs. Better to move along. For each turn the characters stay here, they must successfully perform a CON Test, or lose D6 HP. There is a nefarious influence in this room. A shadow suddenly invades each character's mind and holds fast to their thoughts. Characters fight the rest of the adventure with a -10 to all defensive skills, unless they give into the darkness and gain 1 CP in the process. Traps Traps are, unfortunately, very common in the kinds of places your characters will frequent. Recent or ancient, their goal is to harm, maim or kill any intruder. Surviving will require luck and skill as you attempt to avoid their effects. Once your party enters a room with a trap in it, choose a character to perform a Perception Skill Test. Success means you notice the trap; you may choose to retreat and avoid the room (if possible), or disarm it if you have the Disarm Traps skill. However, you will not know what type of trap it is until you trigger it! T���� T���� (�10) 1 2 3 4 5 6 7 8 9 10 Poison Darts. Characters must pass a CON Test or gain the Poisoned condition (see page 52). Trapdoor. Characters must successfully pass a DEX Test or lose D10 HP. If the whole party falls inside, they will need a rope to escape the pit, or they will die of starvation inside of it. Sand Trap. A wall closes behind the characters as soon as they enter this room, and sand begins falling in from the ceiling. They have 10 attempts at deactivating this trap with the Disarm Traps skill or by successfully passing a DEX (-6) Test, or they all die. Collapsing Ceiling. The ceiling above the party collapses on top of them. Characters must each successfully pass a DEX Test or lose D20 HP. Noxious Gas. A wall closes behind the party, and toxic gas is released in the room. Characters immediately lose 2 HP, and they lose another 1 HP each time they fail to disable the trap using the Disarm Traps skill or a DEX (-6) Skill Test until a successful attempt is made, disabling the trap. Spears. Sharp spears slide from the walls, stabbing at any character who fails to pass a DEX Test. They are targeted by D6 attacks that deal 2 damage each. Vermin Pit. A pit opens underneath the characters, teeming with vermin. The characters must succeed on a DEX Test or lose D10 HP, after which they will face the vermin inside. Roll on the Vermin Table. Luckily, once the vermin are dealt with, it's not too difficult to climb back up. Bear Trap. A random character steps on a hidden bear trap. Roll a DEX Test to avoid getting caught in it. A trapped character must succeed on a STR Test to free themselves, or else they will not be able to move. One attempt per character is allowed. A trapped character will not be able to play for the remainder of the adventure but may be rescued once the place is cleared. If they are the last survivor, they may try to pry the trap open one last time. If the trapped character manages to be released, they will have their Dodge Skill halved for the remainder of the adventure. Net Trap. A net falls from the ceiling, pulling the characters into the air unless they pass a DEX Test. If they are trapped, they must roll a successful DEX (-5) Test to cut down the net. After each failed release attempt, roll a D10. On a 1 or 2 a wandering enemy from the Common Foes Table hears the commotion, and attacks. The characters will be automatically hit by the enemy until they can free themselves. Fire Trap. Huge flames roar from the walls the moment the characters step into this room. Roll a DEX Test to avoid the flames or lose D10 HP and gain the Burning condition. You fight with a -20 to your attack skills until the wounds caused by the fire are healed. 49 L��� T���� (�10) 1 or less 2 3 4 5 6 7 50 8 9 10 or more No treasure found D10 D20+5 2D20 D6 Healing Tinctures D10 Rations A piece of jewelry worth 5D10 A One-Handed Iron Weapon. Roll a D4: 1 Sword, 2 Hammer or Mace, 3 Axe, 4 Dagger. This weapon deals +1 extra damage than its bone counterpart and will never break while parrying. Sells for 50 . 2 GS A piece of mail armor. Absorbs 3 damage per attack, -1 DEX. Sells for 300 . 3 GS Roll on the Special Loot Table S������ L��� T���� (�10) 1-2 3 4 5 6 7 8 9 10 A scroll containing a random spell. May be sold for 100 . 1 GS An exceptionally well forged One-Handed Steel Weapon. Roll a D4: 1 Sword, 2 Hammer or Mace, 3 Axe, 4 Dagger. Deals 10 more damage than its bone counterpart and will never break while parrying. Sells for 100 . 2 GS An exceptionally well forged Two-Handed Steel Weapon. Roll a D5: 1 Sword, 2 Hammer or Mace, 3 Axe, 4 Staff, 5 Spear. Deals +2 extra damage than its bone counterpart and will never break while parrying. Sells for 150 . 3 GS Reinforced Steel Mail. This is a true relic of the past, perfectly crafted and preserved. Absorbs 3 damage per attack. Sells for 500 . 3 GS Steel Breastplate. The craftsmanship on this piece speaks to the glory of the past. Absorbs 5 damage per attack, -20 to all your defensive rolls, -2 DEX. Sells for 700 . 6 GS Steel Shield. +20 to Parry. Sells for 100 . 3 GS Darkness Well. A plain-looking stone that allows the person carrying it to store 2 CP inside. Once the well is full, it glows slightly. Cannot be re-used, but it can be sold as a curiosity for 3D10 . A pair of rare metal fist weapons affixed with short blades. Add +20 to Unarmed skills. Sells for 100 . 2 GS Roll on the Artifact Table A������� T���� (�10) 1 2 3 4 5 6 7 8 9 10 Horse Figurine. A small statue of a horse made of some unidentifiable black material that, when whet with blood, grows to the size of an actual horse. Sacrifice 10 HP to be able to travel at double speed in outdoor zones. 1 GS Amulet of Vythrhos. A dark green stone is framed by what appears to be fossilized hair. Once worn it pulsates slightly, matching the wearer's heartbeat. Once per adventure, if the character carrying this receives a death blow, they will instead fall unconscious to 1 HP, alive but unable to participate in the rest of the fight. Maw of Vhozha. This slick leathery blue bag seems to tremble when nobody is looking at it, as if something were trying to come out. This bag allows a character to carry an extra 10 GS in weight. The Sineater. This legendary artifact was once wielded by Athros, Bane of the Ancients. With it she managed to challenge the reign of many Tyrants, until under mysterious circumstances she lost the Sineater. Without this object, she became corrupted and Tyrannical, reigning over the Rhatrej region for 800 years. This sharp black crystal absorbs the next 5 CP the character would receive, after which it becomes dormant for the next three adventures. 1 GS Rod of Shrath. This device, once belonging to a Sharani High Priest, is an asymmetric mass of ethereal crystal which can be activated to recover from grave wounds. Individuals who possess the device and use it repeatedly develop fine scales over parts of their body. The user may cast Regeneration once a day/ adventure without gaining corruption. 1 GS The Everlasting Shadows. This ancient tome has a tainted aura, no doubt a result of it being bound in human skin. A foul sense of dread invades the reader when it is first opened. Contains 3 random spells. 1 GS Feather of Kul'Pheg. A shimmering feather, which reflects light in a million colors even during the darkest of nights. The shaft is cold to the touch and seems to be made of metal. This item gives the party +2 to initiative. Taintnut. A small wooden seed encircled with runic bands. The nut looks to be bulging around them as if a force were pushing from the inside, contained only by the symbols. If a character swallows this seed, their Max Corruption will be increased by 1. Crystallized Ice of Alnavis. This appears to be a stalactite made of pure ice, but somehow it is not affected by any heat. Instead, a little bit melts with each use until it disappears. Deal D20 damage to all enemies in front of the caster. It takes the character's whole turn to use it. 20 charges. 