H E RO E S O F A DV E N T U R E referees guide THE NAMELESS DESIGNER 1 H ER C OE O S R O E R FA U LE D B VE O N O T K U II RE R E F E R E E S G U I D E TO H E RO E S O F A DV E N T U R E CONTENTS CHAPTER 1 - RULES Introduction Rules CHAPTER 3 - CAMPAIGNS Page 05 Page 06 CHAPTER 2 - HERO OPTIONS Creating a Hero Class Multi-Classing Hero Class Abilities Page 11 Page 11 Page 12 CHAPTER 3 - RUNNING ADVENTURES Game Session Checks Wilderness Travel Exploration Encounters Settlements Downtime Combat Survival Rewards Page 15 Page 16 Page 17 Page 18 Page 19 Page 20 Page 21 Page 22 Page 24 Page 25 Page 55 Page 56 Page 57 Page 58 Page 59 Page 60 Page 61 Sample Adventure (Mezraks Foundry) Page 62 (Click on the above titles to jump to relevant page in the pdf document) ABOUT HEROES OF ADVENTURE Heroes of Adventure is a fantasy medieval adventure game inspired by classic role-playing games of yesteryear. The Heroes of Adventure Referees Handbook is Core Rulebook II of the Heroes of Adventure role-playing game system. The Referees Handbook provides information and guidance for referees looking to create a run an adventure. This book covers the following subjects: CHAPTER 4 - CREATING ADVENTURES Adventure Elements Wilderness Map Creating Settlements Rumours Quests Adventure Site Adventure Site Tables Adventure Theme Tables Random Encounters Monsters Human Non-Player Characters Non-Human Non-Player Characters NPC Advancement Challenges Treasure Artefacts Resources & Components Campaign Play Sandbox Play Fronts Factions Warbands Property & Enterprises Domains Page 27 Page 28 Page 30 Page 32 Page 33 Page 34 Page 36 Page 38 Page 40 Page 41 Page 42 Page 44 Page 45 Page 46 Page 47 Page 48 Page 50 Rules • Game overview • The rules of the game Hero Options • Creating new Hero classes • Multi-classing optional rules Running Adventures • Procedures and explanations for running the game. Creating Adventures • Tools for creating your own adventures. Campaigns • Tools and advice for creating wider story arcs in your background setting. RESOURCES LICENCE The Heroes of Adventure Referees Handbook is Core Rulebook II of the Heroes of Adventure role-playing game. Heroes of Adventure Referees Guide text © 2023 by The Nameless Designer is licensed under CC BY 4.0. For more free Heroes of Adventure resources, please visit https://nameless-designer.itch.io/heroes-of-adventure. This license allows you to distribute, remix, adapt, and build upon the material in any medium or format, even for commercial purposes with credit to the author. All art generated by MidJourney with text inputs from the Nameless Designer. 2 Referees Guide HEROES OF ADVENTURE CORE RULEBOOK (VERSION 2) HTTPS://NAMELESS-DESIGNER.ITCH.IO/HEROES-OF-ADVENTURE-REFEREES-GUIDE DESIGN & LAYOUT THE NAMELESS DESIGNER HTTPS://NAMELESS-DESIGNER.ITCH.IO WORLD MAP CREATED USING WONDERDRAFT DUNGEON MAP CREATED USING DUNGEONSCRAWL PLAY TESTERS THANKS TO DARREN, JONTY, PAUL & PETER PROOF READER AZAULE ART CREATED USING MIDJOURNEY AI 3 CHAPTER 1 : RULES INTRODUCTION RULES PAGE 05 PAGE 06 4 REFEREES GUIDE | CHAPTER 1 | RULES INTRODUCTION ABOUT HEROES OF ADVENTURE REFEREE’S ROLE • • • • Inspired by classic role-playing adventure games of yesteryear. The three core rulebooks; Players Handbook; Referees Guide and Monsters Compendium contains all the rules you need to play the game. Semi-compatible with other ‘OSR’ (old school revival) type games. • • The referee is the storyteller, narrator and controls the inhabitants in the world. The referee also adjudicates the rules of the game. The referee’s primary aim is to provide an engaging experience for the group. REFEREEING PRINCIPLES • HOW TO PLAY Heroes of Adventure is a role-playing game where players take on the role of heroes in a fantasy medieval setting who band together to undertake quests. A referee presents the world, the story and controls the inhabitants to the players. • • The game is played with the referee presenting a scene; the players then make a decision on their course of action and the outcome of these actions are determined. Play then moves on to the next scene. The player’s actions and choices will determine how the adventure plays out. • • The majority of the game is narrated by the referee, with the players discussing and agreeing on their actions. When the players attempt something risky, uncertain or when the action is opposed then they may be asked to make a check. • • A check is made by rolling a d20 die to equal or exceed a target number (target check) or beat a d20 die roll made by an opponent (opposed check). Create a living world for the players to explore and interact with. Apply a level of plausibility to the world so things make sense. Constantly give players decisions to advance the story ensuring they have sufficient information to consider options, risks and consequences. Give players the freedom to accomplish tasks in a manner of their choosing and reward creative thinking and clever plans. Potential dangers should be sign-posted and sudden deaths avoided. The biggest risks should be bad decisions, bad luck or depletion of resources. Dice rolls are not always required, if an action has a low risk of failure then it works. Make rulings where necessary to keep the game moving using common sense and good judgement. Give rewards when progress is being made and objectives have been completed. SHARED WORLD BUILDING • The game continues until the adventure is completed or the players are defeated or retreat to survive another day. The players can earn rewards for their heroes and may earn experience points which allows them to raise their level, learn new skills and undertake more challenging adventures. • • The game is played in a world known as the Fallen Lands which starts as a blank canvas for the players and referee to develop collaboratively through gameplay and adventures. • • The outcome of each adventure should result in some meaningful change in the setting so the player’s actions have consequences in the world. The Fallen Lands setting is intended to be an empty canvas which is populated through gameplay. World building starts with hero creation which introduces settlements, contacts and factions. During play, an ‘on the table’ approach is promoted with maps openly shared between the referee and players. Setting information is added when discoveries are made by the players. The end of each adventure should create some meaningful consequences in the setting. Players are also encouraged to create new rumours at the end of each adventure which the referee can incorporate into new adventures. WHAT YOU NEED TO PLAY • • • • • • • Player’s Handbook (for the players) A character sheet (for each player) Referee’s Guide (for the referee) Monsters Compendium (for the referee) An adventure (prepared by the referee - see link below for free adventures) Dice (d4, d6, d8, d10, d12 & d20) Paper, pencil, eraser All of the necessary books required to play the game (including some pre-prepared adventures) can be downloaded for free at the following link: https://nameless-designer.itch.io/heroes-of-adventure 5 REFEREES GUIDE | CHAPTER 1 | RULES RULES CORE MECHANIC ADVENTURING • When to Check? When attempting something risky, uncertain or when avoiding or opposing something. • Turns: Players take one action each turn. The scale of actions depends upon the phase of play. • Checks: Roll d20 to equal or exceed either the target number indicated or the target number of the situational difficulty per the Target Number Table (pg. 7). Roll a d20 to beat an opponent's d20 roll when the action is opposed. Failure may result in some consequences such as a setbacks, lost time or loss of resources. • Movement: Players move from room to room when exploring. During an encounter, players can move one range band per turn. • Abilities: These are either special feats or innate powers linked to a hero’s class or a feat known to all members of a certain race. Only one ability can be performed as an action at a time and these cannot be stacked. • Distance: For encounters, range bands are used as per the Range Band Table (pg. 7). • Exploring: Managed through asking questions and describing the scene. • Searching: Die rolls are not made for searching. If a hero is actively looking for something in the right area, they will find it unless a specific action is required. • • • • • Skill Die: If a relevant attribute or skill (only one) is used, add your skill die to the roll. Skill dice range from d4, d6, d8, d10, d12 (max. Heroes) or d20 (max. Monsters). Heroes have specific attributes and skills but Monsters & NonPlayer Characters (NPC) use a general skill die for all checks. Critical Success or Failure: Rolling a natural 20 or beating the target number by 10 or more is a critical success and results in a more positive outcome. Rolling a natural 1 or failing by 10 or more is a critical failure and results in a worse outcome. • Advantage (ADV) & Disadvantage (DIS): Awarded through ability use or at the referee’s discretion based on situational factors. Roll the check twice taking the highest result (Advantage) or lowest result (Disadvantage). Traps & Hazards: These will generally be obvious and can be overcome through player interaction. Checks may be used to overcome or avoid physical effects. • Reaction Rolls: Determines the outcome of random or uncertain events outside the player’s control. The referee rolls a d20, consults the Reaction Table (pg. 7) and interprets the result according to the situation. Settlement Turn: This takes half a day and players can typically; rest (gain advantage on health recovered during overnight rest); recruit new followers; visit a shop/service or learn new rumours. Detailed movement is not tracked here. • Fate Table: Use when the referee is asked a question and wants to leave the outcome to chance. The referee rolls a d20, consults the Fate Table (pg. 7) and interprets the result according to the situation. This table can be used to facilitate solo play. Wilderness Turn: This takes half a day and players can; move (12 miles/2 hexes); explore (6 miles/1 hex); forage (wilderness check to gather d4 days of food) or hunt (ranged combat check to hunt d6 days worth of fresh meat). Travel progress is tracked on the wilderness map. • Social Interactions: Command (authoritative) or Guile (cunning or negotiation) skill checks can be used to help decide social interactions. Dialogue between players and referee can grant advantage or disadvantage. • Chases: Tactics and skill checks can be used to increase the range bands between groups. When a side gets too ‘far’ distance away, they escape. • Knowledge Checks: Skill checks can be used to give clues or allow questions, not solve the issue. • Rewards: Take the form of payment, equipment, services, information or favours. • Experience Points: Awarded for completing objectives. Points are totalled and divided between the party after each adventure with half shares awarded to NPCs or allocated away for deceased Heroes to account for their contribution. • Size: Creature size ranges from; tiny (Insect), small (Dog), medium (Human), large (Ogre), huge (Dragon) and colossal (Behemoth). ROUNDING UP • Always round figures up to the nearest whole number. EXPLODING DAMAGE RULE • Some class abilities or weapons grant exploding damage benefits. When you roll the maximum weapon damage on a die, you roll that die again and add the new die roll result to the original result. This occurs once only. TIME • • (Real Life) Session: Getting together in real life to play the game is known as an individual game session. (In Game) Time: When adventuring exploration turns take 10 minutes and heroes can explore one room. Combat & Encounter turns take a few moments each and last 10 minutes in total. Settlement and Wilderness turns take half a day. 6 REFEREES GUIDE | CHAPTER 1 | RULES RANDOM ENCOUNTERS TARGET NUMBER TABLE • When to Check? The referee makes a secret random encounter check at the end of each turn. No checks are made during an encounter or combat. • How to Check? The target number to avoid an encounter starts at 1 on a d20 and increases by 1 point each turn and resets when an encounter occurs or the players reach a place of safety. • Failed Check: On a failed check the referee will present an encounter with a monster or non-player character or some event which the players may choose to interact with. Random encounters are not always adversarial and may present opportunities to learn information or act as a distraction (i.e. side quest) to the player’s main goal. Difficulty Very Easy Easy Moderate Challenging Difficult Very Difficult Almost Impossible • REACTION TABLE d20 01 02-03 04-07 08-13 14-17 18-19 20 Opponent Reactions: The referee will determine the reaction or use the Reaction Table and then determine if either side is surprised. EQUIPMENT • Weapons: Have a damage die rating (d4, d6 etc) which is deducted from the target’s health in combat. • Armour: Has a defence bonus (+1, +2 etc) which is added to the defence score making someone harder to hit in combat. • Shield: Has a defence bonus (+1, +2 etc) which is added to the defence score making someone harder to hit in combat. A shield may also be sacrificed to negate all damage from one attack. This must be called before damage is rolled. This is known as a Shield Break. • Encumbrance: A hero can carry 12 items (+1 per strength skill die) of equipment before they are impaired. The maximum number of items someone can carry is double this allowance. Some marked items (i.e. arrows) count as 1 item. • Equipment Damage: If a critical failure occurs equipment is damaged. If a damaged item is used and another critical failure is rolled then the item is broken beyond repair. • Enchanted Item Wear: Magic bound to an enchanted item will not be contained forever. An enchanted item starts to diminish on a critical failure when used. If a diminished item is used and another critical failure is rolled then the item loses one of its features at random. • Repair: Damaged items can be repaired at settlements for 25% of their cost. However, items with special features which have been lost cannot be regained. • Usage: Some equipment has a usage score and may be consumed immediately or depleted through use. Target Number (No roll required) 0 5 10 15 20 25 30 Outcome or Reaction A terrible outcome, hostile A very bad outcome, aggressive A poor outcome, defensive An indifferent outcome, cautious A good outcome, favourable A very good outcome, friendly An excellent outcome, helpful FATE TABLE d20 01-03 04-06 07-09 10-11 12-14 15-17 18-20 Outcome or Reaction No and some complication or constraint No No, but some opportunity Interruption or change to circumstances Yes, but some complication Yes Yes and some assistance or benefit RANGE BAND TABLE d20 01 02-03 04-06 07-10 11-14 15-17 18-19 20 Range Band & Distance Melee, close range (5ft), reach range (10ft) Short (30ft) Medium (60ft) Intermediate (90ft) Long (120ft) Far (240ft) Distant (Greater than 240ft) Escaped notice, perhaps some signs of opponent EXPERIENCE POINT AWARD TABLE Achievement Complete a side-quest Complete an adventure quest Complete a campaign quest Explored a point of interest Explored an adventure site (per level) Successful encounter (per group/level) Artefact or treasure item found 7 XP 5 20 50 1 3 1 1 REFEREES GUIDE | CHAPTER 1 | RULES RULES COMBAT & SURVIVAL MORALE • Initiative: Roll d20 + agility or monster/NPC skill die for combatants (or groups of combatants) and act from highest to lowest score. • • Combat Actions: Combatants may move a range band and take one action as follows: • Attack; engage and attack an opponent. • Press (melee); attack a person at advantage but next attack received from this person also at advantage. • Block (melee); disadvantage on attacks made and received from one person until next turn. • Fast Move; move two range bands instead of one • Use Item; use a readied item or pick up an item. • Use Ability; cast a spell or use a class ability. • Disarm; make a melee weapon attack against an opponent of your size or smaller at disadvantage. On a success, you knock the opponent’s weapon from their grasp which scatters in a random direction. • Grapple; initiate against an opponent of your size or smaller or break existing grapple by making a successful Strength check vs. opposed Strength or Agility check (opponent's choice). Grapple prevents an opponent from moving but does not preclude them from attacking. A grappled opponent can be forcibly moved up to half the aggressor's range movement. Morale: Various items, abilities, divine favours, and combat situations can trigger a morale check. A character or monster who fails a morale check is precluded from attacking and will attempt to flee until successful or physically unable to do so. • Combat Triggers: A morale check is triggered when the following occurs in combat: • Combatant's health or party size reduced to 50% or less • Leader is killed • Facing a great fear • Battle is nearly lost • Morale Check: When triggered, roll a d20 + Will (players) or + skill die (NPC/monster) versus target of 10. Increase target score by +5 for each subsequent check. • Other Triggers: Roll as indicated. SPELL CASTING • Casting Spells: Select a spell and roll d20 + Magic skill vs. target number or opponent’s roll to succeed. On a success, apply the spell effects as per the spell description. • Stress: Attempting to cast spells stresses the caster resulting in a temporary loss of 1 health which can only be recovered through overnight rest. Track stress loss separately from damage loss. • Amplifying Spells: Spells can be amplified by stressing the caster 2 (charged) or 3 (empowered) health points. On a success, you may increase any of the spell effects up to the relevant level as per the Amplify Spell Table. Critical Success or Failure: On a critical success the spell is automatically charged (if the spell is being charged by the caster then it becomes empowered). On a critical failure roll on the Wild Magic Table (pg. 9). • Attacking: Roll d20 + melee or ranged skill to equal or exceed the opponent’s defence score. On a success, roll weapon damage and deduct this from the opponent’s health. • Combat Critical Success: Your attack does double damage against the opponent. • Combat Critical Failure: Your weapon is damaged. If a critical failure occurs again on a damaged weapon it is broken beyond repair. • Attack of Opportunity: If two people are in melee combat and one wishes to move away, the opponent may bring forward their next action to attack before the person moves away. AMPLIFY SPELL TABLE • Spell Effect Stress Effect Die Number of Targets Spell Area of Effect Spell Range Max Time Duration Spell Turn Duration Target Level Max Target Size Max HEALTH & CONDITIONS • Health: The amount of physical injury (or stress) someone can sustain before dying at zero. Heroes and important NPCs may roll on the Wounds Table (pg. 9) instead of death. • Impaired: A person who is impaired acts at disadvantage. This can occur when someone is reduced to a third of their health or through other triggers. • Incapacitated: Someone who is incapacitated is unable to act at all. • Rest & Recovery: Injuries can be healed using bandages, medicines, potions or magic or overnight rest (d4 or fortitude skill per night). Impairment and incapacitation can be overcome through, time, rest, cure or a skill check. 8 Charged 2 Health d12 2 Medium (60ft) Long (120ft) 1 hour 4 (Up to) 6 Large (or smaller) Empowered 3 Health d20 4 Long (120ft) Far (240ft) 4 hours 8 Any Colossal (or smaller) REFEREES GUIDE | CHAPTER 1 | RULES WOUNDS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Condition Mortal Wound Fractured Skull Lose Arm/Hand Lose Foot/Leg Internal Injury Lose an Eye Broken Ribs Head Wound Broken Arm/Hand Broken Foot/Leg Punctured Lung Chest Wound Blow to the Head Arm/Hand Injury Leg/Foot Injury Bruised Ribs Winded Blurred Vision Scarred Lucky Escape Outcome (Knocked out until the end of the encounter plus the following) You cling to life until the end of the encounter to whisper a last few words then die. Lose 3 health forever and disadvantage on lore, senses or magic checks permanently. Lose 3 health forever and use 1 handed items and disadvantage on combat forever. Lose 3 health forever and disadvantage on agility and athletics forever. Lose 3 health forever and disadvantage on any physical checks permanently. Lose 2 health forever and disadvantage on senses and ranged combat permanently. Lose 2 health forever and disadvantage on physical checks for the adventure. Lose 2 health forever. Disadvantage on lore, senses or magic checks for the adventure. Lose 2 health forever. Use 1 handed items, disadvantage combat for the adventure. Lose 2 health forever. Disadvantage on agility, athletics and move slowly for adventure. Lose 1 health forever. Gasp and wheeze acting once every 2 turns for the adventure. Lose 1 health forever. Disadvantage on physical checks for the remainder of the adventure. Lose 1 health forever. Disadvantage on lore, senses or magic checks for the adventure. Lose 1 health forever. Use 1 handed items only, disadvantage combat for the adventure. Lose 1 health forever. Disadvantage on agility, athletics and moves slowly for adventure. Gasp and wheeze acting once every 2 turns for the session. Disadvantage on physical checks for the remainder of the session. Disadvantage on lore, senses or magic checks for the session. Suffer a nasty scar (d20, 1-5 head, 6-10 chest, 11-15 L/R arm, 16-20 L/R leg). Injury not as bad as first thought. Unconscious until the end of the encounter. WILD MAGIC TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Outcome Summoning Stressed Shadow Form Drained Explosion Age Lost Control Delayed Teleported Rift Chaos Scream Chaotic Force Paralysis Mutation Time Loop Blight Visage Volatile Focus Power Surge Effect Random creature of chaos enters this plane of existence, targets the spell caster. Sees malevolent chaotic forces, spell casting at disadvantage for rest of the session. A shadowy mirror form with all powers of the caster appears and attacks the caster. Wild magic drains d4 health, if health reduced to zero fall unconscious for d6 turns. d6 damage short range and pushed one range band. Fortitude check half damage. Roll d20; older odd number; younger even number by 5 years (x2, x4 long-lived). Can’t handle the power, gain disadvantage on all spell checks for the encounter. Spell doesn’t work. Roll d20 each turn, spell activates on an odd number. Caster is teleported to a random survivable place far (240ft) distance away. Dimensional rift summons something a random monster. Everyone in medium range makes a will 10 check or disadvantage on their next turn. Everyone in medium range makes a fortitude 10 check or disadvantage on next turn. Caster paralysed, magic check 10 at the start of each turn to snap out of it. Caster gains an ugly mutation which lasts for the remainder of the session. Spell fails and caster has to try and cast the same spell again the next round. Any plant life around the caster withers and die. Casters appearance alters in a strange way (player’s choice) for the adventure. For the remainder of the session any spells cast will be at a random power level, wild magic occurs on 1-4. For the remainder of the session you have advantage on any magic checks. Wild magic surge increases the power of the spell, charge the spell effect. 