1 GS Staff of Scars. This wooden staff looks pristine, as if it were just finished by a skilled artisan. The more its powers are used however, the more twisted and gnarled it becomes. The person wielding this staff may sap it of energy, thus healing the wielder or an ally. Once it has been drained of energy, it loses its power, becoming little more than a branch. Contains 200 points worth of HP. Deals D4 damage if used as a weapon. 2 GS COMBAT 52 Exploring the world of the Fractured Dominion brings with it a guarantee that you will encounter beasts, monsters, aberrations and abominations that will try to kill you out of self-defense, hunger, or madness. Combat in Disciples of Bone and Shadow is fast and brutal; you will usually be able to solve your encounters in a matter of minutes. The goal of combat is to reduce the opponent's Health Points to 0. Each weapon, spell and ability deals damage (expressed in HP loss) specified by the type of weapon being used, and combatants will take turns attacking each other until one of them collapses. When confronted with a combat situation, the first thing you need to do is roll for Initiative. All enemies have an Initiative stat that goes from 1 to 20; to gain the initiative (and thus attack first) you need to roll above the enemy's Initiative with a D20. The combat order changes every turn, so you will need to roll for initiative again after each person has taken a turn. If you are facing enemies with different Initiative values, simply compare your roll with their respective values and arrange the turn order accordingly. When facing enemies that appear in groups of several individuals (such as Vermin), you only need to roll Initiative once for each set of Vermin, not each creature in the swarm. Avoiding Combat If the player wins the initiative roll before the first turn (called the engagement turn), they may choose to avoid the combat by attempting to sneak past the enemy. All enemies have an Awareness stat that is subtracted from the character's Sneaking Skill. For example, if a player has a 50 in Sneaking, and the enemy has 20 Awareness, then the player must roll under 30% with a D100 to pass the test. When facing several enemies with different Awareness values, use the highest value; if the enemy with the keenest senses can't hear you, it's assumed that the rest will not be able to either. Surprise If the PCs win the engagement round’s initiative by 5 or more (for example, rolling an 18 or more against an enemy with Awareness 13), the PCs enter combat with the element of surprise. This allows them to perform their first attack with a bonus of +20 to their attack skill. On the other hand, if the PCs lose the engagement turn's initiative by 5 or more, they suffer a -20 to their defensive skill (whichever they choose to use) for that first turn. Attacking and Defending Enemies don't roll for attack or defense; you will not need to roll to play out the enemy's actions. Instead, the player will roll during their turn to attack with their weapon or spell of choice, then during the enemy’s turn the player will roll with their character’s Dodge or Parry Skill to avoid being hit by each enemy's attack. When the player fails an attack roll it's assumed that they missed or the target avoided it, while when the player is successful at a Dodge or Parry test, it's assumed they avoided the attack or that the enemy missed. All enemies except Vermin will have a Defense and Offense stat. An enemy’s Defense is used when you are attacking to subtract it from your Attack skill. Its Offense is used when you are rolling for Parry or Dodge, when you subtract the enemy's Offense from your Defensive stat. Lastly, remember that it’s likely your party is comprised of more than one character, so you must distribute incoming attacks evenly among your party. For example, if your party is comprised of 2 adventurers facing 4 enemies, each adventurer will be assigned 2 enemies. In case of odd enemy numbers, randomly determine which adventurer is attacked. Remember though that while fighting in corridors only 2 adventurers may be in the front row, any other adventurers will not be able to attack (unless they're using a spear or short bow) or be attacked (unless specified). Enemies with multiple attacks will spread their attacks evenly among the character players. Fighting Vermin In order to simulate how a single swing may take out several smaller creatures at once, all excess damage dealt to a single individual from a vermin group is transferred to the next one. So if, for example, a single Centipede’s total HP is 15 and a character deals 25 damage to it, they will kill that first Centipede and deal 10 damage to the next one. Combat example: Mara is exploring some forgotten, twisted ruins when she suddenly sees a figure approaching from the end of the hallway. It's a Sharani, so she prepares for combat. The Sharani has an Initiative of 16; Mara rolls a 17, which means she will attack first. Since it's the first turn and she has won the initiative roll, Mara may choose to avoid the combat all together and sneak past the Sharani. She decides she’s ready to fight though, and takes out her trusty sword. Face to face, she performs an attack using her One-Handed Melee Weapons Skill. She has a value of 43 in the skill and the Sharani has a Defense of 20, meaning her target number is 23 or below. She rolls a 67, failing the attack. It's now the Sharani's turn to attack! Mara has a Dodge skill of 46, and the Sharani's Offense skill is 20 so her target number is 26. She rolls a 24, diving out of the way of the Sharani's blade. Mara is going to have to keep her luck going if she wants to get out of this alive. 53 54 Combat Actions A character may take actions besides attacking during their turn in a combat situation: They can swap weapons, use an active skill, cast a spell, use any item, or interact with anything. These are all actions that take the whole turn to perform, which means the character will not be able to attack. Conditions and Other Effects During a fight (and sometimes outside of it), certain situations may harm your character in a way that differs from direct damage; spells, attacks and other things may inflict negatives statuses that can only be removed in specific ways. The following conditions are the most common: - Bleeding: This condition will make a character lose 1 HP/turn. If a weapon deals its maximum possible damage (for example, dealing 12 damage on a weapon that attacks for D10+2), the target will gain the Bleeding condition. Use the First Aid Skill to remove the Bleeding condition from a character. - Burning: A burning character will lose 2 HP/turn for D10 turns. - Chilled: Suffering from this condition causes a character to always lose initiative tests. Pass a CON Test to remove this condition after the first turn. If failed, try again every turn until successful. Poisoned: A poisoned character will lose 1 HP/turn until healed. Pass a CON Test to remove this condition after the first turn. If you fail, the only way to remove this condition is with a spell or an antidote (or some special artifacts). - Stunned: When a character (PC or NPC) rolls doubles after a successful attack (or a PC rolls doubles after failing at a defensive maneuver), they have been stunned, losing their next turn. - Blinded: While fighting or searching in the dark, all characters (unless they have special equipment or are under the effects of a spell or skill) suffer a -30 to all stats. This includes combat and any sightrelated skill. Use common sense when applying this rule! Anyone, whether they are a Player Character, an NPC or an enemy of any kind,maybeaffectedbytheseconditions. Follow the rules above regardless of who is suffering the condition (unless the character in question is immune to a specific condition). A player character may attempt to remove a condition once per room. This means that if they are suffering from several conditions, they may attempt to remove each condition once per room. All conditions are removed once you exit an adventure location. Critical Success and Failure While in a combat situation, a character may perform in such a fantastically good or bad way that it will result in special outcomes. When a PC is trying to avoid damage from an enemy's attack by using the Dodge or Parry skills, if they were to roll a critical failure (a roll of 96+), they will immediately receive the maximum damage possible, no damage roll required. That means a PC critically failing to dodge an attack that would have inflicted D10+5 damage would receive 15 HP of damage. If you are unfortunate enough to get a critical failure while attacking you will drop the weapon, deal no damage, and you will need to spend next turn recovering it. On the other hand, when a PC rolls below 10% on an Attack skill, the attack becomes a critical hit and deals the maximum damage possible. Critical successes also apply to defensive rolls. A critical success while parrying an attack allows you to counterattack immediately, granting you a free attack with the same weapon which deals half the normal damage. Scoring a critical success with a dodge guarantees you win the next initiative and grants you a +5 to attack skills next turn. Example: Adisa has an Unarmed skill of 43. He is facing a Bandit armed with a short sword. The enemy attacks first, and Adisa rolls a 96! Despite having a skill of 98 in Dodge, this is an instant failure, and he receives 25 HP damage (due to the enemy's damage of D10+15). Stumbling (and Bleeding from taking maximum weapon damage), he throws a punch, rolling a 3. This is less than 10, meaning he also scored a critical hit, dealing max damage to the Bandit. These rules only apply to combat-related skills (including Passive Abilities), not to spells. Enemy Morale When an enemy loses more than half their total health (when facing a single enemy), or half their total numbers (in the case of groups), they must perform a morale test. Roll a D10: 1-5 they flee, 6-10 they stay. If the enemies flee, the player characters automatically win the fight, gaining the XP and loot as if they had killed their opponents. Some enemies will not retreat, in which case it will say so in their description. This test is only performed once. Retreating Sometimes things will get too ugly for your characters and you may decide it is best to simply run away from a confrontation. If your characters are engaged in combat and decide to retreat, they will immediately suffer one attack each that cannot be avoided, with only their equipment (such as armor or special items) counting towards determining how much damage they receive. Damage and Death Death comes swiftly in the Fractured Dominion; if a player character loses all his HP, they are dead. The rest of their party may try to find a way of bringing them back to life, but this is never easy (check the Witch of the Hills encounter in the Hex Exploration Table). In addition to healing from using potions, bandages, spells, and other sources, a character will recover all their HP once they exit the adventure location—regardless of how much HP the character lost within it. 55 56 Leveling Up and Experience With a bit of luck and skill, the player characters will slowly increase in power and prowess. This is reflected in Experience Points (XP). Characters start at level one and earn 2 Enhancement Points (EP) each time they reach a new level. These EP can be spent on stats, skills and spells as described in the previous chapter. In order to level up, characters will need to accrue enough XP. This is done mainly through combat, although some other activities may reward the characters with XP as well. Each time your party defeats a creature from the Vermin table they will earn 5 XP (for the whole group); Common Foes will earn you 10 XP. Defeating an Elite Foe grants 100 XP, and a Tyrant 150 XP. If an enemy has a modifier to the amount of XP the characters earn when they kill it, it will be written in their description. Each player is free to distribute experience points as they see fit among the characters that participated in the fight. A character requires 100 XP to increase one level. There is no level cap, so in theory a character may level up indefinitely (if they manage to survive that long). Seasoned Characters As you become more powerful and experienced, your enemies will grow in power to match you. After visiting your first settlement after reaching level 20, you will face greater threats. You have become a seasoned adventurer. This means you will apply the ‘seasoned’ bonuses found in each enemy’s description. Once the player characters reach level 30, aside from applying the Seasoned bonuses, you must also roll on the Veteran Traits table (page 69) each time you encounter an enemy. “Farthun is a small city built in the shadow of the infamous Red Keep, home to the tyrant Mostur of the Setting Sun. T his town is one of the last ones in the north of the Fractured Dominion, close to the Scorched Wastes. While theoretically still rulled by Mostur, he lost his humanity long ago and the cult that tends to him, the Coven of the Setting Sun, are the de facto rulers of the region.” BESTIARY 58 The Fractured Dominion is home to many dangerous creatures. While most are endemic to the region, others are the product of dark magic, or come from different realities altogether. Thousands of years of adaptation in this harsh world have taught most living (and nonliving) creatures not to mess around; they will attack unprovoked, and the player characters will have to learn how to deal with the innumerable threats that will cross their path. Look closely at enemy details, as some have modifiers to Morale and Loot rolls. Keep those in mind while facing them! VERMIN Vermin are small creatures that come in groups. While they are typically simple animals without malicious intent, they are nonetheless extremely dangerous if underestimated. They offer no XP, and almost none offer loot, but are easy to kill as individuals. V����� T���� (�10) 1 2 3 4 5 6 7 8 9 10 Giant Ants Madari Rats Fire Bats Night Beetles Sabershadows Centipedes Spawnlings of Vhol'est Dustsaurs Greylings Bloodfeathers Giant Ants These relentless creatures roam the wastes looking for any organic matter to drag back to their colonies, dead or alive. Small settlements commonly turn to ghost towns overnight after a swarm of giant ants finds it and carries everyone away. Type: Insect. Morale +1. No loot. - Number: 2D8 - HP: 1 - Awareness: 20 - Initiative: 8 - Damage: 1 - Against Seasoned Characters: +1 HP. Madari Rats These giant rats were originally bred at the Madari Arena, hundreds of years ago. They were used to feed the giant lizards and other beasts which fought in forced combat during the reign of Ghatr the Execrable. Following the fall of Madari, they escaped and have since thrived all over the region. Type: Beast. Morale -1. No loot. - Number: 2 - HP: 2 - Awareness: 20 - Initiative: 14 - Damage: 1 - Against Seasoned Characters: +1 HP. Fire Bats An unfortunately common sight in most caves and ruins, these flying nightmares have a very painful bite that can easily become infected if not tended to immediately. Type: Beast. Morale -1. No loot. If wounds caused by Fire Bats are not fully healed before leaving the room, the character will lose that same amount of max health, permanently. - Number: D4 - HP: 1 - Awareness: 10 - Initiative: 12 - Damage: 2 - Against Seasoned Characters: +1 damage. 