9 CHAPTER 2 : HERO OPTIONS CREATING A HERO CLASS MULTI-CLASSING HERO ABILITIES PAGE 11 PAGE 11 PAGE 12 10 REFEREES GUIDE | CHAPTER 2 | HERO OPTIONS CREATING A HERO CLASS MULTI CLASSING (OPTIONAL) HERO CLASSES MULTI-CLASSING • • • • • • This describes the hero’s background and profession and influences their skills, abilities and starting equipment. 20 hero classes are provided in the Player’s Guide although you may wish to create more to fit the theme of your campaign. Classes are generally organised into three types; a fighting class (i.e. Warrior); skill class (i.e. Rogue) or spell casting class (i.e. Mage) as a starting point. Feel free to tweak aspects of this process to get the right result as long as classes are not overpowered. For example, you might wish to create specific classes only accessible to certain races. Use the existing classes as examples of how to create and balance these. • • • • MULTI-CLASSING EXAMPLE CREATING A HERO CLASS 1. 2. 3. 4. 5. The following optional rule allows players to swap the class of their hero once during their career. This allows the player some creative freedom to develop a unique character. When a character reaches a new level, they may elect to train in a new class and may immediately choose level benefits (i.e. class ability) from their new class. At this point, the hero cannot select class abilities from their old class. The hero’s class description should state the old class & level and the new class & level (i.e. Warrior 1 / Rogue 1). The hero’s level is the sum of both old and new classes (i.e. Level 2 in this example). A class change is only permitted once during their career. Greymark a Level 1 Human Mage earns enough experience points to reach Level 2. Greymark expressed only minor magical talents in truth and was more interested in exploration and discovery and now wishes to retrain as an Adventurer. Greymark immediately switches class and chooses a class ability from this new class (Traps Expert) alongside the other level advancement benefits. The hero is now expressed as: Greymark, Human, Mage Level 1 / Adventurer Level 1 (2) For future level advancements, Greymark may choose new level benefits exclusively from the Adventurer class. He may use his previously learned Mage abilities but may not choose any new abilities from his old class. Choose Name: Choose a name which best describes the new class. Create Description: Write a one-line sentence to describe the theme of this new class. Create Statistics: Determine the class’s starting statistics using the Class Statistics Table. This will cover the classes starting health; attributes; skills and ability. These should fit the theme of the class. Choose Class Abilities: Choose 1 starting and 14 more abilities which fit the theme of the class which can be chosen during advancement. Choose Equipment: Choose one item of clothing or armour, one weapon and one equipment item plus 200 sp as the starting equipment. CREATING NEW CLASS ABILITIES CLASS CREATION EXAMPLE • The referee wants to create a new spell-casting class designed specifically for the Wildfolk race. • • Class Abilities are either special feats or innate powers linked to a hero’s class or race. Abilities are categorised as: • Passive (P); these abilities grant a permanent bonus, access to a spell domain or an action that can be used every turn. • Encounter (E); these abilities require some effort and are limited in use. A hero can use any combination of encounter abilities once per level per encounter (i.e. a level 2 hero could use any one encounter ability twice or two encounter abilities once per encounter). Feel free to design new class abilities to fit the theme of your new class. Use the existing class abilities as examples to ensure any new abilities are not overpowered. 1. 2. 3. 4. CLASS STATISTICS TABLE Class Type Health Attributes Skills Starting Ability Class Abilities Fighting 8 Choose 1 Choose 2 Choose 1 Choose 14 Skill 6 Choose 1 Choose 3 Choose 1 Choose 14 Spell Casting 4 Choose 1 Choose 2 Choose 1 Choose 14 5. 11 Choose Name: The referee decides to call the class Elven Spellweaver. Create Description: The referee comes up with the following one-line class description. The Elven Spellweaver communes with nature’s elements and draws power from the land to weave their enchanting song spells. Create Statistics: Next the referee determines the class’s starting statistics using the Class Statistics Table. As a spell-casting base class, the following options are selected; Health (4), Attribute (Will), Skills (Magic and Wilderness Survival) and Ability (Nature Magic). Choose Class Abilities: The referee now chooses the remaining 14 abilities which are a mixture of spell casting, communing and bardic song powers which fits the theme of this class; Arcane Magic, Counter Spell, Discerning Truth, Divination, Earth Magic, Exorcise, Haunting Melody, Healing Song, Persuade, Sorcery Surge, Speak with Creatures, Telepathic Insight, Telepathic Message and Totem Magic. Choose Equipment: The referee decides the class with start with the following equipment; Robe, Staff, Moon Dust and 200 sp. REFEREES GUIDE | CHAPTER 2 | HERO OPTIONS HERO CLASS ABILITIES ENCOUNTER CLASS ABILITIES TABLE Name/Description (*) Adaptable: Select a class ability from any class of your choosing. (*) Jack of All Trades: Choose an ability from any other class. (E) Acrobatic Attack: May drop or leap over an object within short range and make an attack as an action. (E) Animal Command: Make a Command vs.Will check to give an animal a one word command to obey that does not involve self-harm. (E) Aura of Courage: Medium range aura that instills courage in your allies, advantage to morale/fear checks for 3 turns. (E) Aura of Glory: Emit a medium range aura that cause all opponents to attack you for 3 turns. (E) Blackout: Cause darkness on an inanimate object, darkens within short range for the encounter. (E) Cause Fear: Make a Magic vs. Will check, one opponent at medium range acts with a disadvantage for the encounter. (E) Charge: Charge straight on and attack an enemy from medium range as an action (un-armoured or light armour only) (E) Combat Tactician: Reads the flow of battle. You and an ally close to you attack with advantage. (E) Coordinated Attack: You and your animal companion gain advantage to attack against an opponent. (E) Counter Attack: Make a free attack against an enemy with advantage that missed you in melee combat. (E) Counter Spell: Make an opposed Magic check to deflect a spell back against the caster. On a critical failure roll on the wild magic table. (E) Deathly Strike: Make your next attack and damage roll with advantage, attack is treated as magical. (E) Deflect Projectile: You may deflect a projectile attack. Must be chosen before damage is rolled. (E) Discerning Truth: Make a Senses vs. Will check to determine the truth about a single statement. (E) Disrupting Performance: Make an opposed Magic check to dispel a spell effect. On a critical failure roll on the wild magic table. (E) Divination: Outside of combat, make an opposed Magic vs target check set by the referee to ask two one word questions. Failure gets no response. (E) Divine Health: You gain immunity to poison, disease or paralysis for the encounter. (E) Divine Strike: Make an attack and damage at advantage, attack treated as magical. (E) Dodge: Avoid an opponent's attack, must be called before damage is rolled. (E) Dual Wielding: Make a bonus attack in combat with a second light weapon in your other hand. (E) Empathic Link: Gain advantage on a reaction roll with one monster, person or animal. On a failure cannot target again that encounter. (E) Escape: Disengage from combat and make a double move without incurring an opportunity attack. (E) Exorcise: Make an opposed magic check to remove a negative magical effect from a person. (E) Familiar Casting: Cast a spell originating at your familiar’s location within medium range. (E) Fast Attack: Make two melee attacks as a single action. (E) Flurry Attack: Make 4 unarmed attacks in a single round, each causing d4 damage. (E) Flying Leap: Make a flying leap up to short range as part of an action. (E) Frenzy: Gain +3 temporary health in combat. (E) Ghost Walker: Disappear into the background when at least short range away from an opponent, ends if you take a combat action. (E) Great Cleave: You can attack all opponents in close range to you as a single attack. (E) Haunting Melody: Make a Magic vs. Will check, one opponent at long range acts with a disadvantage for the encounter. Target may make a check to overcome as a free action each turn. (E) Healing Hands: Make a Magic vs. target check to cure disease, remove paralysis or remove poison. (E) Healing Song: Make a Magic vs. target 10 check to heal d4 health for one person within short range. (E) Hex: Make a Magic vs. Will check, one opponent at medium range acts with a disadvantage for the encounter. (E) Holy Aura: Grant an advantage to allies in short range for one turn. (E) Inspiring Words: Grant allies in short range an advantage on their next action. (E) Insulting Taunt: Make a Command vs. Will check to taunt an intelligent humanoid causing them disadvantage on their next action. (E) Intimidate: Force a combat morale check against a medium or smaller-sized opponent. (E) Lucky: The player may re-roll any die but before the outcome is determined. (E) Mighty Blow: On a successful melee attack damage is doubled. (E) Necrotic Touch: Make an opposed Magic vs Fortitude check to drain d4 health from an opponent in close range. Restore your health by this amount. (E) Parry: Counter a successful attack and take no damage, must be called before damage is rolled. (E) Persuade: Make a Command vs. Will check to make a simple lawful demand of an NPC which must be obeyed. (E) Precise Strike: Attack with advantage and roll exploding damage. (E) Radiant Light: Pray for light on an inanimate object, lights within short range for the encounter. (E) Raise Undead: Make an opposed Magic check to raise the body of a skeleton which obeys your command for an encounter. (E) Rally: May reverse a failed morale check to anyone friendly within medium range. (E) Shadow Cloak: You may bring forward an action to create a cloak of darkness around you. You may not move but all attacks received that turn are made at disadvantage. (E) Shape Change: Transform into a small animal for the encounter. (E) Sharpshooter: Bows and crossbows can be fired an extra range distance. (E) Sneak Attack: On a surprise attack roll with advantage and damage is doubled. (E) Sorcery Surge: Cast a spell at advantage, wild magic occurs on a natural 1-3. (E) Speak with Creatures: Make a Command vs. Will check to speak with any creature and ask 1 question with a one word answer. On a critical failure creature reacts negatively. (E) Speak with Dead: Make a Command vs. Will check to speak with any creature and ask 1 question with a one word answer. (E) Spell Focus: Charge a spell expending 0 health points. (E) Stun Attack: Make a melee attack which if successful will force your opponent to lose its next turn. Applies to small or medium opponents. (E) Suggestion: Make a Magic vs. Will check, target follows a one word command that does it no harm. (E) Summon Creature: Call a random animal natural to the area to you, its reaction is uncertain. (E) Taunt: Anger an intelligent opponent causing them to attack at disadvantage on their next turn. (E) Telepathic Insight: On a successful Magic vs. Will check, read the mind of one person or monster in medium range. Ask one question which gives a one word answer. (E) Telepathic Message: Make a Magic vs. Will check to send a hidden message to another person within sight. (E) Turn Undead: Force a morale check on one type of undead within medium range, make an opposed Will check. (E) Unholy Sense: Make an opposed Religion check to sense the presence of unholy (undead, dark or chaotic) creatures at long range. (E) War Cry: Make a war cry during combat which gives you advantage on your next two actions. 12 REFEREES GUIDE | CHAPTER 2 | HERO OPTIONS HERO CLASS ABILITIES PASSIVE CLASS ABILITIES TABLE Name/Description (P) Air Magic: Learn and use air magic spells. (P) Alchemist: Advantage on alchemy checks. (P) Alertness: Advantage on senses checks. (P) Almighty Blow: Melee attacks against undead creatures cause double damage. (P) Animal Bond: Advantage on animal handling checks. (P) Animal Companion: Gain a loyal animal companion whose level does not exceed the players. Can perform tasks, fight, and be resurrected or replaced when the player levels up. (P) Arcane Magic: Learn and use arcane magic spells. (P) Blind Fighting: Ignores disadvantage on melee combat checks when fighting in the dark. (P) Chaos Magic: Learn and use chaos magic spells. (P) Combat Reaction: Advantage on initiative checks. (P) Coordinated: Advantage on athletics checks. (P) Creature Whisperer: Advantage on animal handling checks. (P) Dark Magic: Learn and use dark magic spells. (P) Dark Vision: Ability to see in the dark up to medium range band (60ft). (P) Dextrous: Advantage on sleight-of-hand checks. (P) Divine Magic: Learn and use divine magic spells. (P) Earth Magic: Learn and use earth magic spells. (P) Evasion: +1 to defence wearing light or no armour. (P) Familiar: Gain a pet that obeys your commands; small or tiny animal, avian, reptile, rodent or insect; can be resurrected or replaced when the player levels up. (P) Fire Magic: Learn and use fire magic spells. (P) Form Magic: Learn and use form magic spells. (P) Hardy: Gain a permanent 3 health point increase. (P) Ice Magic: Learn and use ice magic spells. (P) Improved Critical: Score a critical hit on a natural 19 or 20. (P) Inspiring Leader: Advantage on command checks. (P) Iron Skin: Damage resistance (DR), all damage rolls are reduced by 1 point. (P) Iron Will: Advantage on will checks. (P) Killing Blow: If your attack kills an enemy you may automatically attack another within close range. (P) Light Magic: Learn and use light magic spells. (P) Linguist: Advantage on language checks. (P) Locksmith: Advantage on open lock checks. (P) Long-Lived: Lifespan of up to 200 years (x2 human age). (P) Lore Master: Advantage on lore checks. (P) Marksman: Spend a combat turn aiming. On the next round, make a ranged attack and damage at advantage. (P) Master Craftsman: Advantage on crafting checks. (P) Matter Magic: Learn and use matter magic spells. (P) Meditative Trance: Increase health recovered by overnight sleep by one skill die and roll at advantage. (P) Mounted Combat: Advantage on attack and damage rolls when riding a horse in battle. (P) Nature Magic: Learn and use nature magic spells. (P) Nimble: Advantage on agility checks. (P) Pack Rat: Inventory carrying capacity increases by 2 slots. (P) Protect: As an action, defend a target close to you for your turn. Any attack on them is at disadvantage until your next turn (P) Psionic Magic: Learn and use psionic magic spells. (P) Quick Shot: Make two ranged attacks as a single action with a bow. (P) Quick Throw: Make two ranged attacks with thrown weapon as single action. (P) Reaction Shot: Bonus ranged attack before combat starts unless you were surprised. (P) Riposte: If an opponent's attack is a critical failure against you, get a free attack action. (P) Rune Magic: Learn and use rune magic spells. (P) Second Wind: Combat encounter limit for abilities is doubled. (P) Shadow Magic: Learn and use shadow magic spells. (P) Shield Bash: On a successful melee attack, make another free attack with your shield for d4 damage and the opponent is stunned acting at disadvantage next turn. (P) Shield Master: Additional +1 defence when using a shield. (P) Shield Wall: Additional +1 defence while in close range with other another shield-bearing ally. (P) Silver Tongue: Advantage on guile checks. (P) Skirmish: Melee attack and move if not using heavy armour. Does not provoke opportunity attack. (P) Squire: Gain a 1st-level NPC follower. (P) Strider: Move at double speed through wilderness terrain; once per session. During exploration, you can evade enemies in the wilderness. (P) Time Magic: Learn and use time magic spells. (P) Totem Magic: Learn and use totem magic spells. (P) Tough: Advantage on fortitude checks. (P) Traps Expert: Advantage on trap checks. (P) Very Long-Lived: Lifespan of up to 400 years (x4 human age). (P) Water Magic: Learn and use water magic spells. (P) Weapon Specialisation: Choose a weapon, when using this weapon roll exploding damage. (P) Woodcraft: Advantage on wilderness survival checks. 13 CHAPTER 3 : RUNNING ADVENTURES GAME SESSION CHECKS WILDERNESS TRAVEL EXPLORATION ENCOUNTERS SETTLEMENTS DOWNTIME COMBAT SURVIVAL REWARDS PAGE 15 PAGE 16 PAGE 17 PAGE 18 PAGE 19 PAGE 20 PAGE 21 PAGE 22 PAGE 24 PAGE 25 14 REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES GAME SESSION THE GAME SESSION PLAYER RETIREMENT (OR DEATH) • • • • Getting together to play the game is known as a game session which typically runs for 2-4 hours. An adventure may take 1 or more sessions to complete A campaign represents a major story arc and may take several adventures to complete. • • BEFORE THE SESSION • • • • • The referee and players should agree on the length of the session (typically 2-4 hours) in advance. Players should have prepared a hero for play (or continue to use an existing one). If a hero died, retired or left during the last session, introduce a new hero at the start of a new session. The referee should have a pre-made adventure ready to play. • Adventuring is dangerous and death may occur through depletion of resources, bad planning or luck. The wounds system makes it more likely that a player may retire a hero through an accumulation of injuries. Player Death: Allow the player a final opportunity to go out on their own terms such as a last chance to act in the spotlight or whisper a few dying words. Retirement: Players can retire their hero who can assume NPC status in the game if they wish, such as when they incur too many wounds. Replacement Hero: Aim to get a replacement hero back into the game as quickly as possible to keep all players involved in the game. Options include; promoting a follower or non-player character or through a random encounter with another adventurer. STARTING THE SESSION ENDING THE SESSION • • • • • • • Recap: Either the players or referee briefly recap the events of the previous session. Scene: The referee then introduces the opening scene. Questions: Players may ask questions to ensure they have a clear idea of the quest objective; rewards; hints about dangers and a place to start. Decision: Give the players a decision and some direction about their next course of action (i.e. “What do you do?”) allowing the players to start driving the scenes based on their actions. The referee can ‘fast-forward’ to the next exciting part of the adventure if they wish and skip less exciting aspects (i.e. such as travel) for their group. • ENDING THE ADVENTURE • RUNNING THE SESSION • • • • • • • • • • • This ends at your agreed (real-life) stopping point. If all the players are killed, the players should create new heroes and restart the game. Ask the players about their intentions for the next session. This allows the referee to plan the next session by focussing on areas the players intend to explore next. Scenes: The referee manages a loop of presenting a scene with the players deciding their actions. Referee Notes: The referee should make a bullet point note of any key events that occur which should be remembered for future sessions. Time: The referee should keep track of time using a tally mark/five bar gate system to track elapsed turns. Turns may vary from a few seconds (combat); 10 minutes (exploration) to half a day (travel/settlement). Random Encounters: The referee should track the random encounter target number and make a secret check for this at the end of each turn. Experience Points (XP): The referee (or players) should keep track of XP rewards as they occur, noting down achievements completed (i.e. quests completed, locations explored, monsters defeated, treasures and artefacts found). Mapping: Players can be given a blank adventure site map and can write details on it as they explore. Player Status: Players are responsible for tracking their own health, status and depletion of resources. An adventure ends when the players exit the adventure site regardless of whether a quest has been completed and return to a place of safety. A return visit is treated as a new adventure. Award experience at the end of each adventure. Rewards such as payments, treasure and favours are typically awarded at the end of the adventure. Players may only increase their level at the end of an adventure when they have returned to a place of safety. CREATING RUMOURS • • Creating Rumours: The players should be asked to create some rumours about the next adventure (related to a location, person, object or event) based on the events of the adventure to date. Rumour Table: The referee adds these to the rumour table and decides if these are true or false using these as inspiration for the next adventure. PLAYERS JOURNAL • • 15 Players should collectively keep brief notes of each session. This should be no more than several bullet points highlighting key events of the session. The journal is used to provide a high-level record of adventures (and is fun to read back and recall in the future). REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES CHECKS ADVANTAGE OR DISADVANTAGE • • Awarded through ability use or at the referee’s discretion based on situational factors. Roll the check twice taking the highest result (Advantage ADV) or lowest result (Disadvantage - DIS). CRITICAL SUCCESS OR FAILURE • • • Rolling a natural 20 or beating the target number by 10 or more is a critical success and results in a more positive outcome. Rolling a natural 1 or failing by 10 or more is a critical failure and results in a worse outcome. The referee interprets the outcome of critical success or failure based on the situation. REACTION CHECKS CHECKS SUMMARY 1. 