59 60 Night Beetles When these giant carnivorous insects attack, they swarm and go after prey much larger than themselves, usually taking them down with ease using their powerful mandibles. Type: Insect. No loot. - Number: D4 - HP: 2 - Awareness: 10 - Initiative: 8 - Damage: 1 - Against Seasoned Characters: Numbers are D4+2. Sabershadows These feline beasts are small enough to sneak past any camp guards, and intelligent enough to know to attack while their victims are asleep. They hunt in small packs but make up for their numbers with sharp minds and sharper claws. Type: Beast. No loot. - Number: 2 - HP: 20 - Awareness: 30 - Initiative: 16 - Damage: D4 - Against Seasoned Characters: Deals D6 damage. Centipedes Even one of these fearless and silent killers is quite dangerous, hardly needing any help to overpower a distracted looter or to take down some lost cattle. Type: Insect. No morale test. No loot. - Number: D6 - HP: 2 - Awareness: 10 - Initiative: 14 - Damage: 1 - Against Seasoned Characters: +1 HP. Spawnlings of Vhol'est While the origin of these twisted and ever-changing creatures is unknown, it is clear they are not native to any region known to man. Somewhat weak in their infancy, they survive by hunting in groups which decrease in number as they age, as they betray their own and devour one another. The survivor will then become a terrifying (and lethal) sight for anyone unfortunate enough to cross its path. Type: Abomination. No morale test. Loot -2. - Number: D6 - HP: 2 - Awareness: 10 - Initiative: 8 - Damage: 2 - Against Seasoned Characters: +1 HP. Dustsaurs Sleek, fast and deadly, Dustsaurs are sometimes hunted for their flesh even though their ferocity and resilience make them dangerous prey. They are small and bipedal, with a single large claw in their left arm that they use to defend themselves. Their protective carapaces become harder and harder with age, with the shells of older creatures becoming veritable armor. Type: Beast. Morale -2. No loot. - Number: D8 - HP: 2 - Awareness: 30 - Initiative: 18 - Damage: 2 - Against Seasoned Characters: Numbers are D8+2. Greylings Among the few scholars studying the creatures of the Fractured Dominion, there is much discussion regarding Greylings. Some suggest their fascination with shiny things is an indication of intelligence, while others dismiss them as simple beasts. Whatever the case, these sneaky humanoid creatures are attracted to human camps, where they try to silently kill everybody before getting away with any random baubles the unfortunate travelers may have had in their possession. Type: Humanoid. Morale -1. Loot -1. - Number: D4 - HP: 25 - Awareness: 20 - Initiative: 16 - Damage: D4 - Against Seasoned Characters: Numbers are D8. 61 62 Bloodfeathers The sight of a Bloodfeather swarm is enough to make even the most experienced nomad hide in the closest ruins. These tiny bloodthirsty animals appear in huge numbers, swarm around any living creature, and bleed them to death. Type: Beast. Players roll at -10 to hit due to their confusing numbers and small size. No loot. - Number: D10+10 - HP: 1 - Awareness: 15 - Initiative: 12 - Damage: 1 - Against Seasoned Characters: +1 HP. COMMON FOES The following list contains the most common serious threats the inhabitants of the Fractured Dominion encounter during their travels. Beasts, humanoid horrors, and magical abominations abound in these lands, and none of them will hesitate to attack a group of wandering adventurers. Common Foes come in smaller numbers than vermin, but are much tougher to kill, due to their intelligence, equipment and power. C����� F��� T���� (�10) 1 2 3 4 5 6 7 8 9 10 Sharani Burrow Dwellers Bandits Burrowers Dustborn The Lost Crawlers Barean Harpies Shadow Hounds Sharani Nobody knows the origin of this ancient race of snake people, but they are a relatively common sight in the Fractured Dominion. Most of them live in small tribal groups that roam the planes looking for their next meal. Type: Humanoid. Normal loot. - Number: 1 - HP: 15 - Awareness: 30 - Initiative: 16 - Damage: D10 - Against Seasoned Characters: Enemy has +10 HP / Defense: 20 / Offense: 20. Burrow Dwellers These are twisted human remains, reanimated by foul magic long ago. They are relentless in their advance, often standing back up after suffering devastating wounds. The dead never rest in the Fractured Dominion, and their numbers only seems to grow with the passing of time. Type: Undead. Normal loot. Each time a Burrow Dweller is defeated, roll a D10. On a 1-3, it comes back to life, fully healed. - Number: 2 - HP: 12 - Awareness: 5 - Initiative: 6 - Damage: 2D4 - Against Seasoned Characters: Enemy has +5 HP / Defense: 20 / Offense: 30. Bandits Travelers seldom go on their journeys alone, mostly due to the abundance of bandits. These wild tribes thrive in the hills, setting ambushes and traps and striking from the shadows, rarely taking any survivors. Type: Humanoid. Normal loot. - Number: D4 - HP: 15 - Awareness: 10 - Initiative: 11 - Damage: D4 - Against Seasoned Characters: Enemy has +5 HP / Defense: 10 / Offense: 10 / Roll once on the Veteran Traits Table. Burrowers Accounts of tentacles springing out of the sands and grabbing a traveler's ankles only to drag them below never to be seen again, are quite common. Nobody has seen more than a Burrower's tentacles, leading some to suspect they may all return to a single creature. Type: Abomination. No loot. - Number: D4 - HP: 10 - Awareness: 10 - Initiative: 15 - Damage: D10 - Against Seasoned Characters: Enemy has +10 HP / Defense: 20 / Roll once on the Veteran Traits Table. 63 64 Dustborn With their scaly tails, clawed hands and prominent beaks, these creatures appear to be biologically similar to the smaller Dustsaurs. Nobody knows for sure if they are the same beast or simply another creature which adapted to wasteland life in a similar fashion. One thing is for sure, their screeching voices will send chills down the spine of any opportunistic ruin raiders. Type: Beast. No loot. - Number: 1 - HP: 20 - Awareness: 25 - Initiative: 16 - Damage: D8 - Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 30. The Lost Many are the adventurers who delve too deeply into the horrors of the underground, study too hard the maddening tomes of forbidden arts, or simply are unlucky enough to encounter some terrible abomination. Those individuals become little more than drooling, dangerous beasts that roam the planes, searching for a way to spread their anger and misery to the world. Type: Humanoid. Normal loot. Roll player Initiative at +1. - Number: D4+1 - HP: 10 - Awareness: 10 - Initiative: 5 - Damage: D4 - Against Seasoned Characters: Enemy has +4 HP / Defense: 20 / Offense: 20. Crawlers These armored beasts like to hide in dark, closed places like ruins and caves, where they find mosses and other vegetable matter to eat. Extremely territorial, they will immediately charge anyone or anything that comes near them. Their giant pincers can tear apart a grown man in minutes, so travelers tend to simply run away instead of confronting them. Type: Beast. No loot. - Number: 1 - HP: 20 - Awareness: 15 - Initiative: 10 - Damage: D6+1 - Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 20. Barean Some say the Barean brought down the Age of Bone upon us by summoning their god Hraki'i and unleashing it upon the world, allowing them to thrive and their influence to grow. Indeed, the dog-like Barean seem extremely well adapted to life in the Twilight, and if it were not for their barbaric practices, they would have conquered the entire region long ago. Type: Humanoid. Normal loot. - Number: D6 - HP: 12 - Awareness: 25 - Initiative: 16 - Damage: D4+1 - Against Seasoned Characters: Enemy has +3 HP / Defense: 30 / Offense: 30. Harpies Nesting around rock formations and ruins, harpies are a common sight in the wastelands of the Fractured Dominion. They tend to hunt in groups for any solitary prey, usually avoiding larger caravans or tribes, and favoring ambushes over open attacks. Type: Beast. Normal loot. - Number: D4 - HP: 10 - Awareness: 20 - Initiative: 16 - Damage: 3D4-2 (1 minimum) - Against Seasoned Characters: Enemy has +5 HP / Defense: 20 / Offense: 30. Shadow Hounds Shadow Hounds are terrible servants of the Tyrants, unleashed upon the world to do their bidding. Sometimes they are seen dragging their victims back to a Fortress, other times they simply tear to pieces anything that crosses their path. With their bluish hue and smooth, eyeless face, these beasts are clearly foreign to this world. Type: Abomination. No loot. Roll player Initiative at -1. - Number: D4 - HP: 14 - Awareness: 25 - Initiative: 18 - Damage: D6 - Against Seasoned Characters: Enemy has +2 HP / Defense: 30 / Offense: 40. 65 ELITE FOES E���� F��� T���� (�10) 1 66 2 3 4 5 6 7 8 9 10 Dusk Bear Spawn of Vhol'est Sharani Priest Giant Spider Bonefiend Blessed One Monstrous Scorpion Archelon Veteran Water Reaper Stone Golem Elite Foes are those that can singlehandedly defeat a whole group of player characters. They pose a huge threat and must be dealt with very cautiously. The rewards for doing so are usually worth the trouble, though many beast-hunters have met their end at the hands (and claws) of these most dangerous creatures. Elite Foes always appear alone, but many of them may perform several attacks per turn. During combat, remember to assign an equal number of attacks to each character, as you would for confrontations with several enemies. Each time you face an Elite Foe, you must roll on the Veteran Traits Table. Dusk Bear These enormous beasts roam the land searching for their next meal, occasionally terrorizing towns and caravans. Their giant claws and jaws make them one of the apex predators of the Fractured Dominion. Type: Beast. No loot. - HP: 35 - Awareness: 20 - Initiative: 12 - Damage: D10 - Against Seasoned Characters: Enemy has +5 HP / Defense: 40 / Offense: 40. Spawn of Vhol'est After devouring and assimilating its brethren, a Spawn of Vhol'est will grow to the size of two men, with maws opening all across its body and tentacles shooting from unexpected places. Their purpose and goals unknown, they roam the wastes killing anything that crosses their path. Type: Abomination. Loot +1. - HP: D20+10 - Awareness: 10 - Initiative: 14 - Damage: 2D4 / 2 attacks - Against Seasoned Characters: Enemy has +D20 HP / Defense: 40 / Offense: 40 / Attacks cause Poison. Sharani Priest Following traditions older than the birth of mankind, a Sharani priest must travel the world in solitude for some time, until they earn the power and the right to rule over their tribe. Type: Humanoid. Loot +2. Roll a D10 each turn. On a 1-3 the Sharani Priest's wounds start to close, self-healing 2 HP. - HP: 20 - Awareness: 20 - Initiative: 18 - Damage: D12 - Against Seasoned Characters: Enemy has +5 HP / Defense: 40 / Offense: 40. Giant Spider These terrible beasts lurk in the deepest of caves and ruins, hidden in corners while waiting for their next meal to appear. Once a victim is trapped in their web, there is little to no hope for escape... Type: Beast. No loot. Roll initiative with a penalty of -2. Roll a D10 every turn, on a roll of 1-2, the giant spider spits sticky webs to a random character instead of performing an attack. The character performs a DEX Test. If they fail, they are trapped and cannot attack, and The Giant Spider will focus on the other characters. Each turn, the trapped character may roll against DEX (-3) to release themselves. If all characters become webbed, the giant spider will attack them until they are all dead. While trapped, characters may not use Defense bonuses, only armor bonuses are applied. - HP: 25 - Awareness: 30 - Initiative: 18 - Damage: 3D4, all its attacks cause Poison - Against Seasoned Characters: Enemy has +10 HP / Defense: 30 / Offense: 40. Bonefiend Some sorcerers transcend their own death using the power of the Calamitous Ones. Most of the time though, the result is a mindless creature left only with the desire to drain the life force of any creature that crosses its path. Type: Undead. Loot +1. If a player character is killed, the Bonefiend will spend a turn raising them as one of The Lost, which will immediately attack its former comrades. - HP: 20 - Awareness: 40 - Initiative: 12 - Damage: D6 to all characters - Against Seasoned Characters: Enemy has +5 HP / Defense: 40 / Offense: 40. 67 68 Blessed One A Blessed One is a true disciple of the Primordial Ones, an acolyte of the dark powers, slave to its own ambition. Its mind is fragmented but the pieces are still threaded together, leaving a sliver of humanity. These are some of the most dangerous spellcasters a player character will find during their travels. Type: Humanoid. Loot +2. On the Blessed One's turn, roll a D10. On a 1-4, it casts Ice Flames instead of attacking (20 damage). All attacks inflict the Chilled condition. - HP: 30 - Awareness: 20 - Initiative: 12 - Damage: 2D4, Chilled - Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 30. Monstrous Scorpion These giant scorpions are not a common sight, but the unfortunate few who have crossed paths with one of these ancient beasts speak of enormous claws, black chitin hard as the strongest metal, and a stinger capable of impaling a horse. It is rare to hear these tales, as so few come back alive from such encounters. Type: Beast. No loot. On the Monstrous Scorpion’s turn, roll a D10. On a 1-3, it attacks with its stinger instead. It deals the same damage, but on a hit, the character is poisoned. - HP: 30 - Awareness: 20 - Initiative: 14 - Damage: D8+1 / 2 attacks - Against Seasoned Characters: Enemy has +5 HP / Defense: 10 / Offense: 50. Archelon A true relic of the past, these giants have somehow survived and adapted to life on land. Similar in shape to the smaller turtles that can be found near bodies of water, an Archelon towers over even a mounted human. Their formidable shells make them nigh unkillable, while their beaked mouth can easily tear through any armor. Type: Beast. No loot. Roll player Initiative at +1. - HP: 40 - Awareness: 10 - Initiative: 8 - Damage: D10 - Against Seasoned Characters: Enemy has +5 HP / Defense: 50 / Offense: 20. Veteran Water Reaper The Water Reapers are the most feared assassins in the Fractured Dominion. As part of their payment, they are promised the right to harvest the fluids of their victims for unknown purposes, leaving shriveled, dried-up corpses behind. Although usually hired by rich and powerful Tyrants to wage their secret wars against each other, it is not uncommon for merchants and other wealthy individuals to trade gems for their services, even at the risk of being associated with this vile order. Type: Humanoid. Loot +2. A Veteran Water Reaper will not spread its attacks among player characters, focusing on one at a time instead. Roll player Initiative at -2. - HP: 25 - Awareness: 40 - Initiative: 18 - Damage: D10 / 2 attacks - Against Seasoned Characters: Enemy has +5 HP / Defense: 30 / Offense: 40. Stone Golem With the correct spells and incantations, sorcerers may infuse a statue with part of their own life-force, granting the resulting creature the ability to follow simple orders. These creatures often stand as guardians in ruins and forgotten catacombs, still awaiting their master’s return. Type: Magic Fiend. Normal loot. Roll player Initiative at +1. - HP: 30 - Awareness: 20 - Initiative: 12 - Damage: D10 / 2 attacks - Against Seasoned Characters: Enemy has +5 HP / Defense: 60 / Offense: 20. 69 70 TYRANTS Tyrants are unquestionably the most feared creatures in the whole of the Fractured Dominion. According to legend, it was them who brought the world to its knees, nearly destroying it in the process. Bearing unrivaled power, they rule the land and although revolutions against them and their agents are frequent, very few change anything at all. It is only through the machinations of rival Tyrants that change happens, as they place a puppet in place of their defeated rival. Although semi-benign Tyrants do exist, the majority act without concern for anybody or anything. When your characters encounter a Tyrant, roll on the Elite Foes Table. The Tyrant will have the stats and abilities of the resulting creature with some additional abilities unique to Tyrants. On each of the Tyrant's turns, roll a D10. On a 1-3 it will cast one of the following spells instead of performing a normal attack. Each Tyrant will also roll twice on the Veteran Traits Table. T����� S����� T���� (�6) 1 2 3 4 5 6 Regeneration: The Tyrant heals D4 HP per turn for the next 2 turns. Hellfire: This spell deals 2D20 damage to the characters, split evenly. Enthrall: A random character must succeed a WIL Test or become enthralled by the Tyrant. An enthralled character