2. 3. • Check: Roll d20 to equal or exceed a target number based on the Target Number Table (Page 7) Skill Die: If a relevant skill is used, add their skill die to the roll (i.e. d4, d6 etc). Monsters use a general skill die based on their level Secret Roll: The referee may secretly check for the player when the outcome of the check is not obvious. • FATE CHECKS • • CHECKS • • • • • • • • • Used when the referee is asked a question and wants to leave the outcome to chance. Referee rolls a d20, consults the Fate Table and interprets the result according to the situation. KNOWLEDGE CHECKS Checks are made when the outcome of an action is risky or uncertain or when attempting to avoid or resist something. Dice rolls are not always required if there is a clear reason or plan why the action will succeed. Checks can be used to provide hints and clues for exploration or social encounters but should not be used as the sole means to solve these. Failure may result in some consequence (i.e. time, resource impact, injury or setback). Failure should not be considered an end-state but a prompt to find another way. • Skill checks can be used to give clues or allow players to ask questions, but not solve the issue. SOCIAL CHECKS • • • • USING CHECKS • Used to determine the outcome of random or uncertain events outside the player’s control. Referee rolls a d20, consults the Reaction Table and interprets the result according to the situation. The check is a simple core mechanic (roll a d20 to beat another target number), high is good, low is bad. This core mechanic is flexible and can be used in a number of ways to help determine the outcome of an action (target roll, opposed roll, multiple checks or group checks). The referee is empowered to apply the most logical and sensible type of check to a situation to keep the action moving forward. Assign target numbers based on the perceived challenge of the task. Encourage players to think creatively and award advantage when they present clever plans and ideas. The entire game can be run using the Target Number Table, Reaction Table and Fate Table (all Page 7). • Skill checks can be used to help decide social interactions. Command checks are typically used when the player is adopting an authoritative position. Guile checks are typically used when the player is adopting a tactical, diplomatic or cunning approach. Here, the referee can elect to grant advantage or disadvantage to the check if the player makes a convincing approach and/or role-plays the situation well. As an alternative, social encounters can be completed using role-playing and no dice rolling if you wish. OTHER CHECKS • • • 16 Opposed checks are used for competing actions. Both sides make a skill check, highest result wins. Complicated actions require several checks to pass. Group checks are used to determine if the group succeeds at an action. Everyone makes a check and if the majority succeeds, the group succeeds. REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES WILDERNESS TRAVEL WILDERNESS TRAVEL WILDERNESS TRAVEL SEQUENCE 1. • Scene: The referee presents the current scene to the players detailing their current location, environment and weather. Decision: Players make a decision on their action for that turn; each turn takes half a day. Travel Outcome: The consequences of actions (i.e. distance travelled) are determined. Encounter: A random encounter check is made at the end of each turn (morning & afternoon) and a further check is made overnight. Time & Resources: Players can complete two major actions per day and typically rest overnight. 2. 3. 4. 5. • • • • THE WILDERNESS MAP • • • • • The Wilderness Map is comprised of 6-mile hexes showing points of interest in the area and is used to track the movement of heroes between different locations. Settlements are usually isolated and travelling through the wilderness is considered perilous. Travelling unmarked routes presents risks of getting lost but may also reveal secrets of the land. PLAYER CHOICES • • WEATHER • • Weather: Roll d20 on the Weather Table each day to determine weather conditions. This outcome may the affect player’s actions (i.e. navigation, movement or creating a hazard) as determined by the referee. • • • • • • Set a target number for checks based on the weather and terrain (i.e. foraging may be easy in a bountiful forest but difficult when travelling the plains). Give the player opportunities to earn advantages to rolls through clever play (i.e. travelling safe routes or travelling more cautiously should reduce the chance of getting lost or encounters). Disadvantages could occur when players take risks (i.e. travelling through dangerous areas). TIME & RESOURCES WILDERNESS ACTIONS • Movement: Heroes can typically move 12 miles (2 hexes) per turn (half day). Point Crawl: Players can use a point crawl method to follow known routes and mark the number of hexes travelled. Hex Exploration: Players can go off-route and move from hex to hex. This may be slower (see terrain) and may require navigation checks. Terrain: Distance travelled will be affected by terrain. Increase this by x1.5 for good conditions (roads) or decrease by half for challenging conditions. Navigation: May be required when not following known routes (use wilderness checks to determine if players go off route). Failure may result in heroes going off-route (failure) or getting lost (critical failure). Forced March: This doubles the speed for the day but risks exhaustion (use fortitude checks which get more difficult) Transport: Vehicles or mounts can be used to travel more quickly or overcome some terrain (i.e. water). • Players may undertake one action per turn from the following options: Travel: Heroes may travel 12 miles (2 hexes) per turn Exploration: Search a 6-mile area (1 hex) per turn (senses checks can be used to provide clues). Foraging: Gather foods from the land (use wilderness check to forage d4 days worth of nuts, berries and plants). Hunting: Hunt animals for food (use ranged combat check to hunt d6 days worth of fresh meat). Camping: Players must rest every night or they risk exhaustion and become impaired. Exhaustion can be recovered through rest. • Time: Wilderness actions take half a day and players can perform two actions per day (morning and afternoon) and rest overnight. Resources: At the end of each day, food resources may be depleted. Water sources are assumed to be plentiful (i.e. streams, brooks, rivers) but this could vary in less hospitable environments. RANDOM ENCOUNTERS • Random Encounters: Random encounter checks are made three times a day i.e. morning, afternoon, night (see Encounters). WEATHER TABLE d20 01 02-03 04-07 08-13 14-17 18-19 20 Spring Summer Autumn Winter Rain Storm Rain Overcast Clear Clear, Cool Clear, Warm (Next roll ADV) Beautiful (Next roll ADV) Thunderstorm Extremely Hot Very Warm Calm, Pleasant, Sunny Calm, Pleasant, Sunny Clear Skies (Next roll ADV) Beautiful (Next roll ADV) Storm Heavy Winds/Rain Changeable (Next roll DIS) Drizzle Clear, Cool Dry, Cool Clear Skies (Next roll ADV) Winter Storm Heavy Winds Freezing Cold Changeable (Next roll DIS) Cloudy, cold Overcast Clear Skies (Next roll ADV) 17 REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES EXPLORATION EXPLORATION SEQUENCE 1. 2. 3. 4. 5. Scene: The referee presents the current scene to the players (i.e. a new area) giving players an opportunity to ask questions. Decision: Players make a decision on their next course of action that turn. Outcome: The consequences of these actions are determined and gameplay moves to the next scene. Time & Resources: Each turn takes 10 minutes, elapsed time is marked and resources (i.e. torches) may be depleted. Encounter: A random encounter check is made. EXPLORATION PRINCIPLES PUZZLES & PROBLEMS • • • • • Exploration covers situations when players are exploring adventure sites. Keep the game flowing and try and avoid pausing the game to check for rules. Give the players decisions and opportunities to drive the game forward. Constantly ask the players ‘What do you do?’ and respond to their prompts. • • EXPLORATION ACTIONS • • • Ensure the players are aware they are facing a puzzle. Give the players clues to help them solve the puzzle, telegraph these if necessary. Use skill checks to provide hints or clues but allow the player’s skill to solve the puzzle. Make progress (i.e. success or failure) obvious to the players. Failure is not an end-state just a prompt to try something different. TIME & RESOURCES Players may undertake one action per turn as follows: Exploration: Heroes can explore one room/area. Interact: Heroes may interact with an object, equipment or device (i.e. open a lock, break down a door, bandage some wounds). • • Exploration turns take 10 minutes and heroes can typically explore one room or small area per turn. If light sources are being used (i.e. torches or lanterns) then these may be depleted over time. MOVEMENT RANDOM ENCOUNTERS • • • Players should indicate their marching order and positioning when exploring although movement is tracked on an area to area (i.e. rooms) basis. Movement from area to area is considered part of the exploration turn. However, if rooms are located further away or require some effort to get there (i.e. climbing/ descending) then this takes an extra turn. COMMON SKILLS CHECK TABLE Skill Agility Athletics Fortitude Lore Senses Strength Will SEARCHING • • Die rolls are not made for searching . If a hero is actively looking for something in the right area, they will find it unless a specific action is required. TRAPS & HAZARDS • • • Random Encounters: Random encounter checks are made at the end of each turn. Description Balance, sneak or dodge Running, jumping, climbing, swimming Resist something physically To get a hint about something Perception tests Test of might Resist something mentally HAZARDS & INJURY TABLE Will generally be telegraphed or obvious and can be overcome through player interaction. Skill checks may be used to overcome/avoid hazards. The Common Skill Checks & Hazards & Injury Tables give guidance on relevant skill checks and consequences. Hazard Breathing Endurance Fall/Impact Fire Freezing Hunger/Thirst Lightning Thirst 18 Impact Rising fortitude checks then damage Rising fortitude checks then damage Scale damage roll from d4 to d20 Scale damage roll from d4 to d20 per turn Rising fortitude checks then impaired Fortitude checks, impaired, damage Scale injury from d4 to d20 Fortitude checks, impaired, damage REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES ENCOUNTERS SOCIAL INTERACTIONS ENCOUNTER SEQUENCE 1. 2. 3. 4. 5. • • Reaction: Determine the opponent's reactions; this may be planned or randomly determined. Position: Determine the opponent's position; this may be planned or randomly determined. Surprise: Determine if either side is surprised based on the current situation or using an opposed senses or agility (if one side is sneaking) check. Initiative: The sequence in which participants act by rolling a d20 + agility/monsters skill check acting from highest to lowest. Actions: May perform one action per turn, such as moving, magic, combat or interacting with something. • • • • • • ENCOUNTERS • • Encounters involve interactions with other NPCs, monsters or factions. The referee will determine the opponent’s reaction and describe their reactions to the players. ENCOUNTER ACTIONS • TIME & RESOURCES • • An encounter is assumed to take 1 turn (10 mins) in total and resources may be depleted (i.e. torches). • REACTION • • • • • • Reaction determines the opponent’s attitude based on the planned nature of the encounter or the opponent’s current motive for random encounters. For random encounters, roll on the (or use Reaction Table) and interpret the result. Good outcomes may result in aid or negotiation (dialogue); indifferent results may be avoidance and bad outcomes may result in hostility (combat). Opponent's reaction may change during the encounter based on the player's actions or dialogue. • • • • • • • Determines the order of actions and may be necessary when actions are taken against each other. Each person rolls d20 + agility (or NPC/Monster skill) and acts from highest to lowest each turn. Make group rolls for monsters of the same type. PURSUIT • This determines where the opponents are situated when they are first encountered. For planned encounters, the opponent's position will be pre-determined based on their purpose within the adventure. For random encounters, roll on the Reaction Table and interpret the result. A poor outcome may result in an ambush and a good outcome may allow a surprise action. • • Tactics and skill checks can be used to increase or decrease the number of range bands between participants depending on the player’s actions. When a party gets ‘far’ distance away, they escape. Monsters, heroes or NPCs who are particularly fast or slow will automatically catch up or escape. REPUTATION • • • SURPRISE CHECK • Each participant can perform one action during their turn, common examples of actions are: Move/Fast Move: Move a range band or two (fast) to close the distance between themselves and another person. Interact: Use an object or item as long as it can be completed within a few seconds of time. Combat: See Combat section. Cast Spell: See Magic (Players Handbook). INITIATIVE POSITION • Dialogue takes place alongside any actions. This can be role-played or described by the referee and players. Player interactions should have a meaningful impact on the outcome. Skill checks can be used to help decide social interactions. Command checks are typically used when the player is adopting an authoritative position. Guile checks are typically used when the player is adopting a tactical, diplomatic or cunning approach. Here, the referee can elect to grant advantage or disadvantage to the check if the player makes a convincing approach and/or role-plays the situation well. As an alternative, social encounters can be completed using role-playing and no dice rolling if you wish. For pro-longed interactions (such as negotiations) consider the starting attitude and motivation of the opponent and break this interaction into a few meaningful exchanges (3 max) before you determine the final outcome which leads to a decision or action. Referee determines if either side is surprised based on the current situation. An opposed senses check (both sides unaware) or an agility (party sneaking) vs. senses (unaware) is used. If one side surprises the other they get a free turn to act before initiative is determined. • 19 Reputation represents your heroes’ fame, good standing and merit with factions, settlements or NPCs. This is tracked at the group level. Positive relationships are marked (+) and may offer advantage whilst negative relationships are marked (-) and result in disadvantage. Reputation changes over time it improves, declines or is forgotten over time. REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES SETTLEMENTS SETTLEMENT ACTIONS SETTLEMENT SEQUENCE 1. 2. 3. 4. 5. • Scene: The referee presents the current scene to the players detailing their current location and options. Decision: Players make a decision on their next course of action; each turn takes half a day. Outcome: The consequences of these actions are determined and gameplay moves onto the next part of the scene. Encounter: A random encounter check is made at the end of each turn (morning & afternoon) and a further check is made overnight. Time & Resources: Players can complete two major actions per day and rest overnight. • • • • • • • Players may undertake one action per half day from the following options: Rest: Gain advantage on overnight health recovery overnight. Recruit: A hero can recruit followers (see Followers) Buy, Sell or Repair Equipment: Equipment availability is influenced by the settlement type. Rumours: Investigate new rumours (see Rumours) Visit NPC, Faction or Service: This is likely to be a specific encounter (i.e. visit Church, Alchemist). If a player does not take an action or simply wants to explore the settlement, then a random encounter will take place. There is no need to track detailed movement within a settlement. SETTLEMENTS RANDOM ENCOUNTERS • • • • Settlements are centres of population with a unique theme. They are generally isolated, governed locally and the population is generally wary of outsiders. Settlements are a good opportunity to learn rumours and gain quests through interactions with NPCs or factions and a place for heroes to rest, recover and re-equip between adventures. Settlements are also a good place to demonstrate the outcomes and consequences of previous adventures. • • TIME & RESOURCES • • Time: Settlement actions take half a day and players can perform two actions per day (morning and afternoon) and typically rest overnight. Resources: At the end of each day, food resources may be depleted or costs may be incurred where accommodation has been paid for. 20 Random Encounters: Random encounter checks are made three times a day i.e. morning, afternoon and night (see Random Encounters). The nature of these settlement encounters are generally unlikely to be dangerous or threatening and will involve interaction with local NPCs, Factions or events. Random encounters are a great opportunity of presenting setting information, clues or consequences of previous events in the world. REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES DOWNTIME DOWNTIME DOWNTIME ACTIVITY SEQUENCE 1. 2. 3. • Choose Activity. Players choose an activity to undertake from the Downtime Activity Table. Activity Check. Make a skill check against the initial target score and interpret the results according to the Downtime Activity Outcome Table. Continue Activity? On a success (or critical success), the player has the option to continue the activity for a further week at the next target level (i.e. 10) or they may stop and choose another activity. • • • • DOWNTIME ACTIVITY OUTCOME TABLE Outcome Critical Success Success Failure Critical Failure Description Achieve the next benefit. Achieve the current benefit. Nothing achieved. Complication occurs. Downtime covers events between adventures. Heroes can choose what activities to complete, this may grant benefits. Each downtime activity takes a week for game time and players are assumed to have spent 50sp on living expenses unless they are staying at their own property. When performing downtime activities, players must start at the initial objective and can build to the next activity the next week if they pass the previous check. The Referee may award advantage or disadvantage based on the player’s approach, environment or situation. Players are free to role-play downtime activities if they wish. Example. Lyssa the Rogue visits the City of Lanatus with 500sp acquired from her last adventure. She decides to spend the week gambling 100sp (target 5, low stakes) and makes a sleight of hand check (result 13), a success. She turns this into 150sp. Lyssa may now elect to spend another week gambling at the medium stakes level (target 10, earns double her stake) or do something else. Continue Activity Yes Yes No, start again No, start again DOWNTIME ACTIVITY TABLE Activity Buy/Sell/Upgrade Property Command or Guile Buy/Sell Unusual Item Guile Crafting Alchemy or Crafting Find Resources (What) Various Gambling (Stake) Sleight of Hand Research Information (Subject) Lore or Guile Rest & Relaxation Fortitude Service or Charity Varies depending upon service Objective/Benefit 05 - Buy/sell or upgrade small property/land at village. 10 - Buy/sell or upgrade medium property/land at town. 15 - Buy/sell or upgrade large property/land at city. 15 - Buy/sell or upgrade huge property/land at city. 05 - Buy or sell common items (i.e. common treasures) at village. 10 - Buy or sell uncommon items (i.e. specialist items) at town. 15 - Buy or sell rare items (i.e. components) at city. 20 - Buy or sell very rare items (i.e. artefacts) at city. Craft items or create potions Complications • Increased cost • Negative reputation • Rival/Thieves Guild 05 - Find and obtain common resources. 10 - Find and obtain an uncommon component. 15 - Find and obtain a rare component. 20 - Find and obtain a legendary component. 05 - Low stakes gamble at village 100sp max (earn stake + 50%). 10 - Medium stakes gamble at town/castle 500sp max(earns stake x2). 15 - High stake gamble at city 2,000sp max (earns stake x3). 20 - Outrageous game at city unlimited amount (earns stake x5). 05 - Learn something which is known to people. 10 - Learn something which is not well known. 15 - Learn something that is hidden. 20 - Learn a secret. 05 - Recover all health points. 10 - Recover from an impaired condition. 15 - Recovery from an incapacitated condition. 20 - Supreme health, gain d6 temporary bonus health for next adventure. 05 - Perform simple chores for an individual. 10 - Perform a service for a small group. 15 - Perform a service for a faction or small settlement. 20 - Perform a service for a settlement. • • • • • • • Increased cost Rival Guardian Threat Debt, Loss of item Rival Addiction • • • • • • Cost Negative reaction Rival Regress learning Slower health recovery Worsening condition • • • • Cost Negative reaction Negative reputation Rival • • • • • • • • • • • • • • • • Capture, punishment, fines Threat, injury Negative reputation Rival/justice seeker Training regression Injury Negative reputation Rival/competition Negative reaction Negative reputation Rival Discover danger Fail to earn coin Negative reaction Injury Discover danger or threat Shady Activity (Nature/Objective) 05 - Low stakes enterprise Agility, Open Locks, Sleight of Hand 10 - Medium stakes enterprise 15 - High stake enterprise 20 - Deadly enterprise Train (Subject) 05 - Easy practice to learn/maintain a skill Skill Dependent 10 - Good practice for a particular skill, earn advantage on first use 15 - Hard practice for a particular skill, earn free skill re-roll 20 - Extreme practice for a particular skill, increase skill die for adventure Travel/explore local region 05 - Wander the surrounding area. Wilderness Survival 10 - Explore a specific area and find a landmark. 15 - Explore a specific area and find a small adventure site. 20 - Range into the wilderness and discovers a large adventure site. Work/Jobs 05 - Perform easy jobs, incurs no expenses and earns d20 cp (per level) Varies depending on job 10 - Perform moderate jobs, incurs no expenses and earns d20 sp (per level) 15 - Perform tough jobs, incurs no expenses and earns 2d20 sp (per level) 20 - Perform difficult jobs, incurs no expenses and earns 3d20 sp (per level) 21 • • • Increased cost Reveals activities Rival/Thieves Guild See crafting & alchemy rules REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES COMBAT ATTACKING COMBAT SEQUENCE 1. 2. 3. 4. 5. 6. • • Initiative: Roll d20 + agility/monster skill to determine the order of actions from highest to lowest. Action: Perform one action per combat turn which lasts a few seconds. Attack: Move a range band and attack. Roll d20 + melee/ranged combat skill to equal or exceed a target’s defence or use a special ability. Damage: On a hit roll weapon damage and deduct this from the target’s health. Impaired: Act at disadvantage when reduced to a third of your health. Death: Target defeated when health reaches zero. Hero’s/named NPCs may roll on the Wounds Table. • CRITICAL SUCCESS/FAILURE • • • • • • • • • A critical success attack does double damage. A critical failure attack damages the attackers. If a critical failure occurs again on a damaged weapon it is broken beyond repair. DAMAGE, INJURY & DEATH COMBAT PRINCIPLES • Attacker may move a range band and attack. Attacker rolls d20 + melee or ranged talent vs. target’s defence score. If the attacker equals or exceeds this check, they hit their opponent and will proceed with a damage check. Combat is deadly and dangerous and may not always be the wisest course of action. Make the combat scene exciting by narrating the actions and outcomes. Make the combat environment interactive and usable by the players and opponents. Reward creative thinking and good tactical play by awarding advantage (i.e. flanking, cover, terrain use). Aim to keep most combat encounters fast and furious. When the outcome of a combat scenario is clearly in the heroes’ favour, then fast forward to the end scene. • • • • All physical injury is scaled from d4 through d6, d8, d10, d12 to d20 maximum. Roll weapon damage and deduct this from the target’s health. Shield Break: Shields may be sacrificed to ignore damage from one attack. This must be called before damage is rolled. If health is reduced to a third, target is impaired and acts at disadvantage. If health is reduced to zero, the target is dead. Heroes and named NPCs may roll on the Wounds Table instead of death. INITIATIVE ATTACK OF OPPORTUNITY • • • • • This determines the order of actions in combat. Each combatant rolls d20 + agility or NPC/monster skill. Combatants act from highest to lowest each turn. Make group rolls for monsters of the same type to speed up gameplay. MORALE COMBAT ACTIONS • • • • • • • • • • • • If two people are in melee combat and one wishes to move away, the opponent may bring forward their next action to attack before the person moves away. Combatants may take one action per turn as follows: Attack; move a range band and attack or attack and move. Press (melee); attack a person at advantage but next attack received from this person also at advantage. Block (melee); disadvantage on attacks made and received from one person until the next turn. Fast Move; move two range bands instead of one. Use Item; use a readied item or pick up an item. Use Ability; cast a spell or use a class ability. Disarm; make a melee weapon attack against an opponent of your size or smaller at disadvantage. On a success, you knock the opponent’s weapon from their grasp which scatters in a random direction. Grapple; initiate against an opponent of your size or smaller or break existing grapple by making a successful Strength check vs. opposed Strength or Agility check (opponent's choice). Grapple prevents an opponent from moving but does not preclude them from attacking. A grappled opponent can be forcibly moved up to half the aggressor's range movement. • • This is the monster’s/NPC’s likeliness of persisting in battle. Check at the end of a turn after a morale trigger (see Morale Triggers Table) Roll d20 + will/monster skill versus target 10; fight on a success; flee or surrender on a failure. Increase the target number by 5 for each subsequent check in the same encounter. Make group rolls for monsters of the same type. MORALE TRIGGERS TABLE Morale Check Triggers Reduced to half health or numbers Leader has been killed Facing a great fear Battle is nearly lost 22 REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES COMBAT GRID • • • • • • COMBAT EXAMPLE The combat grid is a simple tool which the referee can use to manage a combat situation. It is not intended to provide an accurate measurement system but does allow the referee to assess the movement and distance of participants easily. The combat grid acts like a chess board with each square of the grid representing one range band. Place parties on the grid according to where they appear during an encounter. During combat, you can move each participant to a different square based on their movement. When players are within the same square they can engage in melee combat. • • • • Round 1 • Falrak elects to hold his position and throw his spear at Zombie 1. • He rolls a d20 (no ranged skill bonus) and gets a 17, a critical hit. • He rolls d6 damage (4) and doubles it for a result of 8. The spear takes the Zombie straight through the brain and it crumples onto the ground dead. • Zombie 2 is not an intelligent creature and acts on instinct, the referee decides it will fast move (2 range bands) towards Falrak. Zombie 2 is now only 1 range band away from Falrak. • That is the end of the first round. COMBAT GRID EXAMPLE F (F) Falrak the Warrior is facing two Zombies. (Z1) Zombie 1 is 2 squares away at medium range. (Z2) Zombie 2 is 3 squares away at long range. Z1 Z2 RANGE BAND TABLE d20 01 02-03 04-06 07-10 11-14 15-17 18-19 20 Falrak the Brave, Human Warrior (LVL 1 | HLT 13 | DEF 12 | Melee d4 | Leather Armour, Shield, Spear d6, Shortsword d6 - both readied) is exploring a crypt. He encounters two Zombies (LVL 1 | HLT 3 | DEF 6 | SKL n/a | Bite d4, Disease Bite, Slow, Undead, Fearless) who moan and move towards him in a threatening manner. Zombie 1 is at medium range and Zombie 2 is at long range. Everyone rolls d20 + agility to see who acts first. The Zombies are slow and roll at disadvantage. The results and sequence of actions are Falrak (13) and a group roll is made for the Zombies (5). Range Band & Distance Melee, close range (5ft), reach range (10ft) Short (30ft) Medium (60ft) Intermediate (90ft) Long (120ft) Far (240ft) Distant (Greater than 240ft) Escaped notice, perhaps some signs of opponent Round 2 • Falrak moves a range band into the same square as Zombie 2 and attacks. As his shortsword is a readied item he can use this as part of his action. • Falrak rolls a d20 + melee skill of d4 and gets a 5, a miss. • The referee decides that Zombie 2 will use its Diseased Bite attack. This is an encounter ability which can only be used a number of times equal to the Zombies level which is 1. • Zombie 2 rolls a d20 (no skill bonus) and gets a 15, a hit. • As the Zombies festering jaws look to sink into Falrak, he brings up his shield into the Zombies mouth and sacrifices it (shield break) to avoid any damage. • Falraks defence score is reduced to 10 as he has lost his shield. Round 3 • Falrak decides to press and attack aggressively (attacks at advantage but the Zombie will attack Falrak at advantage) hoping to end the encounter quickly. • Falrak rolls a d20 + melee skill of d4 and gets a 17, a critical hit. • He rolls d6 damage (5) and doubles it for a result of 10. He skewers the second Zombie with a swipe of his sword, killing the creature instantly. • Falrak has survived the encounter but unfortunately lost his shield in the melee and must be a little more cautious as he explores the crypt further. 23 REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES SURVIVAL the additional effect (impairment to incapacitation to death). The table below summarises typical afflictions, effects and skill checks required to avoid them. Sample target numbers are provided or use the monsters attack roll. • CORRUPTION MECHANIC (OPTIONAL) • The corruption mechanic can be used as a system to support a specific narrative (i.e. use by exception) of a hero succumbing to some theme (i.e. chaos, sanity). Each theme has 5 levels starting from 1 (no ill effects) to 5 (total corruption). The referee should create the specific corruption theme and effects for each level. The referee should present some interesting choices to the players with the hero gaining 1-3 (minor, medium, major) corruption points each time they perform a task linked to the theme (i.e. using dark powers). At the end of each adventure, the player rolls a d20 will check to beat the current number of points. On a success, the hero loses d4 (or will skill die whichever is higher) number of points of corruption. On a failure, the hero gains a new level of corruption (i.e. 1 > 2 > 3) which should result in a change to the player and corruption points are then reset to zero. When a player reaches level 5, they are assumed to have been fully corrupted by the theme. The referee should provide opportunities for the player to reduce their hero’s level of corruption (i.e. cleansing, holy quests). • • HEALTH • • • • • • Health represents the amount of physical injury (or stress through spell-casting) someone can sustain before dying when this reaches 0. If a hero is reduced to 0 health or less through stress they fall unconscious for 1 turn/encounter (10 mins). When someone is reduced to a third of their health, they are impaired (act at disadvantage). Heroes/VIP NPCs may survive death by rolling on the Wounds Table, this can result in a permanent wound. Someone suffering a wound will be knocked unconscious for the encounter but returns at 1 health. • • • • CORRUPTION EXAMPLE REST & RECOVERY • • • • • Injuries can be healed using bandages, medicines, potions or magic (see equipment descriptions). Overnight rest heals d4 health or your fortitude skill die/ monsters skill die (whichever is higher). Bandages can only be applied once per combat encounter immediately after the combat has ended. Health lost through spell-casting is only recovered through overnight rest or magical means. • AFFLICTIONS TABLE Nature Poison, Weak Poison, Normal Poison, Strong Disease, Weak Disease, Normal Disease, Strong Paralysis, Weak Paralysis, Normal Paralysis, Strong Petrification, Weak Petrification, Normal Petrification, Strong Freezing, Weak Freezing, Normal Freezing, Strong CONDITIONS • • • • Conditions cover a range of status effects which can affect someone for a period of time. Someone who is impaired acts at disadvantage. Someone who is incapacitated is unable to act. Conditions may be resisted or recovered from through criteria such as time, rest, cure or a skill check. AFFLICTIONS • • • • Tore the Priest (d4 will) is tempted by the use of chaos spells. He accrues 1 corruption point per spell used. At the end of the adventure, Tore has used 10 chaos spells (10 points). He makes a will check (result 8) which is not sufficient to resist and he gains a chaos corruption level and some consequence described by the referee. This refers to the effects of things such as poison, paralysis, petrification and freezing for example. Afflictions may cause stated health damage (i.e. d4, d6, d8 etc). Afflictions may also cause the target to suffer an additional effect such as impairment, incapacitation or death unless they can make a skill check. Repeated use of afflictions may also increase the threat of 24 Weak d4 damage, impaired d8 damage, incapacitated d12 damage, death d4 damage, impaired d8 damage, impaired d12 damage, impaired d4 damage, impaired d8 damage, incapacitated d12 damage, incapacitated d4 damage, impaired d4 damage, incapacitated d4 damage, turned to stone d4 damage, impaired d8 damage, incapacitated d4 damage, stasis Check Fortitude 10 Fortitude 15 Fortitude 20 Fortitude 10 Fortitude 15 Fortitude 20 Fortitude 10 Fortitude 15 Fortitude 20 Fortitude 10 Fortitude 15 Fortitude 20 Fortitude 10 Fortitude 15 Fortitude 20 REFEREES GUIDE | CHAPTER 3 | RUNNING ADVENTURES REWARDS REWARDS TREASURE ALLOCATIONS • • • • Heroes may be rewarded for completing quests. This may take the form of payment of coins, equipment, services or information. The referee should be clear to the players on potential rewards and success criteria at the start of an adventure. • • EXPERIENCE POINTS • • • Experience points are awarded for completing quests, exploring, encounter challenges and finding treasure and artefacts. Experience points are awarded at the end of the adventure when heroes have reached a place of safety. Experience points are totalled and divided between all party members. Heroes earn a full share with half-shares awarded to non-player characters or half-shares are allocated away to deceased party members to account for their contribution. EXPERIENCE POINT AWARD TABLE Achievement Complete a side-quest Complete an adventure quest Complete a campaign quest Explored a point of interest Explored an adventure site (per level) Successful encounter (per group/level) Artefact or treasure item found FAVOURS • • • Distribution of treasure is organised by the players between surviving members of the party. Players will typically receive a full share of any treasure and Non-Player Characters (NPC) typically receive a half share of treasure. Failing to adequately compensate an NPCs may cause ill feelings or conflict. Favours may be gained for completing quests from the person who has benefited from its completion. Players can build a list of favours to call upon in the future. This provides an opportunity for interaction with other NPCs and factions in the setting. 25 XP 5 20 50 1 3 1 1 CHAPTER 4 : CREATING ADVENTURES ADVENTURE ELEMENTS WILDERNESS MAP SETTLEMENTS RUMOURS QUESTS ADVENTURE SITE ADVENTURE SITE TABLES ADVENTURE THEME TABLES RANDOM ENCOUNTERS MONSTERS HUMAN NPC’S NON-HUMAN NPC NPC ADVANCEMENT CHALLENGES TREASURE ARTEFACTS RESOURCES & COMPONENTS PAGE 27 PAGE 28 PAGE 30 PAGE 32 PAGE 33 PAGE 34 PAGE 36 PAGE 38 PAGE 40 PAGE 41 PAGE 42 PAGE 44 PAGE 45 PAGE 46 PAGE 47 PAGE 48 PAGE 50 26 REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES ADVENTURE ELEMENTS ADVENTURE ELEMENTS • • • • • • • • • • • • • This chapter provides the referee with procedures for creating an adventure. Each adventure is comprised of different elements (or building blocks) which are pieced together and can be interacted with by the players; these pieces are described further as follows: Wilderness Map; the regional area of the Fallen Lands where the adventures take place and used to mark points of interest and track wilderness travel. Settlements; centres of population offering rest and respite between adventures. They are a good source of rumours, equipment and assistance. Rumours; an evolving list of rumours, truths and falsehoods. A rumour table provides adventure hooks, ideas or background information to the players. Quests; the objective of the adventure which is used to drive the player’s motivations and reward success when they are completed. The outcome of quests should have consequences in the setting. Adventure Site; where the adventure takes place and usually located away from settlements, requires exploration, may contain dangerous inhabitants or challenges but may contain treasures and rewards. Random Encounters; potential encounters that may occur if the players tarry for too long. Monsters; monsters, creatures, animals and other denizens that may lurk in the wilderness or adventure site. NPCs; people players may meet. They may have different motivations or purposes. Followers; people who may join or follow the heroes on their quest. Challenges; obstacles the players will interact with and overcome during an adventure and can include hazards, • • puzzles and traps. Treasure; objects of value players can find during an adventure that includes scrap, loot and valuable treasure. Artefacts; unusual items of power from a distant age. They can range from; rare, epic and legendary items. Resources & Components; raw materials with special properties that can be used for crafting and alchemy. ADVENTURE CREATION PRINCIPLES • • • • 27 Minimise Setup Time: By keeping information, short, concise and to the point and creating information as needed on a session-to-session basis. Relationships: Create, develop, layer and link individual adventure elements to create relationships; complexity and potential consequences when the players interact with these elements. 3 Information Layers: Many of the descriptions are formatted on the principles of appearance; discoverable and secret information; the first is obvious appearance; the second is information that can easily be discovered and the third is hidden or secret information (i.e. must be investigated or found). Make it your Own: Use these tools as inspiration to create a setting or adventure but feel free to amend details to your liking. REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES WILDERNESS MAP WILDERNESS MAP WILDERNESS MAP CREATION • 1. • • This represents a zoomed-in view of a specific region of the Fallen Lands and shows; major geographical features, settlements, travel routes and points of interest. The wilderness map is divided into 6-mile hexes to help measure distance and movement. The map should be shared with the players but will only show points of interest they know at the start. Elevation: Use the dice drop method and draw a circular shape around the dice result as follows; 1-3 (Small); 4-6 (Medium); 7-9 (Large) and 10+ (Huge). 2. Merge Shapes: Where these shapes are close or overlap, merge them together to form a larger shape. 3. Contour Lines: For higher numbered areas, draw additional contour lines inside the initial shape to represent higher terrain. 4. Rivers: Use the dice drop method and mark the result as follows; 1-3 (River); 4-6 (River splits); 7-9 (Small lake or River splits) and 10+ (Large Lake or multiple tributaries). 5. Connect Rivers: Starting from the highest point on the map (i.e. a hill or mountain as water flows from high to low ground) connect the river numbers to form a long meandering river with tributaries and lakes. 6. Wilderness Forests: Use the dice drop method and draw a circular shape as follows; 1-3 (Small); 4-6 (Medium); 7-9 (Large) and 10+ (Huge). 7. Merge Forests: Where these shapes are close or overlap, merge them together to form larger shapes. 8. Points of Interest: Use the dice drop method and mark the dice result number. Roll on the Points of Interest Table to generate a specific detail. Give each point of interest a numeric reference and create a table and name of these places. 9. Settlement: Select a point on the map (or use a point of interest) for your starting settlement. 10. Paths: Connect points of interest with a dashed line to represent a track or path. Use the dice drop numbers to connect these as follows; odd to even number (connect directly); even to even number (connect indirectly via another point of interest); odd to odd number (do not connect, path does not exist). 11. Review Checklist: Review the Wilderness Map Checklist and add d6 features from each column. Mark each item with a numeric reference and add the table of names. 12. Review & Refine: Add, delete or change details on your map as you wish. WILDERNESS MAP PRINCIPLES • • • • Isolated Settlements: The Fallen Lands has only recently (last few decades) exited a dark age period. Settlements are typically isolated surviving with local trade connections. Perilous Travel: The lands between settlement is typically lawless and can be inhabited by beasts and outlaws. Primeval Wilderness: Since the dark ages, the wilderness has been gradually creeping and covering old routes from the days of the Empire and are unlikely to have been maintained. Secrets to Discover: The land contains many lost secrets such as adventure sites, settlements and other points of interest from the time of the Empire and earlier. These details may be unearthed through rumours, quests or exploration during gameplay. WILDERNESS MAP SETUP • • • Tools: You will require, A4 hex paper, a set of polyhedral dice (d4 to d20), a pencil and eraser. Dice Drop: Where prompted; drop or roll a set of polyhedral dice (d4, d6, d8, d10, d12 & d20) so they randomly fall on the A4 paper. Scale: Where prompted to draw a shape on the map, use the following scale; Small (2cm); Medium (4cm); Large (6cm) and Huge (8cm) (Thumb width = 2cm). 