will fight against their comrades until the Tyrant dies, or until the character dies. Enfeeblement: A random character suffers -10 Attack and -10 Defense for the rest of the combat. The effects of this spell may stack with others, including if the spell is cast several times. Poisonous Mist: Characters must roll a CON Test or gain the Poisoned condition. Elemental Fury: The characters must perform a WIL Test successfully or suffer from both the Burning and Chilled conditions. V������ T����� T���� (D20) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Fear. Each character must perform a WIL Test every turn. If they fail, they suffer a -20 penalty to all actions that turn. Transfixing Stare. The characters may not run away from this creature. Incombustible. Immune to Burning. Snake Blood. Immune to Poisoned. Southern Kin. Immune to Chilled. Bloodless. Immune to Bleeding. Thick Skull. Immune to Stunned. Vampiric. This creature heals D4 HP each time it deals damage to a player. Berserk. Upon reaching 25% remaining health points (rounding up), they deal 1 extra damage per attack, but receive a -10 to their Defense. Negate Death. Ignore all damage caused by an attack that would otherwise be fatal. Only works once. Fire Affinity. All damage inflicted by this creature has a 50% chance (roll with each attack) to cause the Burning condition. Heart-Stopping Aura. This creature applies the Chilled condition to all characters in its proximity. Toxic. All damage inflicted by this Veteran has a 50% chance (roll with each attack) to cause the Poisoned condition, due to special equipment or mystical abilities. Regeneration. This creature heals 2 HP automatically each turn. Armored. This creature is protected by a thick skin that allows it to ignore 2 damage per attack received. Shroud of Darkness. This creature is surrounded by a permanent cloud of darkness. All characters (except the creature itself) suffer the effects of the Blinded condition, unless they have some light source or spell. Repelling Force Nimbus. This creature is immune to ranged weapons attacks, thanks to a constant field surrounding it that stops all projectiles. Disarming Tentacles. Once per turn, the characters must perform a DEX Test to avoid being disarmed. If failed, they lose their weapon and must spend a turn recovering it. Thorns. If fighting in melee range, the player must perform a DEX Test every turn or suffer D10 damage. Endurance. This creature may lose no more than 10 HP per attack. Adding Variety As an optional rule, you may roll on the following table after you encounter an enemy of any kind, to add a bit more variety: NPC T����� T���� (�10) 72 1 2 3 4 5 6 7 8 9 10 Strong. Has +5 Offense Weak. Has -5 Offense Fast. Always wins the initiative Slow. Always loses the initiative Fragile. Receives 2 extra damage from all attacks Sturdy. Ignores 2 damage per attack received Brutal. Deals 2 extra damage per attack Cautious. Has -10 to Offense Bold. Has -5 to Defense, but +5 to Offense Fearful. Has +10 Defense, retreats at 75% health (consider it defeated) “Little is known about the lands to the south of the Twilight. It is said that some still inhabit the frozen wastes, somehow surviving below the thick ice. Rumors of a city near a lake of liquid fire have ignited the minds of the populace, who spread tales of a life beyond the reach of the Tyrants and their masters. Alas, this is all but lies, created to give hope to those living under the yoke of tyranny and despair.” - Prenwal Guin, Lorekeeper of the Children of Rebellion RESCUE 74 “Rescue party” is an introductory adventure designed to ease the player into the game's rules, without having to worry about generating a location to explore. Simply follow the steps and descriptions below. It's a short and engaging adventure that will lead the characters to the dangerous Tomb of Kal-Tharas. The first time the player characters encounter a settlement (as per the rules of Hex Exploration), this settlement will be the town of Eshran. P��� 1 “Just another dust-covered town” After days of roaming the empty landscape, partially following an old road, you see the familiar shapes of civilization in the distance. It appears to be some sort of settlement, the first you have encountered in a while. This will be a great opportunity to hunt for rumors and get some warm food. A few hours later you cross the decaying gates, where an old, bored guard stares at you with suspicion, but not enough to question you. He lets you pass unchallenged. This “town” is no more than a few ruined houses, with very few people coming and going. You overhear the name of the town: Eshran. It seems that the only reason this place exists is because it's close enough to a trade route to be appealing to weary travelers. Before long you find an inn, get some rest and grab something to eat. PARTY While you are finishing a stew of questionable quality, you start to feel relaxed enough to check your surroundings. Nobody would mistake this place for a bustling urban tavern, but you do see other travelers sitting at some nearby tables, as well as a bunch of locals huddled close together in furtive conversation. Their voices raise now and then, as they discuss something very heatedly while trying not to attract any attention. This immediately makes you pay more attention. “...and I told her, I told her not to let the lad go with him! I knew this would happen; you cannot trust a foreigner to take care of your kid. He may be a clever boy, but we all know what horrors roam these lands, especially around the ruins...”. You hear murmurs of approval, and see the other men nodding. The man speaking seems to be in his late fifties, and he has the appearance of someone who has been working this harsh land his whole life. He has strong muscled arms, dirt under his fingernails and a permanent scowl on his face. He suddenly turns his head toward you, his eyes narrowing when he realizes you've been listening to their conversation. “Didn't your mother teach you not to listen to other people's conversations?”, he says, infuriated. He faces toward you, the other men following behind. Before he can say another word though, a woman coming from the kitchen interferes. “Leave the customers alone, you old geezer! Things are already bad enough around here without you starting a fight!”. The woman is in her thirties and has the tired and swollen eyes of someone who has been crying for several days. You can also tell by her eyes that though she is suffering and knows this won’t be the last time, she is holding tight to her resolve. She approaches your table, standing between you and the men. “My apologies, traveler”, she says, “the past days have been rough, and we are all on edge”. Your curiosity now genuinely piqued, you gently ask what happened. Barely holding back tears, the woman speaks. “Not even a week ago a man came here. He was a traveler, an explorer, looking for directions. My boy Rhal was serving tables that day, and somehow convinced the man he could guide him to the ruins. We all know about the ruins, they were there before Eshran even existed, but we don't talk about them or acknowledge their existence. It's bad luck, that place is cursed!” Her voice breaks while she starts to sob, but regaining control she continues, “But Rhal is a stubborn boy, a brave boy... He was so full of enthusiasm when he asked me for permission, planning all these things he was going to do with the payment the man was going to give him. I couldn't say no. I know he would have sneaked out anyway... You know he would have, right, Staud?”, she looks over her shoulder at the man she berated before, looking for support. “Of course he would have, he’s an independent one, that one”, the man says while resting his hand on the woman's shoulder. “There is no controlling that boy once he's decided he wants to do something...”