28 REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES POINT OF INTEREST TABLE WILDERNESS MAP CHECKLIST TABLE d20 01-05 06-10 11-15 16-20 d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Point of Interest Type Construction Landmark Geography Terrain CONSTRUCTION TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Description Abandoned, Derelict Beautiful, Pleasant Buried, Obscure Burnt-out, Destroyed Colossal, Huge Decayed, Ruined Expensive, Rich Hidden, Disguised Infested, Over-run Modest, Humble New, Repaired Occupied, Busy Ornate, Elegant Poor, Run-down Quiet, Haunted Small, Tiny Spacious, Vast Strange, Non-Human Thriving, Busy Ugly, Sprawling Description Abundant, Many Alien, Strange Arid, Dry Barren, Desolate Buried, Secret Crumbling, Ruined Dense, Overgrown Enchanting, Sorcerous Far Flung, Distant Flooded, Wet Jagged, Rugged Lush, Breathtaking Misty, Hidden Parched, Blazing Safe, Haven Threatening, Dangerous Towering, Colossal Vast, Deep Visible, Obvious Windswept, Stormy Feature 2 (Add) A food source A water source A landmark A secret trail Choice of paths Interesting Flora or Fauna Insect, Vermin Rodent Area for small animals Area for large animals A natural resource A secret resource Impassable terrain An environmental hazard A natural obstacle An unusual natural feature A haunted/magic area Blocked pass/route Unusual weather area Difficult terrain Transport Route LANDMARKS TABLE Construction Abandoned Structure Bridge, Tunnel Building, Outpost Cairn, Burial Site Campsite Catacombs, Tomb Caves, Cavern City, Citadel Den, Lair, Hideout Dungeon, Underground Hamlet, Thorpe Mines, Sewer Monument, Statue Old Battle Site Ruins Stronghold, Castle Temple, Church Tower, Watch Tower Town Village d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 GEOGRAPHY TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Feature 1 (Add) A hidden settlement An old ruin An adventure site An abandoned church A monument An abandoned castle A place somewhere up A place below A monsters lair An unused but known trail An abandoned settlement An old shrine/marker A dangerous shortcut A treasure vault A campsite A hostile area Area where monster hides Area where monster hunts A place where people help A place where people trade Description Abandoned Ancient, Old Cursed. Haunted Desolate, Blight Enchanted Famous, Infamous Flooded Gigantic, Colossal Haven, Safe Hidden Hostile Ice, Hot Impassible Makeshift Mountainous Mysterious Natural, Un-natural New, Repaired Occupied Overgrown, Wild Landmark Ancient Ruin Bridge, Pass, Gate Buried Ruin Catacomb, Tomb Creeping Growth Deep Sinkhole, Chasm Deserted Keep Dungeon, Underground Huge Skeletal remains Infested Structure Old Trail, Road Old Wall Overgrown Town Portal, Rift River Rapids Rock Formations, Pillars Settlement Camp, Tribe Standing Stones, Menhir Waterfall, Spring, Pool Wreckage TERRAIN TABLE Geography Hostile Area, Wild Animal Darkness, Shadowlands Dangerous Plants Blight, Desert, Deposits Treacherous Route Subterranean Hazardous terrain Ancient Ruins Old Trails, Path Gas Crater, Geysers Mist, Cloud, Fog Plateau, Cliff Caves, Caverns Giant Trees, Forests Ridge, Hill, Mesa, Peak Unusual Flora/Fauna Hidden Valley Waterfall, Pool Wild Magic Feywild, Enchanted Forest d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 29 Description Arctic, Frosty Barren, Open, Buried, Underground Burning, Blasted Craggy, Rugged Dead, Drying Dusky, Dark Exotic, Weird Hostile, Inhabited Humid, Hot Impassable, Dense Lush, Beautiful Mystical, Misty Natural, Complex Overgrown, Primeval Rough, Rugged Sparse, Featureless Treacherous, Dangerous Uninhabitable, Rotten Wild, Creeping Terrain Scorched Lands, Blight Crater, Depression, Basin Jungle, Rainforest Desert, Sands Marshlands, Moors Rocky, Arid Swamplands, Mudlands Light Wood River, Wetlands Plains, Scrublands Hills, Rolling Hill range Dense Forest Dark Forest Dead Forest Valley, Canyons Grasslands, Savannah Lake, Underground Lake Mountains Volcano Lost City area REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES CREATING SETTLEMENTS SETTLEMENT DESIGN PRINCIPLES CREATING A SETTLEMENT • 1. • • Theme: Settlements should each have a strong theme. However, they are generally isolated, governed locally and generally wary of outsiders. Relationships: Link settlement tags and features to different elements of your setting to start to develop interactions to bring the world to life. Change: Settlement will change based on player interactions and outcomes of adventures should have visible consequences (good or bad). 2. 3. 4. 5. SETTLEMENT DESCRIPTION • • • • • • • • • • • 6. Settlements details are recorded in an abbreviated format using [tags] for ease of use, as follows: Settlement Name; name of settlement. Settlement Type; type such as village or town. Prosperity; financial state of the settlement. Population; size of population. Law; the state of law and order in the settlement. Features; a list of [tags] which describes different features of the settlement. Notable Factions; a list of notable factions. Districts; a list of different districts within the settlement applicable to larger settlements only. Description; three bullet points which cover; settlement description; discoverable information and secret information. Points of Interest; a list of individual places, shops, services or landmarks. 7. 8. • Settlement Type: Roll d20 on Settlement Type Table to determine the type, number of factions and districts. Settlement Tags: Roll 3d20 on the Settlement Tags Table to determine the settlement’s prosperity, population and law status. Settlement Name: Roll 2d20 on the Settlement Name Table to create a name or choose your own. Settlement Features: Roll 4d20 on the Settlement Features Table and note this information. Settlement Factions: Based on the settlement type, roll 2d20 to determine factions and note these. Settlement Districts: Based on the settlement type, roll 2d20 on the Settlement Districts Table to determine the nature of these. Points of Interest: For each settlement theme, faction or district write down a point of interest such as a place, service, landmark, building or NPC name. You can also add common services such as a tavern or a place of worship. Description: Write three bullet points considering all of the above information to provide; settlement description; discoverable information and secret information. Additional details such as Non-Player Characters, Rumours and Random Encounters will be added in subsequent sections. SETTLEMENT MAP (OPTIONAL) • • Additional information may be added to the description: • Map; a diagram of the settlement marked with districts; and points of interest. • Random Encounters; a list of random encounters. • Non-Player Characters; a list of individual key NPCs. • Notes; bullet points to describe additional information such as player interactions. • • 30 Use a blank sheet of paper to draw an outline shape of the settlement. Draw a line to mark any major routes into or out of the settlement. Mark any points of interest on the map. Mark the borders of any districts with a dashed line. REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES SETTLEMENT TYPE TABLE d20 01 02-03 04-06 07-09 10-12 13-15 16-17 18 19 20 SETTLEMENT NAME TABLE Type Ruins Isolated Building Thorpe/Farmhouse Hamlet Small Village Large Village Small Town Large Town Castle/Outpost City Factions N/A N/A N/A d2 d2 d4 d4 d6 d4 d8 Districts N/A N/A N/A N/A d2 d4 d4 d6 d4 d8 d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 SETTLEMENT TAGS TABLE d20 01 02-03 04-07 08-13 14-17 18-19 20 Prosperity Destitute Poor Frugal Moderate Affluent Wealthy Rich Population Abandoned Low Shrinking Average Growing High Booming Law Lawless None Militia (volunteers) Sheriff/Guard Watch Garrison Military Rule Prefix (Choose 1) Alden or Ox Avon or Burn Crag or Hope Cul or Caer Din or Dun East or West Fern or Fell Guth or Gwyn Hal or Had Horn or Holm Hurst or Weald Kings or Queens Lang or Long Lock or Lych Mat or Moss Nor or Win North or South Port or Pen Tarn or Mere White or Green Suffix (Choose 1) bridge or tower bury or burgh dale or dunne fall or field Ford or firth gate or gar ham or hunt haven or stead Holt or ham mere or more ridge or hill river or brook shire or shore stone or ster thorpe or worth ton or tun vale or valley wald or wych ward or well wood or worth SETTLEMENT FEATURES TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 History Ancestral Lands Ancient Ruins Site Asylum/Safety Cultural, Arts Defence/Outpost Enchanted, Magic Fertile Lands/Farming Hidden location Historic Location Landmark/Tourist Lawful, Rules Manufacturing/Service Market/Trade Religious, Holy Resources (Materials) Resources (Animal/Plant) Secret/Front Settlers/Expansion Transport Route/Travel Roll Twice Leadership Anarchy, no leader Criminal organisation Democracy, people Elders, wise ones Elected councillors Family or Clan Front for something Hereditary leader Hero, leader Influential councillors Mayor, Leader elected Noble, Lord family People, no leadership Representatives Ruling class or role Secret, Hidden power Sheriff of the people Theocracy, Church Warlord, Military leader Wealthy aristocracy Geography Adventure Site Ancient Ruins Barrow, Cairns, Graveyard Caves, Subterranean Dungeon, Catacomb. Tomb Forest, Wood, Dark Forest Fortifications, Defences Geographical Feature Monsters Lair, Den Monument, Structure Mountain, Hills Natural Landmark Resource (Materials) Resources (Animal/Plant) River, Lake, Pool, Port Sacred, Religious, Temple Theatre, Arena Trade, Manufacturing Tunnels, Bridge Weather feature NOTABLE FACTIONS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Notable Faction Farmers, Fishermen Locals Shop Keepers Merchants Clergy Nobility Landowners Craftsmen Serfs, Commoners Watch, Militia, Knights Entertainers Rogues, Vagabonds Horseman, Handlers Outlaws, Poachers Miners, Woodmen Traders, Peddlers Clerks, Stewards Sellswords, Guards Youth, Youngsters Elders, Sages Influence Blight, Contamination, Toxic Crafting, Manufacturing, Arts Culture, Decadence, Tradition Discovery, Secret Enchanted, Cursed, Haunted Exotic, Unusual, Taboo Guilds, Trade, Enterprise Healthy, Lively, Vigorous Hero, Famous Person Lawful, Military Presence Lawless, Criminal, Notorious Monster, Outlaws Neighbour, Rivalry Non-Human Influence Plague, Illness Poor, Destitute Religious, Holy, Cult Safe Haven, Peaceful Settlement Dependency Trade, Market, Enterprise SETTLEMENT DISTRICTS TABLE Attitude Friendly, Kind, Trusting Sociable, Welcoming Optimistic, Content, Happy Wealth, Healthy, Rich Law-abiding, Peaceful, Honest Noble, Humble, Modest Reserved, Considered, Loyal Passionate, Pious, Dedicated Talkative, Gossip, Rumours Cultured, Traditional Indifferent, Ignorant Unfriendly, Biased, Suspicious Selfish, Reclusive, Isolated Oppressed, Downtrodden Poor, Poverty, Illness Corrupt, Dishonest, Notorious Decadent, Pompous Fearful, Worried, Excitable Secretive, Mysterious Jealous, Hostile d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 31 District Academic, Learning, Ancient Site, Historic Art, Literature, Theatre Culture, Monument Entertainment, Inns, Geographical Feature Graveyard, Hazardous Guilds, Warehouse Market, Trade Military, Law, Barracks Noble, Royalty, Estates Poor, Slums, Hovels Port, Dockside Public Amenity, Park Racial Groups, Ethnic Religious, Temple Residential Underground, Sewers Water, River, Lake Wealth, Finance Status Abandoned, Ruined, Ancient Bleak, Creepy, Dull, Desolate Charming, Quaint, Rural Crowded, Busy, Cosmopolitan Cultured, Beautiful, Stunning Cursed, Haunted Dangerous, Risky, Volatile Enchanting, Fascinating Famous, Infamous Large, Huge, Vast, Sprawling, New, Modern, Contemporary Nightmarish, Ugly, Grotesque Notorious, Criminal, Lawless Peaceful, Quiet, Safe Prosperous, Wealthy, Affluent Religious, Holy, Sacred Run-Down, Poor, Deprived Small, Hidden, Compact Toxic, Hazardous, Polluted Vibrant, Bustling, Busy, Lively REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES RUMOURS RUMOURS EXPANDING RUMOURS • • • • • Rumours can provide players with information about adventure hooks, clues, setting details, events, NPCs or factions activities. A rumour table is used to document this information and contains the description of the rumour and a note of its credibility (true, false or unknown). Information should be short and concise. The rumour table is controlled and managed by the referee and is a living breathing document which develops over time with new rumours being added and old rumours being forgotten. Rumour tables can be created for regions, specific settlements, factions or even NPCs. • RUMOUR EXAMPLE • CREATING RUMOURS 1. 2. 3. • Consider developing the rumour table further by adding three layers of information starting with; the rumour; leading to discoverable information and then to secret information This gives the players an opportunity to discover more information through questions, investigation, interactions and role-playing and adds a level of depth to your game. • Rumours: Create batches of 6 rumours (3 false, 2 true and 1 unknown) Generate Rumour: Roll 4d20 on the Rumour Generator Tables and use these results to create an idea for a rumour. Truth: Mark if it’s true (T), false (F) or unknown (?). Try and link rumours to different adventure elements (i.e. quests, locations, NPC’s, factions) so these are interlinked • USING RUMOURS • • • • • Create new rumours before the start of an adventure to provide possible clues, hooks or side-quests. After each adventure, update, amend or delete rumours based on events which transpired, player suggestions and consequences of the adventure. Add something to the rumour table whenever you have that spark of imagination. During an adventure give players opportunities to glean information from the rumour table by engaging with NPCs or factions. Rumour tables may exist at a world, regional or local level depending upon the scope of these tales. Darren the Referee, decides to create a rumour. He rolls 4d20 on the Rumour Generator Table and gets the following results; 7 (Subject - Faction), 4 (Event - Defeat/ Overcome) 10 (Object - Legendary Monster) and 5 (Complication - Environment Challenge). Using these results, he decides that an Order of Knights were spotted passing through a settlement recently. It is believed they grievously wounded a legendary Dragon which fled to Whitepeak Mountains to die. Groups of travellers now seek to make an expedition up the mountain to search for its rumoured treasure. The referee can use this rumour as background information (the roads are busy with travellers heading towards Whitepeak Mountains), encounters (Treasure Hunters, Knights) or even a quest (Find the treasure). REFEREE TIP • At the end of an adventure, ask each player to come up with a rumour based on the events of the last adventure. Write these down as potential plot hooks for the future. RUMOUR GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Subject A Species Adventure Site Building, Place Component Environment Equipment, Object Faction Group of Monsters Hero Landmark Legendary Monster Magic Monster NPC Place Religion Resource Settlement Treasure Weapon/Armour Event Build, Construct Conflict, Peace Created, Destroyed Defeat, Overcome Escape, Flee Find, Rescue Knowledge, Discovery Life, Death Opportunity, Idea Prevent, Stop Prophecy, Vision Protect, Defend Pursuit, Hunted Retrieve, Secure Reunion, Meeting Ritual, Summoning Search, Find Secret, Hidden Theft, Loss, Dispose Travel, Journey Object A Species Adventure Site Building, Place Component Equipment Faction Group of Monsters Hero Landmark Legendary Monster Magic Monster NPC Region Religion Resource Settlement Valuable Item Weapon/Armour Weather 32 Complication Another threat Bigger picture/threat Bounty Enemy of my enemy Environment challenge Equipment Issue Faction opposed Guarded, Trapped Illness, Disease Location not known Not what it seems Resource Issue Rival Some betrayal Subject in several parts Subject is a secret, evil Subject is hidden Time Limit Wild magic Wilderness exploration REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES QUESTS QUESTS • • • • • • • Quests represent the goals of the adventure and should be the primary driver of player actions and are categorised as follows: Side quests; goals completed within an adventure or a single session, worth 5xp. Adventure quests; goals completed within 1-3 sessions, worth 20xp. Campaign quests; goals completed within 1-3 adventures, worth an additional 50xp. Multiple quests can exist at the same time and may have completion conditions (i.e. time limits). Quests can be revealed before or during the adventure and may occasionally change in nature (i.e. the plot twist). Use this device sparingly, however. The outcome of quests should have some consequence in the world setting after the adventure. CREATING QUESTS 1. 2. QUEST ELEMENTS • • • • • Quests should compromise of the following elements: Goal: A clear objective so the players understand the success criteria, rewards and consequences of failure. Motivation: A reason why the heroes should undertake the quest (i.e. why do they care and are the rewards sufficient?). Information: Give players an opportunity to learn additional information which helps them and further invests them in the quest. Challenges: The quest should involve a number of challenges the players have to overcome including, the adventure site, challenges (i.e. traps, hazards, puzzles) and adversaries. These will be expanded upon further in this chapter. 3. Create Quest: Roll 4d20 on the Quest Generator Tables to generate an idea for a quest. Quest Description: Write one sentence to describe the quest’s objectives in clear terms, detailing any success criteria (i.e. Retrieve the Holy Staff of Suunos from the Tomb of the Damned). Add Side Quests: Create a couple of side-quests linked to the main quest description and write these in bullet point format (i.e. Find the Tomb of the Damned, Defeat the Guardian of the Holy Staff). CHARACTER QUESTS (OPTIONAL) • • • Character quests are designed for individual heroes where the reward will be a special ability beyond the confines of the level progresses system (i.e. a one-off benefit such as additional health, skill mastery or a class ability). These quests should be considered a way of uniquely customising your hero but not over-powering them. They are limited to one per character and can be earned when a hero reaches level 5. Completing a character quest should be considered similar to a campaign quest taking a number of adventures and is worth 50xp for the group. QUEST GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Objective Find, Track Reach, Infiltrate Capture, Arrest Escape, Survive Defend, Protect Defeat, Usurp Search, Explore Destroy, Sabotage Learn, Spy Hide, Forget Rescue, Save Investigate, Talk to Restore, Help Kill, Assassinate Stop, Delay Reveal, Expose Deliver, Escort Retrieve, Collect Persuade, Convert Roll Again Twice Subject Known person Rumoured person Unknown or new person Returning person Known place Rumoured place Unknown or new place Returning place Known object Rumoured object Unknown or new object Discovered object Known faction Rumoured faction Unknown, new faction Returning faction Known monster Rumoured monster Unknown, new monster Roll Again Twice Theme Diseased, Infected Hazardous Secret, Wilderness Ancient, Old Corrupted, Chaotic Guarded, Fortified Holy, Blessed Haunted, Undead Infested, Lair Wild, Overgrown Hidden, Obscured Destroyed, Ravaged Protected, Trapped Occupied, Captured Scavenged, Looted Deep, Subterranean Ruined, Decayed Rebuilt, New Buried, Flooded Enchanted, Magic 33 Complication Urgency, Time limit Rival heroes Opposing Faction Potential betrayal Wayward nature Wild or Chaos magic Whole picture Environmental issue Monsters guarding Hidden location Wilderness exploration Subject is hidden Subject in several parts Resource constraint Another threat The subject is a secret Bounty on the subject Common enemy Evil or chaotic subject Violation of beliefs REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES ADVENTURE SITE ADVENTURE SITE PRINCIPLES ADVENTURE SITE MAP TERMS • • • • • • • • • • • • An adventure site is the place where an adventure takes place. Suggested design principles to employ are noted as follows: Sandbox: Consider the adventure site an open environment populated with different elements which the players can explore in a manner of their choosing. Theme: Give each adventure site a strong theme or unusual feature; make each site memorable. Story: Tell a story or give clues about its history or nature through discovery of information from décor, encounters or objects the players explore. Exploration: Give players choices about where to explore. Good examples to include are multiple entrances, exits, branching pathways, several hubs or levels, changes in elevation, loops, secret passages, choke points or gated areas that can be accessed later. Interactions: Include things for the players to find, interact with, avoid or overcome such as secret areas, puzzles, monsters, traps, environmental challenges, treasures or objects. Remember, these should have some purpose or meaning. Ecology: If the adventure site is inhabited by NPCs or monsters, then consider food and water sources, light sources, where they work, rest or play. There is no need to aim for realism (it is a fantasy game) but give the site some degree of plausibility. Clever players may decide to use these factors to their advantage (i.e. poisoning or cutting off food sources). Factions & Encounters: If the site is populated, then think about which areas NPCs/monsters occupy and how they interact with other elements of the site. Cohesion: Bring your elements together to create a cohesive view of the adventure site linking elements together where possible. • • Some common definitions we will use are as follows: Area: A single location such as a room, cave or space. Level: Refers to a single floor of height or a number of areas (i.e. a building or single level of a dungeon). Passages: Routes which connect areas or levels. Features: Contents of individual areas. DESIGNING THE ADVENTURE SITE THEME 1. 2. 3. 4. 34 Adventure Site Description: Write the following information on a sheet of A4 paper. Type & Geography: Roll 2d20 on the Adventure Site Type Table to determine the adventure site type and immediate geographical features. Theme & Secret: Roll 2d20 on the Adventure Site Theme Table to determine the current theme and something about the site’s past. Description: Write three bullet points using these keywords to cover: description (initial appearance); discoverable info (what lies within); secret info (origin, history, lore). REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES CREATING THE ADVENTURE SITE ADVENTURE SITE TYPE TABLE 1. d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 2. 3. 4. 5. 6. 7. • • • 8. 9. 10. 11. Adventure Site Map: Draw the Adventure Site map on a separate sheet of A4 dotted or graph paper. You can create a draft initially and create a polished final version later. Dice Drop: Randomly drop a set of polyhedral dice (d4, d6, d8, d10, d12 & d20) on the A4 sheet of paper. Create Areas: Using a pencil, draw a circular shape around each die. The higher the die result, the larger the circle as follows; 1-3 (small 1cm); 4-6 (medium 3 cms); 7-9 (large 5 cms) and 10+ huge (7 cms). Each circle represents an area within the level Create Passages: Connect each shape by drawing a line to the nearest shape, do not cross any lines. Repeat: Repeat steps 2-4 to add 6 more areas and passages. Areas which appear on top of each other will represent a multi-storey area. Large Areas: If two shapes add up to 10+ also connect these as long as they do not break or replicate another line. Passage Details: Adjust area connectors as follows: (Odd to Odd) Passage blocked or gated (i.e. door). (Odd to Even) Passage is direct and clear. (Even to Even) Passage is indirect. Erase the original line and reconnect areas via another area. Entrance Point: Will be the lowest numbered area. Review: Review and refine detail as you wish. Number Areas: Number each area which will then link to the area descriptions page of information created next. Connect Levels: If your adventure site has multiple levels then mark where these join. You can repeat the above steps for each individual level. 2. 3. 4. 5. 6. 7. 8. 9. • Geography Cliff, Rock Walls Coast, Lake Depression, Basin Desert, Arid Forest, Wild Forests Hills, Rolling Hills Mesa, Plateau Monument Moors, Marshland Mountains, Peaks Plains, Grasslands River, Wetlands Scrub, Wastelands Steppes, Foothills Swamp, Jungle Underground, Caves Valley, Canyon Wilds, Wilderness Woods, Deep Wood Roll Twice ADVENTURE SITE THEME TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 STOCKING THE ADVENTURE SITE 1. Site Barrow,Tomb Castle, Keep Caves, Cavern City, Town, Village Forest Dungeon, Vault Feywild Hideout, Den Marsh Mines Monsters Remains Mountain, Volcano Pass, Trails, Valley Ruins Sewers, Rivers Shadowlands Temple, Monastery Tower, Observatory Tunnels Wilderness Adventure Site Description: Record the following on Adventure Site Description Sheet (separate A4 paper). Name Areas: Name each area to give you an idea of its purpose. Remember to make the position of rooms next to each other seem plausible. Create Challenges: Create d6 challenges (See Challenges) and allocate these to an area location, writing this under the area descriptions. Create Encounters: Create d6 encounters (See Monsters & NPCs)and allocate these to an area location, writing this under the area descriptions. Create Treasure: Create 2d6 treasures (Treasure) and allocate these to an area location, writing this under the area descriptions. Create Artefact: Create an artefact (See Artefacts) and allocate this to an area location, writing this under the area descriptions. Adventure Site Checklist: Create d6 features from each column of the Adventure Site Checklist Table and allocate these to an area description. Area Descriptions: With the key area contents known, write three bullet points for each area covering: description (area appearance), discoverable info (what searching reveals) and secret info (hidden information). When writing this start to build links between features on each area. Refine: Continue to tweak, refine and add details until you are satisfied with the contents. “Dial everything up to volume 11” and avoid bland adventure settings. Use the Adventure Site Tables or Adventure Theme Tables to generate ideas based on the selected site and theme. Theme Abandoned Ancient, Ruined, Dark Power, Corrupt Deep, Depths Den, Lair, Hive Enchanted Extreme Heat Extreme Cold Fortified, Defended Haunted, Evil Spirits Hazardous, Polluted Holy, Blessed Infested, Menace Maze, Warrens, Tunnels Mysterious, Strange Puzzles, Traps, Hazards Ravaged by Elements Reality, Time, Fractured Underwater Wild, Overgrown History Abandoned, Decayed Conquered, Infested Death Trap, Prison Defence, Protection Disaster, Accident Doomed, Cursed Enchanted, Holy Event, Miracle Gateway, Magic Hazardous, Plague Home, Settlement Lair, Den Lost to wilderness Mine, Resources Monument, Marker Served Purpose, Out-dated Stronghold Temple, Shrine Tomb, Crypt, Place of Dead Treasure Vault, Knowledge ADVENTURE SITE CHECKLIST TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 35 Key Feature 1 Dead end Secret passage Loop Choice of paths Blockage/gated area Something above Something below Change in elevation Multi-storey area Something that attacks Something that hides Something that hassles Something that helps Something that trades Primary creature/faction Second creature/faction A safe area Recreational area Sleeping area Working area Feature 2 A food source A water source An air source A light source Waste location Flora or Fauna Insect, Vermin Rodent Small animals Large animals A natural resource Another trap Another puzzle Another hazard Another obstacle A red herring More Loot More Treasure A usable object Décor with lore Artefact REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES ADVENTURE SITE TABLES ADVENTURE SITE TABLES • Roll 2d20 on the relevant adventure site table to generate an idea of what you may find at this place. 1. BARROW SITE 2. CASTLE/KEEP SITE 3. CAVES/CAVERN SITE 4. CITY/TOWN SITE d20 Detail 01 Buried 02 Creepy 03 Deathly 04 Diseased 05 Disturbed 06 Eerie 07 Golden 08 Grave 09 Haunting 10 Hidden 11 Honoured 12 Memorial 13 Noisy 14 Old 15 Possessed 16 Rotting 17 Sealed 18 Shifty 19 Stone 20 Valuable d20 Detail 01 Abandoned 02 Archaic 03 Blood 04 Crumbling 05 Dank 06 Dusty 07 Former 08 Grand 09 Guarded 10 Hidden 11 Long 12 Occupied 13 Ransacked 14 Restored 15 Rich 16 Sealed 17 Secret 18 Torture 19 War 20 Worn d20 Detail 01 Crystal Area 02 Dank Chamber 03 Dead Chasm 04 Deathly Climb 05 Deep Cold 06 Distant Crawlspace 07 Large Deposit 08 Lava Echoes 09 Metal Gas 10 Mossy Growth 11 Noxious Lake 12 Precarious Lichen 13 Rocky Miners 14 Tight Mist 15 Toxic Passage 16 Twisting Pit 17 Underground Pool 18 Underwater Sinkhole 19 Unstable Spikes 20 Vast Tunnels d20 Detail 01 Bustling 02 Busy 03 Deep 04 Dilapidated 05 Disguised 06 Empty 07 Foreboding 08 Grand 09 Hidden 10 Impressive 11 Musty 12 Old 13 Poor 14 Rich 15 Rowdy 16 Seedy 17 Shifty 18 Stern 19 Stone 20 Tall 8. HIDEOUT/DEN SITE Cairn Coffin Crows Danger Dead Fog Gifts Monument Mound Noose Presence Rats Sarcophagus Shrine Skeleton Spirit Treasure Undead Wight Woods Armoury Chamber Door Dungeon Finery Guards Hall Keep Library Resident Room Stables Stairwell Statue Temple Throne Tunnel Vault Vault Walls 5. FOREST SITE 6. DUNGEON/VAULT SITE 7. FEYWILD SITE d20 Detail 01 Ancient 02 Babbling 03 Bandits 04 Creeping 05 Dense 06 Elevated 07 Elven 08 Giant 09 Hidden 10 Hollow 11 Magical 12 Majestic 13 Murky 14 Mystical 15 Rotten 16 Sacred 17 Shattered 18 Vicious 19 Witches 20 Wooded d20 Detail 01 Adventurers 02 Antiquities 03 Challenging 04 Choice 05 Collapsing 06 Dangerous 07 Defending 08 Executioners 09 Hidden 10 Illusory 11 Impenetrable 12 Locked 13 Mechanical 14 Mysterious 15 Narrow 16 Occupied 17 Precious 18 Secret 19 Slippery 20 Wandering d20 Detail 01 Alluring 02 Bewitching 03 Dancing 04 Dangerous 05 Enchanted 06 Frozen 07 Gloomy 08 Hero’s 09 Hidden 10 Hollow 11 Ice 12 Lush 13 Magical 14 Obscuring 15 Seductive 16 Sentient 17 Shifting 18 Stone 19 Tangled 20 Wild Beast Bridge Brook Camp Depression Foliage Glade Grove Houses Kingdom Menhirs Oak Plants Portal River Ruins Swamp Thicket Tree Vegetation Artefact Cell Chamber Chest Corpse Denizen Door Floor Floor Heirloom Mimic Paths Room Sentries Statue Tomb Trap Treasure Tunnel Vault 36 Cave Circle Clearing Creature Faeries Forest Grave Grove Hunt Lake Lights Mist Nymph Palace Pool Spiders Trail Tree Vegetation Vines d20 Detail 01 Animal 02 Bone 03 Deadly 04 Denizens 05 Dirty 06 Disguised 07 Dutiful 08 Elaborate 09 False 10 Hidden 11 Hollow 12 Locked 13 Magical 14 Mechanical 15 Possessed 16 Secret 17 Shinning 18 Steep 19 Trapped 20 Warm Alleyway Blacksmith District Fortification Foundry Fountain Guards Guild Hall Landmark Locals Market Merchant Port Sewers Shopfront Store Tavern Temple Tower Well Alarm Cave Chamber Den Door Entrance Exit Flock Followers Guard Hill Markings Mate Nest Remains Scraps Trinkets Tunnel Vault Worshippers REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES 9. MARSH SITE d20 Detail 01 Aquatic 02 Damp 03 Deadly 04 Dense 05 Disguised 06 Dry 07 Flooded 08 Heavy 09 Hidden 10 Insect 11 Lurking 12 Mossy 13 Obscuring 14 Poison 15 Putrid 16 Sunken 17 Swamp 18 Tall 19 Thick 20 Toxic 10. MINES SITE Beast Brush Forest Fungus Gas Ground Gully Hole Hummock Mist Mud Pool Quicksand Rainfall Reeds Snakes Swarm Tree Vegetation Witch d20 Detail 01 Abandoned 02 Ancient 03 Broken 04 Collapsed 05 Deep 06 Dripping 07 Flooded 08 Growing 09 Haunting 10 Heavy 11 Lurking 12 Noxious 13 Petrified 14 Precious 15 Rickety 16 Secret 17 Suspicious 18 Thick 19 Thin 20 Working Beams Boulders Cart Cavern Denizens Echoes Equipment Excavation Fossils Fungus Gas Lift Metals Oxygen Sinkhole Tomb Tracks Tunnel Vein Water 11. MONSTER REMAINS SITE 12. MOUNTAINS SITE d20 Detail 01 Acidic 02 Battle 03 Bubbling 04 Buried 05 Calcified 06 Cursed 07 Damaged 08 Dead 09 Decayed 10 Feeding 11 Fossilised 12 Gigantic 13 Hallowed 14 Hidden 15 Insect 16 Noxious 17 Occupied 18 Possessed 19 Tribal 20 Untouched d20 Detail 01 Acidic 02 Ash 03 Boiling 04 Burning 05 Carved 06 Fire 07 Gaseous 08 Giant 09 Hot 10 Lava 11 Magma 12 Obsidian 13 Precarious 14 Rising 15 Rune 16 Shaking 17 Slag 18 Sulphuric 19 Undisturbed 20 Unusual Blood Bones Canyon Carcass Creature Depression Egg Environment Fumes Graveyard Ground Parts Remains Scavengers Signs Skeleton Stream Structure Swarm Trophy Chamber Cliff Crater Crust Demon Deposits Flow Footsteps Hill Lake Layers Obelisk Ooze Resource Spirits Statues Storm Trembles Tunnel Vents 13. PASS/TRAILS SITE 14. RUINS SITE 15. SEWERS/RIVER SITE 16. SHADOWLANDS SITE d20 Detail 01 Barren 02 Clear 03 Dead 04 Distant 05 Dry 06 Dusty 07 Eerie 08 Flooded 09 Flowery 10 Hazy 11 Hidden 12 Huge 13 Hunting 14 Large 15 Low 16 Rocky 17 Steep 18 Tall 19 Unusual 20 Wild d20 Detail 01 Abandoned 02 Ancient 03 Broken 04 Collapsed 05 Concealed 06 Corrupted 07 Dead 08 Dilapidated 09 Dried 10 Fortified 11 Natural 12 Obscure 13 Occupied 14 Old 15 Overgrown 16 Secret 17 Tall 18 Toppled 19 Trapped 20 Unknown d20 Detail 01 Blocked 02 Clogging 03 Collapsed 04 Concealed 05 Decomposed 06 Inhabited 07 Large 08 Moving 09 Multiple 10 Mutant 11 Narrow 12 Noxious 13 Secret 14 Sewer 15 Toxic 16 Underwater 17 Vast 18 Vermin 19 Visible 20 Waste d20 Detail 01 Abandoned 02 Ash 03 Blackened 04 Bleak 05 Bone 06 Bottomless 07 Chained 08 Dark 09 Dead 10 Decaying 11 Derelict 12 Distant 13 Dusky 14 Endless 15 Inhuman 16 Obsidian 17 Ominous 18 Rune 19 Undead 20 Wandering Beast Bridge Camp Cliff Crossing Entrance Glade Grasslands Herd Meadow Mist Nest Party Pass Path Plains Plant life Ravens Tracks Trail Beast Building Building Carcass Corpse Den Device Disaster Fountain Lake Mansion Monument Object Passage Spire Statues Stonework Temple Vault Wilderness Amphibian Area Canal Corpse Debris Drainage Flood Gas Gate Ladder Manhole Nest Pathways Pile Pipes Pit Room Smell Swarm Tunnel Beast Cavern Cloud Desert Horizon Howls Labyrinth Lake Monument Mountain Portal Region River Ruin Ship Skeleton Spirits Structure Temple Zone 17. TEMPLE SITE 18. TOWER SITE 19. TUNNELS SITE 20. WILDERNESS SITE d20 Detail 01 Ancient 02 Atonement 03 Blessed 04 Blocked 05 Burial 06 Cursed 07 Desecrated 08 Disturbed 09 Grand 10 Hidden 11 Holy 12 Ill 13 Luxurious 14 Praying 15 Saintly 16 Sanctified 17 Secret 18 Tall 19 Treasured 20 Vast d20 Detail 01 Alchemists Cell 02 Animated Circle 03 Cosmic Construct 04 Crazy Denizen 05 Experimental Device 06 Glass Dome 07 Guard Door 08 High Familiar 09 Illusory Laboratory 10 Magic Library 11 Opulent Lounge 12 Rune Object 13 Sealed Ornament 14 Summoning Passage 15 Transport Portal 16 Trapped Room 17 Un-openable Stairs 18 Warded Statue 19 Winding Vault 20 Wizards View d20 Detail 01 Collapsed 02 Dark 03 Dead 04 Flooded 05 Giant 06 Hidden 07 Infested 08 Long 09 Mossy 10 Multiple 11 Narrow 12 Narrow 13 Pungent 14 Rotting 15 Secret 16 Submerged 17 Toxic 18 Trapped 19 Unstable 20 Vermin d20 Detail 01 Abandoned 02 Bone 03 Dangerous 04 Deep 05 Dense 06 Difficult 07 Distant 08 Enchanted 09 Gruesome 10 Hidden 11 Muddy 12 Natural 13 Overgrown 14 Primeval 15 Primitive 16 Protected 17 Sparse 18 Still 19 Trapped 20 Wild Altar Catacombs Chamber Creatures Fountain Gardens Gate Land Library Omen Place Priests Relics Room Sarcophagi Shrine Statue Tomb Tunnel Vault 37 Alcove Bones Catacombs Chokepoint Corridor Device End Exit Fungi Gas Nest Passageway Paths Pipe Plants Sewers Swarm Tunnel Waste Worms Air Beast Camp Crossing Forest Game Glade Lodge Remains River Ruin Shrine Swamp Terrain Thicket Trees Tribe Undergrowth Valley Woodland REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES ADVENTURE THEME TABLES ADVENTURE THEME TABLES • Roll 2d20 on the relevant adventure theme table to generate an idea of what you may find at this place. 1. ABANDONED THEME 2. ANCIENT THEME 3. DARK POWER THEME 4. DEEP THEME d20 Detail 01 Ancient 02 Broken 03 Burned 04 Collapsed 05 Crumbling 06 Decaying 07 Disastrous 08 Dusty 09 Eerie 10 Empty 11 Faded 12 Flooded 13 Ghostly 14 Hazardous 15 Natural 16 Occupied 17 Old 18 Overgrown 19 Unstable 20 Whistling d20 Detail 01 Ancient 02 Antique 03 Bloody 04 Broken 05 Buried 06 Carved 07 Collapsed 08 Deep 09 Evidence 10 Faded 11 Fossilized 12 Giant 13 Great 14 Hazardous 15 Lost 16 Old 17 Primal 18 Stone 19 Strange 20 Worn d20 Detail 01 Bitter 02 Blackened 03 Captive 04 Chaotic 05 Corrupted 06 Cursed 07 Deaths 08 Desecrated 09 Evidence 10 Grave 11 Haunting 12 Hollow 13 Magical 14 Sacrificial 15 Summoning 16 Tainted 17 Terrible 18 Undead 19 Void 20 Wild d20 Detail 01 Buried 02 Chaotic 03 Crystal 04 Dead 05 Deep 06 Dwarven 07 Flooded 08 Frozen 09 Fungal 10 Glowing 11 Narrow 12 Rooted 13 Ruined 14 Strange 15 Submerged 16 Subterranean 17 Sunk 18 Tremorous 19 Underground 20 Vast Architecture Area Buildings Corridor Foliage Fungi Material Monument Path Remains Secret Spirits Spores Squatters Statues Structure Temple Tower Wall Wind Architecture Archway Art Beast Bell Building Deed Figures Knowledge Mausoleum Monument Object Power Relic Remains Sinkhole Statues Stones Trap Vegetation Beings Blight Circle Conduit Denizen Ground Innocents Knowledge Markings Monument Noose Pillars Pit Portal Power Presence Ritual Shrine Temple Tomb Bugs Cavern Caves City Delvers Depression Fungi Hole Lake Pit Plant Life Portal Rockfall Rocks Settlement Sinkhole Tunnels Webs Worms Zone 5. DEN/LAIR/HIVE THEME 6. ENCHANTED THEME 7. EXTREME HEAT THEME 8. EXTREME COLD THEME d20 Detail 01 Bone 02 Cloudy 03 Confusing 04 Deaths 05 Decayed 06 Deep 07 Dim 08 Dismal 09 Evidence 10 Filthy 11 Food 12 Fungal 13 Hidden 14 Hot 15 Large 16 Monster 17 Murky 18 Refuse 19 Squalid 20 Trash d20 Detail 01 Awoken 02 Bad 03 Disappearing 04 Earthly 05 Elven 06 Enchanted 07 Enthralling 08 Fortuitous 09 Frozen 10 Hidden 11 Magic 12 Petrified 13 Resting 14 Rune 15 Sleepy 16 Stone 17 Whispering 18 Wicked 19 Wild 20 Witches d20 Detail 01 Ash 02 Bitter 03 Burning 04 Calcified 05 Choking 06 Crusty 07 Dark 08 Desert 09 Desolate 10 Dry 11 Endless 12 Giant 13 Gloomy 14 Hidden 15 Hot 16 Lava 17 Sand 18 Steam 19 Stone 20 Unstable d20 Detail 01 Abandoned 02 Biting 03 Bleak 04 Blocked 05 Buried 06 Crystal 07 Deep 08 Elevated 09 Excavated 10 Fragile 11 Frozen 12 Giant 13 Glacial 14 Ice 15 Rocky 16 Shattered 17 Shivering 18 Snow 19 Unstable 20 Winter Burrow Cave Cavern Chamber Colony Entrance Exit Heap Infestation Matter Maze Piles Pit Remains Source Stench Trails Tunnels Vents Water Area Circle Clue Creatures Glade Grove Intruders Marker Monument Obelisk Omen Place Portal Power Presence Sprites Terrain Token Tribute Wind 38 Air Chains Denizens Dunes Floor Flow Form Gas Geyser Insects Mist Oasis Plain Pool Rock Roots Tower Travellers Vents Walkway Beast Body Chill Cliff Creatures Crevasse Fissure Floor Formation Lake Melts Mound Outpost Paths Pit Spikes Supplies Terrain Trees Vegetation REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES 9. FORTIFIED THEME 10. HAUNTED THEME 11. HAZARDOUS THEME 12. HOLY THEME d20 Detail 01 Abandoned 02 Buried 03 Colossal 04 Decaying 05 Deep 06 Defensible 07 Expanded 08 Glorious 09 Great 10 Hidden 11 Impregnable 12 Mechanical 13 Monumental 14 Occupied 15 Protected 16 Repaired 17 Secure 18 Strong 19 Sturdy 20 Towering d20 Detail 01 Animated 02 Corrupted 03 Creepy 04 Decayed 05 Deceitful 06 Entombed 07 Evil 08 Fearful 09 Ghostly 10 Haunting 11 Illusory 12 Invisible 13 Mystic 14 Ominous 15 Petrified 16 Shocking 17 Supernatural 18 Un-natural 19 Weird 20 Whispering d20 Detail 01 Abandoned 02 Ash 03 Black 04 Blighted 05 Burning 06 Chaotic 07 Cursed 08 Dead 09 Diseased 10 Extreme 11 Insect 12 Magic 13 Natural 14 Overflowing 15 Plagued 16 Poisoned 17 Polluting 18 Radioactive 19 Toxic 20 Withered d20 Detail 01 Ancient 02 Angelic 03 Blessed 04 Celestial 05 Consecrated 06 Divine 07 Gods 08 Grand 09 Hallowed 10 Hidden 11 Holy 12 Magnificent 13 Mystical 14 Protected 15 Religious 16 Revered 17 Sacred 18 Spiritual 19 Treasured 20 Untainted Alarm Armament Armoury Bridge Building Camp Keep Leader Moat Passageway Patrol Quarters Ruin Spikes Statue Tower Trap Vault Wall Well Apparition Artefact Ascendant Building Darkness Innocent Lore Maze Message Mist Object Possession Power Ritual Runes Secret Trees Visions Voices Ward Buildings Debris Disaster Gasses Glade Land Landmark Mould People Plant Life Remains Ruins Settlement Sewage Sunlight Swarm Taint Vegetation Waste Weather Altar Anomaly Architecture Area Artwork Cache Chamber Chapel Crypt Gardens Gathering Objects Offering Powers Relics Sanctuary Shrine Statues Temple Ward 13. INFESTED THEME 14. MAZE THEME 15. MYSTERIOUS THEME 16. PUZZLES THEME d20 Detail 01 Abandoned 02 Blighted 03 Blocked 04 Dangerous 05 Dark 06 Deep 07 Devastated 08 Filthy 09 Harmful 10 Harmful 11 Hidden 12 Hollow 13 Monsters 14 Muddy 15 Murky 16 Rotten 17 Toxic 18 Toxic 19 Vast 20 Vermin d20 Detail 01 Bone Ceiling 02 Branching Crawlspace 03 Dangerous Descent 04 Deep Exits 05 Eternal Labyrinth 06 Filthy Mound 07 Hazardous Nest 08 Insect Path 09 Long Pool 10 Low Ravine 11 Mine Rise 12 Moveable Shaft 13 Multiple Spikes 14 Narrow Terrain 15 Rotten Trap 16 Secret Trash 17 Underground Traversal 18 Water Tunnel 19 Winding Wall 20 Wintry Warren d20 Detail 01 Arcane 02 Cracked 03 Dark 04 Deep 05 Eldritch 06 Enchanting 07 Enigmatic 08 Eternal 09 Inhuman 10 Insect 11 Magical 12 Monolithic 13 Mystical 14 Obsidian 15 Secret 16 Shadow 17 Shimmering 18 Strange 19 Unstable 20 Veiled d20 Detail 01 Animated 02 Cloudy 03 Duplicate 04 Flammable 05 Fools 06 Gloomy 07 Greased 08 Hidden 09 Infested 10 Mechanical 11 Mighty 12 Mosaic 13 Patched 14 Poison 15 Sealed 16 Secret 17 Small 18 Spiked 19 Sturdy 20 Uneven 17. RAVAGED THEME 18. REALITY/TIME THEME 19. UNDERWATER THEME 20. WILD THEME d20 Detail 01 Abandoned 02 Archaic 03 Battered 04 Burning 05 Collapsed 06 Decaying 07 Elaborate 08 Eroded 09 Fractured 10 Hazardous 11 Hidden 12 Lightning 13 Missing 14 Preserved 15 Relentless 16 Repaired 17 Thundering 18 Unstable 19 Vast 20 Weathered d20 Detail 01 Celestial 02 Cosmic 03 Creation 04 Dangerous 05 Elemental 06 Fractured 07 Guardians 08 Immortal 09 Infinite 10 Many 11 Megalithic 12 Primal 13 Protected 14 Rune 15 Shadow 16 Sorcery 17 Star 18 Temporal 19 Time 20 Unguarded d20 Detail 01 Abyssal 02 Breathable 03 Cold 04 Dark 05 Deep 06 Fierce 07 Floating 08 Flooded 09 Giant 10 Hidden 11 Illuminated 12 Passing 13 Spoiled 14 Strong 15 Sunken 16 Tense 17 Undersea 18 Underwater 19 Watery 20 Winding d20 Detail 01 Constricting 02 Deep 03 Dense 04 Earth 05 Feral 06 Heavy 07 Impassable 08 Lost 09 Mighty 10 Monsters 11 Mysterious 12 Natural 13 Overgrown 14 Overrun 15 Primeval 16 Rock 17 Shady 18 Vast 19 Water 20 Wild Area Boundary Burrow Cave Colony Fissure Fungi Hideout Hive Hole Infestation Lair Mound Nest Organism Pestilence Pit Swarm Terrain Tree Area Art Building Creature Damage Foliage Heat Pillars Rain Rocks Scavengers Spirit Stonework Storm Structure Terrain Tiles Tomb Tower Wall Anchor Anomaly Chamber Dimension Gate Hall Journey Map Oddity Orrery Paths Pillar Portal Power Reality Shield Structure Throne Tower Vortex 39 Animal Chamber Corpse Cosmos Crater Fountain Idol Keep Map Monolith Pool Portal Pyramid Sphere Spring Storm Structure Swarm Thief Vegetation Cargo Cave Cavern Creature Debris Fish Island Leviathan Monument Organism Pocket Ruin Ship Storm Trench Vegetation Vent Vessel Whirlpool Zone Chamber Device Door Flagstone Floor Gas Gold Holes Illusion Magnet Mirror Passage Pit Pool Portal Quicksand Ropes Statues Trap Vault Animals Creeper Fauna Foliage Forest Formation Grove Hill Hole Lair Landscape Oak River Shelter Snarlwood Spikes Tree Valley Vegetation Weather REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES RANDOM ENCOUNTERS RANDOM ENCOUNTERS • • • • Random encounters are chance meetings or events which take place during an adventure, settlement visit or when travelling through the wilderness. These can be used to provide the players with additional hints, clues or information about the adventure. They can also be used as a distraction such as a side-quest. These can also be used to demonstrate the consequence and outcomes of events and adventures. RANDOM ENCOUNTERS PRINCIPLES • • • • Time: They occur as a direct consequence of time spent exploring, visiting or travelling. Player Interaction: Players should have some choice over the nature of their interaction (i.e. fight or flight). Nature: These may be varied in nature, have different levels of threat and are not always adversarial. Plot: Try and link random encounters back to some element of the adventure. RANDOM ENCOUNTER CHECK CREATING ENCOUNTER TABLES • • • • The referee secretly makes a random encounter check at the end of each turn. The target number to avoid an encounter starts at 1 on a d20 and increases by 1 point each turn. This score resets when an encounter occurs or the players reach a place of safety. • 1. PLANNED ENCOUNTERS • • • 2. Planned encounters involve interactions with other NPCs, monsters or factions at specific locations. The NPC, monster or faction will have a reason and motivation for being at the specific location which will influence their reaction to the players. These types of encounters will have some link to the adventure. 