. The woman looks back to you, a spark of hope in her eyes. “But you! You are also a traveler and judging by your weapons you are used to facing danger. My boy has been gone for almost a week, so he must be in trouble! I beg you please, please go to that place and bring him back home. I'll do whatever you want, give you everything I own. But 75 please! You must help me!” By the time she finishes talking she is on her knees, begging you with tears in her eyes. The room is quiet, and everybody is staring at you. This did not go as you had hoped it would. She leaves you with no option but to agree; things are already heated enough here without you refusing to help a poor mother find her lost boy... Besides, who knows what treasures you will find? You smile and accept. Wiping the tears off her eyes, the woman thanks you with a smile, offering you free accommodations and as much food and drink as you want. You quickly prepare for the next morning, when you meet a local man who agrees to take you to the aforementioned ruins. Whathaveyougottenyourselfinto? P��� 2 Traveling to the Tomb Once you leave the town, go to the closest unexplored hex. Roll a D10; on a roll of 1-8 you find the ruins (your guide has a pretty good idea where they are, but he has never actually been there). If not, go to the next unexplored hex. Once you find it, you are left alone as your guide heads back home as fast as he can. and spoil the adventure! - One of the player characters will need to be carrying a light source, otherwise the party will suffer the penalties for fighting in the dark, found in the Combat section (page 52). - The normal wandering enemies rule applies to the tomb; each time your party goes through a corridor or explored room, roll a D10. On a roll of 1-2 a wandering enemy appears. - Most rooms have no door, but some do as indicated on the map. Follow the standard rules for locked doors (page 44). - Each time the party enters a room (including the entrance), roll 2D10+X where X is the number of rooms you have explored past room 1. On a roll of 20 or more, the Spawn of Vhol'est roaming the tomb appears and attacks the party. If defeated, you find a trapezoidal stone made of a quartz like material buried in the creature's chest, in addition to normal loot. Assign this stone to one of your characters. - Once you are done exploring the place (or simply want to leave), remember that you will need to retrace your steps and roll random encounter checks for each room and corridor in order to exit safely! P��� 3 Exploring the Tomb - While exploring the inside of the tomb, simply follow the map. The party will start in position number 1, but from there you are free to explore the place as you see fit. Read each room's description as you enter it but try not to read ahead The Tomb 1. The half-buried entrance of the tomb leads into an empty chamber. You see the remains of long-dead animals scattered around, but you ignore them in favor of a trail of footprints. They are relatively recent, not older than a couple of days. You are in the right place. 77 78 2. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 7. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 3. A crack in the ceiling above the middle of the north wall allows a trickle of water to flow down to the floor. The water pools near the base of the wall, and a rivulet runs along the wall and out into the hall. The water smells fresh. The party obtains D6 rations. 8. Rounded green stones set in the floor form a snake head pointing toward the doorway you stand in. The body of the snake flows toward the wall to go round about the room in ever smaller circles, creating a spiral pattern on the floor. Similar green-stone snakes wend along the walls seemingly at random heights, their long bodies making wave shapes. After several minutes studying the place, you find no purpose to it and may leave. 4. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 5. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. In it you see what appears to be a thriving city. After a few minutes of examination, you recognize the location thanks to carved mountains in the background. The area depicted has no cities nowadays though, just some small scattered farms. This depiction must be many thousands of years old, perhaps from before the Cataclysm. 6. This room appears to have been a library of sorts. Stacks of half-rotten tomes gather dust in the corners and fall from shelves into piles against the walls. The party may spend a whole day here sifting through the books to see if there is anything of interest. All characters perform a WIL Test and if they pass, roll a D10. On a 1, they find a scroll containing a random spell. 9. Looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. The path through the room seems to go through the mirrors before leading into the next room. Mirrors are extremely rare; and this is in fact the first time you have seen one. After a few minutes of trying to dismantle one so that you may take it with you, you give up and decide to continue. 10. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 11. A foul stench seems to be seeping from the floor cracks; the smell is nigh unbearable. The fumes seem to originate from the depths, carrying a smell similar to rotten eggs. Better to move along. For each turn the characters stay here, they must pass a CON Test or lose 2 HP. 12. This room is a crypt. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. In their center, one sarcophagus stands taller than the rest. Held up by six squat pillars, its stone bears the carving of a beautiful woman who seems more asleep than dead. The carving of the warriors is skillful but seems perfunctory compared to the love a sculptor must have lavished upon the lifelike carving of the woman. There is no treasure here, as all the sarcophagi lie open, their scattered bones making it clear their riches were ransacked long ago. 13. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 14. As soon you enter this room, the smell of blood overwhelms your senses. Something gruesome clearly took place in this room, there's blood sprayed all over the floor and walls. It seems it wasn’t that long ago, either. Overcoming your urge to leave the room, you take a closer look around. An explorer camped here recently. There's still some food inside a pot over a cold campfire. You also find a knife and a lamp, and some cooking utensils scattered across the room. You find no corpses though, so whatever happened here, someone (or something) came out alive from it. 15. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 16. The second you enter this room, you sense a dark oppressive energy, as if the air itself were trying to escape your lungs and the room. You immediately pinpoint the source of such nauseating energy: a matte black stone sarcophagus in the center of the room. As you approach it, the sense of dread increases. Roll against magic (WIL). If you fail the test, gain 1 CP. Approaching the sarcophagus, you see that is a completely featureless black rectangle almost three meters long, made of a stone you can’t identify. Despite how plain it looks, it's obviously the work of a master stonemason. At the top center of the thing, something catches your eye: A socket, as if a piece has been taken from the lid. - If you have defeated the spawn that roams the tomb, you have the stone it was carrying. It fits perfectly in the socket, and the sarcophagus slides open without a noise. - If you don't have the spawn's stone, you will need to find another way to open it. If Alred is with the party, he will find one; otherwise perform a Perception Skill Test successfully to find it. “Here, there's a crack separating the lid from the sarcophagus”, says Alred while he kneels close to it. He seems unaffected by the place. You look where he is pointing at and you see that there does seem to be a way of opening this thing. The question is, should you? If you attempt to open it, roll a STR (-5) Test. Only one attempt per player character is allowed. 