3. Create batches of 6 random encounters with different levels of threat (3 low, 2 medium, 1 high). Random encounter tables can be built for each regional area, settlement and adventure site. Method 1: Random Encounter Generator: Roll 4d20 on the Random Encounter Generator Table and use these results to create an idea for a random encounter linked to the adventure. Method 2: Pair Themes: Take the theme keywords for an adventure site or settlement and write down each paired combination and use these as your inspiration for an encounter (i.e. dungeon + infested = giant rat infestation). Encounter Description: For each of the above methods, write three bullet points using generated information as prompts covering, description (appearance), discoverable info (status, reactions) and secret info (motives, need). RANDOM ENCOUNTER GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 What Level 7+ Monster Level 5-6 Monster Level 4 Monster Level 4 Monster Level 3 Monster Level 3 Monster Level 2 Monster Level 2 Monster Level 1 Monster Level 1 Monster Level 1 Monster Rival NPC Rival Faction Neutral NPC Neutral Faction Plot NPC Plot Monster Plot Faction Ally NPC Ally Faction Motivation Building, Crafting Conquer, Control Eating, Resting Escape, Fleeing Hunting Intimidate Investigating Negotiating, Trade Opportunity, Trade Patrolling Protecting Pursuit, Following Raiding, Fighting Resources, Gathering Scouting, Marking Land Searching, Discovering Shelter Survival Travel, Migration Travel, Terrain Reaction Hostile Aggressive Aggressive Defensive Defensive Defensive Cautious Cautious Cautious Cautious Cautious Cautious Cautious Favourable Favourable Favourable Favourable Friendly Friendly Very Helpful 40 Complication Another threat Bigger picture/threat Bounty Enemy of my enemy Environment challenge Equipment Issue Faction opposed Guarded, Trapped Illness, Disease Location not known Not what it seems Resource Issue Rival Some betrayal Subject in several parts Subject is a secret, evil Subject is hidden Time Limit Wild magic Wilderness exploration REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES MONSTERS MONSTER DESCRIPTION • • • BARGHEST Monster is a generic term for all manner of animals, beasts, creatures and monstrosities in the game. The separate Monsters Compendium book details individual monster’s statistics. Monsters use an abbreviated version of the hero attributes described as follows: CHAOS, QUADRUPED, MEDIUM LVL 2 | HLT 10 | DEF 12 | SKL d4 | APP d8 | TSR COMBAT: Bite (d6) PASSIVE ABILITIES: N/A ENCOUNTER ABILITIES: Sprint, Leap Attack HARVEST: Heart (Leap Attack) Name: This is the monster’s name. Harvest: • Lists parts which may be harvested for alchemy or crafting. Three Keywords: • A brief three keyword description covering the monster’s theme, description and size. • Theme describes the nature of the creature. Some abilities or spells affect a specific theme of the creature. • Description is a word summarising the monster’s look. • Size details the monster’s size category from; Tiny (i.e. Fairy), Small (i.e. Dog), Medium (i.e. Human), Large (i.e. Ogre), Huge (i.e. Dragon) and Colossal (i.e. Behemoth). Description: • Describes appearance, habits, motives and abilities. Hooks: • Potential plot hooks the referee can use for encounters. USING MONSTERS Attributes • Level is a measure of the monster’s threat from level 1 (low threat) to level 10 (powerful threat). • Health (HLT) is a score representing how much physical injury they can endure before dying when this falls to zero. • Defence (DEF) is the target number required to hit the monster in combat. Damage Resistance (DR) is a score that is deducted from any damage incurred. • Skill (SKL) is the monster’s skill die (i.e. 0, d4, d6, d8, d10, d12 or d20) which is added to die rolls when making checks. See Monster’s skill checks for further details. • Number Appearing (APP) shows how many monsters will typically appear during an encounter. • Treasure (TSR) indicates the type of treasure which may be carried or in their lair. Presented in order of rising value from S (Salvage), L (Loot), T (Treasure) and A (Artefact). Where a multiplier is shown then you roll multiple times. Treasure is detailed in the Referee’s Guide. • • • • • • The referee decides which monsters are likely to appear at an adventure site based on the theme of the site, environment, terrain and quest. Monsters are encountered when the players are exploring an adventure site or when a random encounter occurs. The referee will use the monster’s description and their purpose within the adventure to determine their motivation and subsequent reaction to players when encountered. Encounters are not always adversarial and monsters may wish to avoid, negotiate as well as protect, defend or fight Monsters are subject to morale rules in combat and may fight, retreat, negotiate or surrender. Group Rolls: To speed up gameplay, use a single roll on behalf of a group of monsters of the same type for checks. MONSTER’S SKILL CHECKS • Combat • Describes the monster’s method of attack in combat and includes; number of attacks, nature of attack, damage and range. For example, the following method of attack 2x Teeth/Claw (d6, close) means the creature may attack twice in a round with their teeth or claws (a descriptor). The attack must be in close range and on a hit causes d6 damage. • The monster’s skill die can be applied to: • Combat checks. • Where the monster’s size is a factor. • Where the monster’s nature gives them an advantage. Otherwise, the referee may not permit the monster to try certain actions or could make a check without any modifier. COLOSSAL MONSTERS • Abilities • This is a series of keywords that details any special feats or powers a monster possesses. This is described in the Monsters Abilities section. Abilities are categorised as: • Passive Abilities; these abilities grant a permanent bonus or an action that can be used every turn. • Encounter Abilities; these abilities require some effort and can be used once per level per encounter (i.e. a level 3 creature could use any one encounter ability three times or three encounter abilities once during a single encounter). • Only one ability can be performed as an action at a time and these cannot be stacked. • • Colossal monsters dwarf the players in size (i.e. giants, dragons or other huge beasts) They may be treated slightly differently with separate attributes and attack options for different body parts This may present a combat puzzle for players who use different tactics to access or attack specific points to nullify an effect. MONSTER VARIANTS • • 41 These are variations of the monsters who possess slightly different attributes or abilities. The Monsters Compendium details the procedures for creating monster variants. REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES HUMAN NON-PLAYER CHARACTERS NON-PLAYER CHARACTERS (NPCS) RECRUITING FOLLOWERS • • • • • • • • • • • NPCs populate the setting and are controlled by the referee. They can have a variety of functions such as contacts, adversaries, followers, hirelings or just people in the background. Each NPC has a number of statistics which measures the NPC’s capability in different areas. Race describes the NPC’s ancestry. Human is the default race. Profession describes the NPC’s occupation. Level (LVL) is a measure of the NPC’s experience, rated from 1 (start) to 10 (maximum). Health (HLT) is a score representing how much physical injury an NPC can endure before dying at zero. Defence (DEF) is a score which reflects the target number required to hit the NPC in combat and is dependent upon their race, armour worn and level. Skills (SKL) are broad skills describing an NPC’s talent and are rated from 0 (normal untrained human) to d4, d6, d8, d10 and d12 (maximum). An NPC can declare 1 skill per level. Skill die rolls are only applied to these nominated skills. Equipment lists weapons, armour and equipment carried or worn by the NPC. Knacks & Flaws, these are minor abilities possessed by followers which provide a small mechanical benefit of risk during an adventure. • • • • • • • • LEVEL ADVANCEMENT • • • Followers gain experience points if they accompany heroes on quests and advance their levels (see Follower Attributes Table). FOLLOWER RECRUITMENT COSTS TABLE Role Cost (per level) Labourer 5 Torchbearer 5 Porter 5 Guide 5 Craftsman 10 Sell-Sword 10 Specialist 20+ Wages per day exclude sustenance costs. NON-PLAYER CHARACTERS PRINCIPLES • Followers will obey the commands of the players who hired them but are ultimately controlled by the referee. They are subject to morale rules in combat. Followers can also gain XP and advance their levels. Recruitment can take place through role-playing play or the referee can use command skill checks with the target number based on the settlement size. On a success, you attract interest from d4 followers. The referee can role-play or describe the followers by way of highlighting their potential attributes. The players can decide whether to make an offer and then check the Reaction Table and interpret the result; good results may lead to acceptance; indifferent results may lead to negotiation and poor results may result in failure to accept terms. The referee can apply advantage or disadvantage based on the player’s actions (high/low offer etc). Recruitment fees are detailed in the Follower Recruitment Cost Table. Living World: A good cast of NPCs can bring your game to life and provide memorable interactions for your players. Impact: A small cast of recognisable NPCs with their own personality may have more impact with your players than many bland background NPCs Development: NPC’s personalities will develop through interaction with the players. DESIGNING HUMAN NON-PLAYER CHARACTERS (NPCS) NPC CREATION EXAMPLE 1. 1. 2. 3. 4. 5. 6. NPC Statistics: Roll d20 on the NPC Statistics Table and note their starting statistics. NPC Occupation: Roll d20 twice on the NPC Occupation Table to determine the NPC’s occupation. Skills: Make up (there are no lists) a number of skills equal to their level linked to the NPC’s occupation (i.e. a Level 1 NPC Farmer’s perk is ‘farming’, a Level 2 NPC Vagabond’s perks could be ‘begging’ and ‘drinking’) NPC Features: Roll 3d20 to generate three words to describe the NPC’s appearance, personality and motivation. Equipment: Give the NPC 1 or 2 items of equipment according to their occupation. (Followers Only) Follower Quirks: Roll 3d20 to generate the follower’s motive, knack and flaw. 2. 3. 4. 5. 6. The referee rolls d20 (7) on the NPC Statistics Table and gets the following statistics. (LVL 2 | HLT 7 | DEF 8 | XP 10) The referee rolls 2d20 (5 & 4) on the NPC Occupation Table to find a Crafting trade, Carpenter. The NPC has 2 skills (at d4 skill die) and the referee decides these will be carpentry and drinking. The referee rolls 3d20 (14, 18, 2) on the NPC Features Table with results of poor appearance, calm nature and seeking rewards. The referee gives Grendel a Hand Axe as equipment. Using these results, we create the following NPC. Grendel the Carpenter Poor, Calm nature, Motivated by riches LVL 2 | HLT 7 | DEF 8 | SKL d4 | XP 10 Skills: Carpentry, Drinking Grendel is a hard-up carpenter and turns to a risky adventuring mission to earn some coin. 42 REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES HUMAN NPC STATISTICS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Type Unknown Unknown Unknown Unknown Commoner Commoner Commoner Known Known Known Reputed Reputed Reputed Well Known Well Known Famous Iconic Legendary World Famous Mythical LVL HUMAN NPC FEATURES TABLE HLT DEF SKL 1 1 1 5 5 5 8 8 8 N/A N/A N/A XP 0 0 0 1 2 2 2 3 3 3 4 4 4 5 5 6 7 8 9 10 5 7 7 7 9 9 9 11 11 11 13 13 15 17 19 21 23 8 9 9 9 9 9 9 10 10 10 10 10 11 11 12 12 13 N/A d4 d4 d4 d4 d4 d4 d6 d6 d6 d6 d6 d8 d8 d10 d10 d12 0 10 10 10 30 30 30 60 60 60 10 10 150 225 325 450 600 d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Appearance Young, Youth Old, Ancient Wiry, Lean Chubby, Rotund Athletic, Ripped Skinny, Scrawny Tall, Lanky Short, Tiny Large, Stout Strong, Brawny Scrawny, Gaunt Rugged, Unkempt Small, Skinny Poor, Destitute Rich, Well Off Diseased, Ill Beautiful, Comely Ugly, Scarred Hair Feature, Bald Noticeable Mark Personality Ambitious, Greedy Cautious, Indecisive Bold, Foolhardy Honest, Loyal, Self-Serving, Deceitful Practical, Pragmatic Courteous, Polite Aggressive, Arrogant Aimless, Lazy Self-Important, Vain Gossip, Talkative Callous, Unemotional Cranky, Whiny, Moody Cruel, Bully Fickle, Flippant Idealist, Enthusiastic Impatient, Bitter Calm, Patient, Naïve, Inquisitive Worldly, Intelligent Motivation Sense of purpose Reward, Riches Accomplishment Social, Acceptance Control, Influence Competition, Win Learning, Developing Mastery, Skill Help, Charity Independence Exploration, Discovery Fear, Consequence Survival, Need Duty, Obligation Faith, Prophecy Passion, Interest Coercion, Mandate Revenge Obligation, Honour Animosity, Hostility HUMAN NPC OCCUPATION TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Common (1-2) Beggar Buffoon Chamberlain Cook Gravedigger Hermit Muck Raker Orphan Page Peasant Pilgrim Porter Rat-Catcher Scavenger Scullion, Maid Servant Unemployed Vagabond Water Carrier Roll Twice Common Trade Crafting (3-4) (5-6) Apprentice Armourer Baker Blacksmith Barber Book Maker Brewer Carpenter Builder Clothier Butcher Cobbler Candlemaker Engraver Fisherman Glass Maker Forester Jeweller Gardener Locksmith Lamplighter Mason Leatherworker Roofer Miller Shipwright Miner Stonemason Potter Tailor Rope Maker Weapon Smith Saddler Weaver Weaver Wheelwright Wood Cutter Winemaker Roll Twice Roll Twice Entertainer (7-8) Acrobat Artist Bard Clown Dancer Entertainer Harper Historian Illuminator Jester Juggler Minstrel Painter Piper Playwright Poet Sculptor Storyteller Writer Roll Twice Farming (9-10) Falconer Farmer Farmhand Fisherman Furrier Gamekeeper Groomsman Hawker Horse Trainer Hunter Labourer Hound Master Ox-Herder Plowman Sheep Shearer Shepherd Stable Hand Trapper Woolman Roll Twice Scholarly (11-12) Abbot Acolyte Herbalist Apprentice Astrologer Bishop Clerk Cultist Seer Historian Missionary Monk, Nun Physician Priest Scholar Scribe Theologian Academic Wise Woman Roll Twice Merchant (13-14) Moneylender Beer Seller Map Seller Fishmonger Fruitier Grocer Inn Keeper Ironmonger Market Stall Merchant Peddler Provisioner Shop Keeper Spice Trader Trader Water Seller Arms Trader Wine Seller Wood Seller Roll Twice Noble Travel Military (15-16) (17-18) (19-20) Bailiff Burglar Archer Castellan Caravaneer Manhunter Champion Cartographer Follower Chancellor Diplomat Cavalry Clerk Ferryman Deserter Constable Footpad Executioner Councillor Fugitive Bowyer Collector Gambler Guardsman Diplomat Guide Knight Advisor Herald Local Hero King/Queen Horseman Mercenary Lord/Lady Navigator Spearman Coin Master Outlaw Sapper Noble Sailor Scout Politician Smuggler Officer Prince(ss) Assassin Jailor Spy Master Thief, Knave Soldier Steward Thug Sellsword Tax Collector Tomb Raider Watchman Roll Twice Roll Twice Roll Twice FOLLOWER QUIRKS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Motive Debt, owes money to someone Glory, wants to make a name for themselves Riches, make quick money and retire Experience, always wanted to be a hero Desperate, nothing else to live for Escape, from some past event Ambition, advance their career Fame, by name or association Spy, spy or compete with heroes Follower, admires the heroes Interest, vested interest in the mission Bragging, want to be a local hero Servitude, was required of them Porter, will just carry stuff for pay Guide, will scout and explore for pay Torchbearer, will light the way for pay Man-at-arms, will fight when necessary Beast Master, accompanied by an animal Vendetta, wants some revenge History, to witness exploits first hand Knack (use once per session) Brave, automatically passes a morale check Rage, recklessly attacks/defends in combat Supplies, carries something you’ve forgotten Alchemist, carries a random potion Healer, carries a bandage, offers minor healing Brewer, carries home-brew beer, offers courage Strong, auto hit in combat or strength test Cool-Hand, auto hit a ranged combat check Intelligent, knows some helpful lore or a clue Hoarder, finds that extra days rations Tough, absorbs first injury sustained Charismatic, automatic reaction success Explorer, willingly ventures ahead of the party Loyal, will rush to save a party member Lucky, gains a free re-roll Survivor, survives a mortal blow but is wounded Focussed, one action is made at advantage Perceptive, not surprised by one encounter Inspiring, can lift a spirit, improve morale Ingenious, can solve or disable a puzzle/trap 43 Flaw (use once per session) Drunk, actions at disadvantage until sober Surly, triggers a negative encounter reaction Scared, always ‘hangs-back’ Enchanter, thinks they cast spells, they cannot Cowardly, automatically fails a morale check Talkative, reveals plans and conversations Superstitious, wary of the supernatural Cultist, secret member of a cult Sarcastic, continually joking or mocking Fool, foolish or short-sighted Unlucky, must re-roll a success Forgetful, forgot something you needed Ego, makes everything about them Greedy, demands a bigger share of the spoils Shady, looks to steal something from group Pedantic, very particular or ‘works to rule’ Dull-witted, slow to respond Dislikes, refuses to obey someone Fatalistic, prophet of doom, everyone will die Fear, terrified of something REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES NON-HUMAN NON-PLAYER CHARACTERS NON-HUMAN NPCS • • • Non-Human NPCs typically relate to other intelligent humanoid races that occur within the game setting. The following process can be used to create non-human NPCs. Monsters or creatures that could be used as the basis of a non-human NPC include Beastmen, Centaur, Demon Folk, Dragon Kind, Gnome, Goatman, Goblin, Kobold, Lizard Folk, Night Elf, Northmen, Smallfolk, Wilding or Wildfolk. 3. 4. CREATING NON-HUMAN NPCS 1. 2. 5. Base NPC Statistics: Take the Monster’s or creature’s base statistics from the Monsters Compendium and note down their natural combat attack plus any abilities. Adjust NPC Statistics: Roll d20 on the Non-Human NPC 6. Statistics Table and increase their statistics as noted if they exceed the monster’s base statistics. SKL refers to an increase in skill die (i.e. if the base skill die is d4 and the result is +1 this increases to d6, +2 increases to d8 etc.) The skill die will never exceed d20. NPC Role Roll d20 on the Non-Human NPC Role Table to determine the NPC’s role in their society. You will need to interpret these results according to the monster type. Skills: Make up (there are no lists) a number of skills equal to their level linked to the NPC’s role (i.e. a Level 1 NPC Shaman’s perk is ‘magic’, a Level 2 NPC Herbalist’s perks could be ‘alchemy’ and ‘nature’) NPC Features: Roll 3d20 to generate three words to describe the NPC’s appearance, personality and motivation. Equipment: Give the NPC 1 or 2 items of equipment according to their occupation. Adjust the defence score for any armour worn. NON-HUMAN BASE STATISTICS TABLE d20 Type 01 Beastmen 02 Centaur 03 Demon Folk 04 Dragon Kind 05 Gnome 06 Goatman 07 Goblin 08 Kobold 09 Lizard Folk 10 Night Elf 11 Northmen 12 Serpent Man 13 Smallfolk 14 Wildfolk 15 Wildling 16+ Roll Again LVL 3 3 2 3 1 2 1 1 2 3 2 2 1 2 2 HLT 12 15 15 15 4 8 5 3 10 10 10 10 4 13 10 DEF 12/DR1 14 13 13/DR2 9 11 11 8 12/DR2 14 8/ DR1 12/DR1 10 10 9 SKL d6 d6 d4 d6 N/A d4 N/A N/A d4 d6 d4 d4 N/A d6 d4 NON-HUMAN NPC STATISTICS TABLE Abilities Equipment, Power Attack Sprint, Charge, Power Attack Resistance (Fire), Equipment Dark Vision, Resistance (Fire), Equipment Dark Vision, Equipment Equipment, Sprint, Charge Darkvision, Weakness, Equipment Dark Vision, Weakness Swim, Water Breath, Equipment Dark Vision, Equipment Dark Vision, Equipment, Long-lived Illusion, Mind Control Equipment, Hide, Lucky Alertness, Equip, Long-Lived, Med. Trance Alertness, Equipment, Long-lived d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Type LVL HLT 1 0 Unknown 1 0 Unknown 1 0 Unknown Unknown 1 0 Common 2 +2 Common 2 +2 Common 2 +2 Known 3 +4 Known 3 +4 Known 3 +4 Reputed 4 +6 Reputed 4 +6 Reputed 4 +6 Well Known 5 +8 Well Known 5 +8 Famous 6 +10 Iconic 7 +12 Legendary 8 +14 World Famous 9 +16 Mythical 10 +18 NON-HUMAN NPC ROLE TABLE NON-HUMAN NPC FEATURES TABLE d20 Role 01 Farmer, Labourer, Servant 02 Scavenger, Beggar, Outcast, Low-born 03 Prophet, Priest, Religious figure 04 Shaman, Mage, Witch, Mystic 05 Soldier, Guard, Warrior 06 Craftsman, Builder, Maker of things 07 Entertainer, Artist 08 Wise Person, Scholar, Learned Person 09 Hunter, Tracker 10 Spy, Rogue, Thief 11 Messenger, Herald 12 Scout, Guide 13 Law-Maker, Enforcer, Knight, Touch 14 Mysterious figure, Stranger, Traveller 15 Merchant, Trade, Dealer 16 Healer, Herbalist 17 Outlaw, Bandit 18 War Chief, Captain 19 Leader, Political 20 High-Born, Royalty, Nobility d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Appearance Young, Youth Old, Ancient Wiry, Lean Chubby, Rotund Athletic, Ripped Skinny, Scrawny Tall, Lanky Short, Tiny Large, Stout Strong, Brawny Scrawny, Gaunt Rugged, Unkempt Small, Skinny Poor, Destitute Rich, Well Off Diseased, Ill Beautiful, Comely Ugly, Scarred Hair Feature, Bald Noticeable Mark 44 Personality Ambitious, Greedy Cautious, Indecisive Bold, Foolhardy Honest, Loyal, Self-Serving, Deceitful Practical, Pragmatic Courteous, Polite Aggressive, Arrogant Aimless, Lazy Self-Important, Vain Gossip, Talkative Callous, Unemotional Cranky, Whiny, Moody Cruel, Bully Fickle, Flippant Idealist, Enthusiastic Impatient, Bitter Calm, Patient, Naïve, Inquisitive Worldly, Intelligent DEF SKL 0 0 0 N/A N/A N/A XP 0 0 0 0 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +4 +4 +5 N/A +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +4 +4 +5 0 10 10 10 30 30 30 60 60 60 100 100 150 225 325 450 600 Motivation Sense of purpose Reward, Riches Accomplishment Social, Acceptance Control, Influence Competition, Win Learning, Developing Mastery, Skill Help, Charity Independence Exploration, Discovery Fear, Consequence Survival, Need Duty, Obligation Faith, Prophecy Passion, Interest Coercion, Mandate Revenge Obligation, Honour Animosity, Hostility REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES NPC ADVANCEMENT NPC ADVANCEMENT NON-HUMAN NPC CREATION EXAMPLE • The referee decides to create a Kobold NPC. 1. 2. 3. 4. 5. 6. 