79 80 Once the sarcophagus opens (one way or another), you see a tall, skeletal figure inside of it. In the skeleton's chest, there is a black pulsating heart. Before you can decide what to do with it, the skeletal figure starts to shake and tremble. To your horror, you see the old bones reanimate before you. It stands itself upright inside the sarcophagus as you retreat a safe distance away from it. It seems to stare at you, and then attacks. Treat this encounter as a Bonefiend (Elite Foe). If you manage to defeat the skeletal guardian (who you suspect was none other than Kal-Tharas himself), the bones will dissolve into a pile of dust, leaving behind The Heart of Kal-Tharas. Alred approaches it and cautiously picks it up. He then wraps it in a piece of cloth and deposits it inside his bag. “I think it's about time we exit this place. Let's go”. 17. Roll on the Room Contents Table. If you get a Special Feature result, ignore it and roll again. 18. At first glance, this room is just another empty chamber full of cobwebs and dust. Cautiously moving across the chamber, as the light of your torch casts shadows on the walls, you find something unusual: a small mound of sand, seemingly out of place. You approach it with caution, and a shine of light is reflected off a piece of halfburied metal, catching your eye. Still unsure, you get on your knees and start removing the sand. It seems to be... a helmet! It's quite stuck, so you dig a bit more. This is then when you realize that the helmet is still attached to a head! Your first reaction is to jump away, thinking you just uncovered some old remains (or something worse), but once you take a minute to look better, you see that this is no old corpse. As a matter of fact, you could swear this person is still alive! Could this be the boy you're looking for? Ten minutes later, you realize that it is not. You have exhumed a middle-aged man, dressed in leather armor and an eclectic mish mash of clothes from tribes all around the Dominion. After a few minutes of basic First Aid and reanimation techniques, the man starts coughing. He opens his eyes, removes some sand from his face, and spits a mouthful of it nearby. He looks up at you, fear crossing his eyes before he regains control of his body and sits up. “Who are you?” he groans, “What are you doing here?” You introduce yourselves and explain to him the reason you're there. When you mention the boy, a shadow crosses his eyes and he looks down. Shaking the remainder of the sand from his hair and clothes, the man stands up. “I'm Alred. Thank you for getting me out of that hole, I owe you one for that. As for the lad...” He shakes his head. “I'm afraid he didn't make it. And I'm not sure if we'll make it, either. There's this... thing here, it killed the lad and almost got me too. I... I tried to help, Uzrun knows I did, but there was nothing I could have done.” He looks at you, as if measuring your worth with a single look. “But now that you're here... I have a chance. We have a chance.” Confused, you ask him what he's talking about. Since the boy is dead, there's nothing to do but to go back home. Maybe find the body, but that's it. “Yes, yes, I guess we could find the body... if there is one. But no, I wasn't talking about that.” He approaches a nearby stone altar and sits on it, while taking a sip of a small flask he had in a pocket. He swallows, looks back at you, and starts talking, “You see, this is no ordinary tomb. This is the tomb of Kal-Tharas, a Tyrant that ruled over this region 3,600 years ago. As tyrants go, he wasn't anything special. He reached power, lost his mind, then terrorized the region for a few hundred years until someone killed him and took his place. You know, typical Tyrant story.” He stops to take another sip of the flask, then continues. “There was one thing he had of interest though, one thing that separated him from others. His successor, Almubaran the Yellow, trapped Kal-tharas' power in a stone relic the old tomes call the Heart of Kal-tharas. For some reason us mortals will never understand, he placed that relic in this tomb, and sealed it. Were we to retrieve this Heart, well… I don't need to tell you. They say the power in this relic is enough to challenge a Tyrant!”. Alred smiles at you, an honest smile that makes you want to smile back. “We could free this region from the grip of Fh'Thal the Breeder, let the people choose their own destiny, rule their own land! Can you imagine?” No, you can't imagine, you say to yourself. This kind of thing has been tried before and it always ends the same way. People die. But a powerful relic... You’re not the kind of people who say no to that kind of thing. You nod and tell him that you're interested in helping him. “Fantastic!” says Alred, “Now we only need to find it. It should be here, somewhere... I'm sure we’ll be able to find it, together.” Alred walks toward the pile of sand, and after a few minutes he digs out a backpack. “I'm afraid I'll not be of much use if we need to fight, my sword is still buried down there, somewhere... I'll stay out of the way, but I can heal some of your wounds if needed. Let's go!” You follow him into the next room. -Alred can cast Cauterize twice during the adventure, on any player character who needs it. 19. Dozens of dead winged beings lie scattered about the floor, each about the size of a cat. Their broken bodies are bat-like and bug-like at the same time. Their forms are little more than dried husks now, and there's no sign of what killed them. You tread carefully, trying not to step on them, just in case. P��� 4 Conclusion Once you exit the tomb, Alred offers you two options: You may keep the heart and try to figure out how to use it, or he may keep it and take it back to the organization he works 81 82 with, the Children of Rebellion. Everybody has heard this or that rumor about the Children. Some people think they are the only chance the Dominion has of freeing itself from the grip of the Tyrants, others think they are just a bunch of organized bandits taking advantage of gullible peasants. Still others say they are a tool of the Tyrants to keep tabs on what the populace is doing, acting to rein in any feelings of rebellion. Whatever their goals, you never really paid any attention to their activities, thinking that if they did exist, they were a bunch of idealists that would only get a lot of people killed. - If you give the Heart to Alred, the Children of Rebellion will owe you a favor which can come in handy in the future. You never know when a network of operatives may be useful. - If you keep the Heart, you will need to figure out how to use it. Each time you encounter ruins during your travels, roll a D10. If you clear the ruins (fully explore the location), on a roll of 1-2 you find a ritual that explains how to use it. This is a dangerous operation that will require you to find a skilled sorcerer willing to perform the operation. The procedure itself involves substituting the heart of one of the player characters for the Heart of Kal-Tharas. See below to learn the consequences of doing this. Finding and hiring a sorcerer willing to perform the ritual will cost 1,000 shells. - When you return to Eshran with news of the boy's death, each player character may remove 1 CP. The grieving mother will stoically thank you for bringing her the news, and life will go on in this harsh corner of the Dominion. Alred will stay a while, making reparations for his role in the boy's death by helping around. He thanks you once again for saving him and promises you will meet again in the future. The Heart of Kal-tharas This ancient relic will bestow upon the owner the power of cheating death. The next time that player character with the heart implanted dies, they automatically come back to life fully healed. They will lose 1 Max Corruption in the resurrection process, and this effect may only happen once. The next time the character dies, they will die for good. Another character may harvest the heart to transplant it onto their own body. Carrying the heart attracts powerful foes. Each time you are about to face vermin, roll a D10. On a result of 8+, you will roll on the Common Foes Table instead.