7. The starting attributes for a Kobold are; (LVL 1 | HLT 3 | DEF 8 | SKL N/A) plus they have Dark Vision ability and a weakness to sunlight. The referee rolls d20 (8) on the Non-Human NPC Statistics Table and gets the following statistics. (Known, LVL 3 | HLT +4 | DEF +1 | SKL +1). The referee roll d20 (20) on the Non-Human NPC Occupation Table and gets royalty. The NPC has 3 skills (at d4 skill die) and the referee decides these will be leadership, tracking, fighting The referee rolls 3d20 (6, 14, 5) on the NPC Features Table with results of skinny appearance, cruel nature and a controlling personality. The referee gives him leather armour (+2 defence) and a shortsword (d6). Using these results, we create the following NPC. NPCs gain experience points if they accompany heroes on quests and advance their levels. When they achieve a new level increase their statistics to the next level as shown in the NPC Statistics Table. HERO CONVERSION • NPCs may be converted to hero status at the referee’s discretion. This will typically occur where: • A player wishes to adopt an NPC as their new hero. • An NPC has performed something villainous against the players and achieved main villain status. • An NPC has performed a heroic deed during an adventure and earned hero status. Create a new hero in the mould of the NPC and raise them to the same level as the NPC. All previous NPC statistics and perks will be lost but new statistics, skills and abilities will be gained. The hero should keep his existing equipment and should ignore any new equipment gained as part of the hero creation process. • • BRAKKAK, KING OF THE KOBOLDS Skinny, Cruel, Controlling nature LVL 3 | HLT 7 | DEF 11 | SKL d4 COMBAT: Bite (d4, disadvantage attack) or Shortsword (d6) ABILITIES: Dark Vision (med), Weakness (sunlight) SKILLS: Leadership, Tracking, Fighting EQUIPMENT: Leather Armour, Shortsword (d6) NPC ADVANCEMENT EXAMPLE Brakkak is King of the Kobolds who rules through fear; he has a cunning and cruel personality. 2. How Grendel the Carpenter became a hero. 1. 3. 4. 5. Grendel the Carpenter (see above) accompanies the heroes on an adventure as a torchbearer. The group seeks to investigate a haunted tomb, the reported lair of a fearsome beast. He is armed with his Hand-Axe and a tinderbox and 6 torches given to him by the group. Through the circumstances of the adventure, the heroes are all fatally wounded but brave Grendel against all odds manages to slay the beast and returns as the lone survivor. The referee decides this is worthy of conversion to hero status and recreates Grendel as a new Level 2 Warrior hero. Grendel changes his stats to those of a Warrior hero. However, to keep the continuity of theme for the NPC, the referee chooses the crafting skill as one broadly compatible with carpentry. Grendel does not gain any new equipment so he must continue his career with his Hand Axe, tinderbox and remaining torches. Grendel the Carpenter Human Warrior Poor, Calm nature, Motivated by riches LVL 2 | HLT 13 | DEF 9 | PTY 0 | XP 10 Attributes: Fortitude (d4), Senses (d4), Strength (d6) Skills: Athletics (d4), Crafting (d4), Melee Combat (d6), Ranged Combat (d4) Abilities: Master Craftsman, Second Wind, Surge Attack Equipment: Hand-Axe (d6), Tinder Box, 6 Torches 45 REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES CHALLENGES CHALLENGES • • • • Challenges create situations the players have to react to and are categorised as follows: Traps; an object or area which may be triggered causing a negative effect. Must be solved, negated or avoided. Hazards; environmental challenges which are obvious and must be overcome or endured. Puzzles; an obstacle such as a riddle, logic problem or pattern that must be solved. They are often used to prevent access or protect something. CHALLENGES PRINCIPLES • • • • • • • The referee will present challenges for the players to overcome. These may need to be translated into a chance of success and impact on the players so the risks and consequences can be assessed. Challenges should be sign-posted; the more dangerous the threat, the more obvious it is. Make challenges fit the theme of the adventure and consider how other inhabitants interact or avoid the challenge. Players should use tactics, teamwork and ingenuity to overcome, avoid or mitigate the challenge. If a player gives a sensible solution to overcome a challenge then give advantage to a skill check can be given or even allow the player to bypass the challenge, reward ingenuity. Target numbers may be used to describe the level of difficulty to negate and damage can be scaled depending upon the risk. Consequences of failure could result in a setback, damage, loss of time, loss of resources, missed opportunity or something else. CREATING CHALLENGES 1. 2. 3. 4. Challenge Type: Roll a d6 on the Challenge Type table to determine the challenge type. Challenge Level: Roll a d6 on the Challenge Level table to determine the challenge threat or reward. Generate Challenge: Roll 4d20 on the Challenge Generator Tables using the results as inspiration for a challenge. Challenge Description: Write three bullet points using generated information as prompts covering the description (appearance), discoverable info (mechanics, effect, consequences) and secret information (solution). CHALLENGE TYPE TABLE CHALLENGE LEVEL TABLE d6 01-03 04-05 06 d6 01-03 04-05 06 Type Hazard Trap Puzzle Type Low Medium High Description Minor damage, impairment, small reward Medium damage, incapacitated, good reward Major damage, death, great reward CHALLENGE GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Effect Acid, Corrosive Air, Wind Barrier, Block Capture, Trap Earth, Gravity Fear, Mental Fire, Heat, Sun Force, Impact Gas, Steam, Spray Hypnosis, Lure Lightning, Electric Magic, Chaos Object, Device Physical Poison, Disease Slow, Paralysis Transport, Move Visibility, Darkness Water, Flood, Ice Web, Constrain Object Ceiling Floor, Tile Furnishing Gate, Portcullis, Door Lever Lock Needle, Dart, Arrow NPC, Monster Object Pattern Pillar, Column Pit Plant Portal Rune, Symbol Shrine, Statue Terrain, Environment Treasure Item Wall Weapon, Equipment Purpose Alert, Attracts Amusement Attrition, Wear Avoid, Negate Block, Prevent Capture Choice, Decision Confuse Control Defence Delay, Slow Disable Guarding Impede Injure Kill Knowledge, Fear Restrain Test, Overcome Warn 46 Feature Attracts Broken, Worn, Used Built Recently Concealed, Hidden Deadly Environment, Terrain Evidence, Victim Harmless Illusion Magic, Anti-Magic Mechanical Natural, Plant Needs Object, Key NPC, Monster Puzzle, Riddle Resets Secret Access Sentient Single Use Treasure REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES TREASURE TREASURE • • • • • Treasure refers to various objects of value and are categorised as follows: Salvage (S); low value items worth d20 sp. Loot (L); average value items worth d20 x10 sp. Treasure (T); high value items worth d20 x100 sp. Treasure takes 1 equipment slot unless stated. CREATING TREASURE 1. 2. • • • Treasure Type: Roll d6 on the Treasure Type Table to determine the treasure type and then roll the value. Treasure Generator: Roll 4d20 on the Treasure Generator Table to generate ideas for the specific item. Make the treasure description fit the theme of the NPC, monster or adventure site (and make it more interesting than “you find X coins”). Treasure may have a history, reputation or backstory. The Gems & Jewellery table adds detail for these items GEMS & JEWELLERY TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 PLACING TREASURE • • • • • Treasure can be found at an adventure location or may be carried by NPCs or monsters. The higher the value of treasure the more likely it will be hidden or guarded. There should be a reason why it hasn’t been found by others. Valuable treasure may be coveted by others. Some treasures may be hard to sell in settlements. Finding valuable treasure (i.e. not salvage or loot) earns 1xp per item. TREASURE TYPE TABLE d6 01-02 03-04 05-06 Value Salvage (low) Loot (average) Treasure (high) Value d20sp d20 x10sp d20 x100sp XP Award N/A N/A 1XP Gem (Colour) Alexandrite (Various) Amethyst (Purple) Aquamarine (Pastel Blue) Citrine (Yellow/Brown) Diamond (Clear) Emerald (Green) Garnet (Rainbow) Jade (Green) Lapis Lazuli (Deep Blue) Moonstone (Varies) Morganite (Peach/Pink) Onyx (Black) Opal (Various) Pearl (Cream) Peridot (Lime Green) Ruby (Red) Sapphire (Blue) Tanzanite (Silky Blue) Topaz (Various) Zircon (Various) Jewellery Armband, Armlet Bangle, Bracelet Beads Belt, Buckle Brooch, Clasp, Pin Button Charm, Ornament Circlet, Headwear Choker, Collar Cross, Symbol Earring Fragment, Hacksilver Mask Medallion, Amulet Nose-Ring, Stud Necklace, Locket Pin, Medal Ring (Finger, Toe) Stud, Piercing Torc, Bangle TREASURE GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Object Armour, Shield, Uniform Art, Tapestry, Painting Book, Scroll, Map Carving, Sculpture, Figurine Clothing, Worn Item Coins Creature remains Device, Contraption Equipment, Instrument Food, Drink Furnishing, Room content Game, Puzzle, Toy Gemstones, Precious Stone Jewellery, Medicine, Spices, Herbs Raw material, Resource Religious, Talisman, Idol Scraps, Fragment Utensil, Cups, Bowls, Vase Weapon Descriptor Worthless Incomplete, part missing Ugly or crude Cheap or inexpensive Common, average Worn or used Vintage or old Desirable Good quality Mint condition Beautiful, Well Crafted Expensive looking Some marking or feature Unusual design Alluring, charming Good condition Dirty, filthy looking Extravagant looking Interesting design Wondrous, breathtaking Feature Fated, uneasy touch Contains organic parts Contains alien element Unbreakable Made from rich materials Cultural symbol Symbol of power Inscribed with old language Rune-marked Non-human design or origin Antique, very old and rare Masterwork, finely crafted Enchanted, faint aura Historical significance Well known owner Well known creator Blessed, Holy Contains precious metal Contains gems, jewels Exquisite construction 47 Flaw Cursed Counterfeit Outlawed Reviled Contaminated Imperfection Infamy Damaged Parts Missing Broken Unusual, bulky Large, heavy Fragile Miniature, Small Obvious Spirit Secret Ceremonial Stolen, Hunted Unexpected REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES ARTEFACTS ARTEFACTS • • • • • Artefacts (A) are items of power originating from the time of the ancients and are categorised as follows: Rare, low power, or very few effects. Epic, medium power or few effects. Legendary, high power and multiple effects. Artefacts take 1 equipment slot unless stated. CREATING ARTEFACTS 1. 2. 3. 4. 5. Artefact Type: Roll d6 on the Artefact Type Table to determine the artefact’s rarity and features. Artefact Generator: Roll 4d20 on the Artefact Generator Table to generate ideas for the artefact. Artefact Power: For each effect, roll d6 on the Artefact Power Table to determine the power of the effect up to the number of effect points you have to spend. Artefact Effects: Roll d20 on the relevant (Weapons, Armour, Worn Items, Object, Buildings or Grimoire) Artefacts Effects Table to generate an idea for each effect. Artefact Description: For each of the above methods, write three bullet points using generated information as prompts covering the description (appearance), discoverable info (nature of power, lore) and secret info (activation, specific powers, lore) to generate a basic description of the artefact with additional details which can be revealed if investigated. • • ARTEFACT POWER TABLE d6 01-03 04-05 06 d6 01-03 04-05 06 Rarity Rare Epic Legendary Effects d4 d6 d8 Rarity Low Medium High Effects Cost 1 2 3 ARTEFACT CREATION EXAMPLE • • USING ARTEFACTS • ARTEFACT TYPE TABLE Artefacts powers should be discoverable through various means (i.e. magic skill, clues, deduction and testing) and can be treated as a puzzle to unlock Using an artefact may involve a magic check. On a critical failure, the artefact will fade in power and lose one of its powers. On a critical success, the use of the power is magnified Artefacts will be hard to sell or trade and will be coveted by others. • • • The referee rolls d6 on the Artefact Type Table (4, rare item and gets 3 effects). He now rolls 4d20 on the Artefact Generator Table and gets 4 (Grimoire, Scroll), 4 (Stolen from an ancient vault), 10 (Light aligned) and 10 (Life). The referee rolls d6 on the Artefact Power Table and gets a 6 (High effect). Then he rolls d20 on the Grimoire Table and gets 11 (Light Magic). The referee decides to create a legendary item and creates a single-use Scroll of Resurrection, stolen from the Holy Temple of Suunos. It will resurrect a person who will be blessed with the mark of a saint. ARTEFACT GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Object A Body Part (Object) Ark, Coffin (Object) Armour (Armour) Grimoire, Scroll (Grimoire) Building (Building) Clothing (Worn item) Crown, Headwear (Worn item) Crystal, Rock, Gem (Object) Equipment, Tool (Object) Furniture, Furnishing (Object) Landmark (Building) Machine, Device (Building) Material, Substance (Object) Mundane object (Object) Orb, Sphere (Object) Plant, Food, Water (Object) Staff, Wand (Weapon or Object) Statue, Ornament (Object) Valuable, Jewellery (Object) Weapon (Weapon) Origin Born of chaos, death or shadow Crafted by a master smith Taken from a monster (name it) Taken from an ancient vault A piece of a legendary monster Enchanted by a sorcerer Grown or birthed Came from another realm Crafted by an ancient race Used by a legendary hero Dwarven forged Elven crafted Demon-born or blood-born Alien origin Created by an arcane ritual A gift from someone Born of the cosmic energies Constructed by the Ancients A gift from the Gods Existed before time 48 Construction Chaos touched Organic (i.e. bone, tooth) Masterwork construction Rock (rock, stone, flint) Metal (bronze, iron, steel) Precious metal (gold, silver) Plant material (wood, plant) Shadow aligned Rune marked Light aligned Made of an unusual metal Contains strange sand or dust Imbued with sorceries Crafted of crystal or gems Attuned to sun, stars or moon Alien or unusual element Powered by cosmic energies Holy or blessed Forged of elemental power Holds ancient primal powers Theme Ascension, Awakening Protection, Resistance Chaos, Cursed Darkness, Shadows Death, Destruction Destiny, Desire Doom, Conflict Elemental Power Knowledge, Memories Life, Creation Light, Holy Magic, Anti-Magic Might, Power Order, Law Prophecy, Visions Rift, Portal Sentient Spirit, Psychic Summoning Time, Age, History WEAPON EFFECTS TABLE ARMOUR EFFECTS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Effect Cursed, disadvantage to attack Flawed, damaged on a natural 1 or 2 Balanced, offers additional reach/range Bane, double damage against a nominated creature Bash, if attack misses by 1, does half damage Bleed, advantage on damage on a natural 19 Damage, increase damage die by one Deadly, exploding damage Defensive, improves defence by one Effect, a hit causes an effect (i.e. see spells) Fast, advantage on initiative Lethal, critical hit on a natural 19 or 20 Powerful, advantage on damage Precise, increase attack die by one Sentient, possesses a sentient spirit Silver, made of or coated in silver Spell, possesses a magic spell Surestrike, advantage on attack Swift, grants an extra attack Swiping, area of effect range Effect Cursed, when hit object makes a noise, screams or shouts Flawed, armour damaged on a critical hit Bane, increased defence against creature type Concealed, can be hidden under clothing Durable, increases defence by 1 Effect, grants the user some effect (i.e. see spells) Elemental Effect, elemental aura at close range Empowers, enhances an attributes (i.e. strength) Evasion, can evade an attack (1 encounter use) Fast, advantage on initiative Force Field, ranged attacks at disadvantage Haste, user can move more quickly Immunity, immune to something Light, grants light at short range for encounter Light, ignores heavy armour penalty Repel, reflects damage to attack (1 encounter use) Resilient, increase damage resistance by 1 Resistance, resistance to something Shadow, invisibility power (1 encounter per use) Unbreakable, can absorb a blow (1 encounter use) WORN ITEM EFFECTS TABLE ( use once per day) OBJECT EFFECTS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Effect Corruption, causes wild magic effects Cursed, first success each session must be re-rolled Detection Elements, creates an elemental effect Fear Fortune, Friendship Healing Illusions Immunity Invisibility Levitation Mind-Reading Power, source of magic power Protection Resistance Shape Shifting Summoning, summons a monster, creature Vision Water Breathing Type of Effect Cursed object Damage, Illness, Injury Demonic or Chaotic Detection Elemental Powers Enchantment, Charm, Attraction Enhances mental or physical attributes Fate, Destiny, Prophecy Form, Shape Change, Mutation Health, Restoration, Life Illusion, Deception Mind Powers Necromancy, Death Protection, Shielding Senses, Vision Source of Magic Power Spirit, Astral, Celestial Summoning, Attracts Travel, Flight Warns, Repels, Bane GRIMOIRE EFFECTS TABLE BUILDING OR MACHINERY EFFECTS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Spell Domain Cursed, causes wild magic effect Air Magic Arcane Magic Chaos Magic Dark Magic Divine Magic Earth Magic Fire Magic Form Magic Ice Magic Light Magic Matter Magic Nature Magic Psionic Magic Rune Magic Shadow Magic Time Magic Totem Magic Water Magic Roll Twice 49 Effect Cursed Place Beacon, Warning, Signal Elemental Nexus Forge, Creation Garden, Growth Hidden, Obscured, Safety Knowledge, Library Maze, Puzzle, Traps Power Generation Rest, Recovery Sacrifice, Death Sentient, Living Entity Spirits, History, Life After Death Summoning, Ritual Time, Manipulation, Reality Trade, Gifts, Exchange Travel, Teleportation Weapon, War, Destruction Weather, Nature, Control Wonders, Treasure, Art, Vault RESOURCES & COMPONENTS RESOURCES & COMPONENTS COMMON RESOURCES TABLE • d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 • • • • Resources cover natural substances which are used in everyday life from food, construction, crafting or trade. A component is a rare resource which possesses a special property which can be used for alchemy or crafting to grant a benefit. Components are generally found or scavenged during adventures and are not commonly available for trade. Components are a form of reward for players who spend time hunting, exploring and scavenging. Suggested component properties are detailed in the Component Properties Table (pg. 57). MONSTER PARTS • Monster parts may also be harvested and used as resources. If the harvested part links to an ability (i.e. Griffin Wings = Flight, Giant Scorpion Tail = Poison) then treat the monsters ability as the effect (See Monsters Compendium for further guidance). Name Fruit Berries Small Game Large Game Plants & Roots Water Wood Stone Clay Mud Salt Peat Coal Sand Mushrooms, Herbs Iron Ores Animal Remains Vines/Fibrous plant Precious Metal (Rare) Herd Animals Use Food Food Food Food Food, Medicinal Food Fuel, Building, Crafting Building, Crafting Building, Crafting Building, Crafting Preservative, Food Fuel, Building Fuel, Art Building Food, Medicinal Crafting Crafting Crafting Crafting Food, Transport CRAFTING COMPONENTS ABYSSAL STONES CELESTIAL STEEL ORE Patterned stones linked to the planet’s core (Magnetic, Tremor) Silver mineral used in holy weapons (Bane - Unholy, Powerful) CHITIN PLATE COLD IRON Creature’s exoskeleton used Forged at cold temperatures, in armour and shields bane of fey creatures (Durable) (Bane - Magic) DEEP ROCK A heavy black rock, used in dwarven hammers (Powerful) DEMON STEEL ELDRITCH STEEL ORE ELEMENTAL STONE FEYWOOD HEARTSTONE Formed from lava and metal ore, fire resistant (Resistance - Fire, Fire) Meteor metal ore remains, magical properties (Magic, Powerful, Shock) Enchanted golden crystal, pure magic (Magic, Power) Wood from earth trees used in elven bow construction (Accuracy) A pulsing red crystal with restorative properties (Magic, Restoration) HERCANIUM ORE IRON WOOD MOONSTONE NULL STONE OBSIDIAN FRAGMENTS A silvery blue metal used in the finest of weapons (Durable, Powerful) A toughened wood used in solid objects (Accuracy, Powerful) A smooth meteor rock with a faint magical aura (Incorporeal, Magic) A pale smooth rock, the antithesis of magic (Anti-Magic) A glass rock which reacts to magic (Attuned, Magic) SOLAR STEEL WYCHLEAF ORICHALCUM ORE RAGMAR ORE SKELETAL BONES Green-hued metal with mystical properties (Magic, Powerful) A fiery red rock used in dwarven munitions (Fire, Explosive) The bones of a great creature, used for weapons (Durable, Powerful) 50 Golden-streaked rock with a A durable flexible plant, elves light and durable metal ore use to create natural clothing (Camouflage) (Light, Powerful) ALCHEMY COMPONENTS ANGEL SPORES AQUATIC MOSS ASHEN VEIN BLACK SERPENT OIL BLOODROOT Effervescent dandelion with gaseous properties (Gaseous) Sponge-like moss which absorbs air (Water Breath) Charcoal tree vein, deadly to touch (Drain) A slimy dark slippery substance (Grease) Root of fungal plant, unlocks inner fury (Rage, Strength) CLOUDFLAKE PETALS COBALT TREE DEW Light grey flower permanently Blue dew from a sickly tree, surrounded in a cloudy mist used for poison (Gaseous, Cloud) (Poison) DARK MOSS DEVIL WEED EARTH SEEDS Dark mess-like moss which creates a sense of dread (Dark, Fear) Tall, reddish grass with a wonderful aroma (Scent) Buried, nutty seeds which vibrate when buried (Magnetic) ELDRITCH ROOT ENCHANTER FERNS ETHEREAL SPORES EVERSPRING WATERS FEVERWEEDS White fern root used as a hallucinogenic (Mind Control, Psychic) A tall drowsy aromatic rainbow plant (Scebt, Slow, Sleep) A hard to spot white spotty fungus (Invisibility) Purest of water with restorative properties (Blessed, Heal) Tall, noxious weeds that unlocks true-sight (Clairvoyance) FROZEN CREEPER GLOOM CAP GOLDEN SUNSTEM GREYROT FUNGUS FIRE SEEDS Buried red seeds used to embolden the spirit (Courage, Empower) HAZEL BERRIES Nourishing berries, rejuvenates the body (Empower) NIGHTSHADE LEAF Icy corpulent vine, harmful to Splotchy mushroom, said to touch enhance the senses (Paralysis) (Scent, Senses) HOLY WATER RAGMAR DUST Deadly dark leaf sought after Dusty deposit of ragmar ore, by witches and assassins volatile and fiery (Death) (Fire, Explosive) SERPENT ROOT SHADOWBARK Rare thick root of an untamed Blackened tree bark from red flower causes turmoil trees which grow in perpetual (Chaos) Darkness (Dark) SUN BLOSSOM ICE LILY Blesses and cleanses the White water lilies, ice-cold to spirits touch (Bane Unholy, Blessed, Purify) (Freeze) TOXIC GREENSAP Mesmerising golden flower Withering fungal plant, rotten and diseased (Disorientate) (Disease) MAGE ROOT MOONSHADOW ROOT Thick purple plant, bane of magic (Anti-Magic) Grey tree root which intertwines with other plants (Commune, Plants) RED MOSS REDPINE SAP SEA VINE Tough reddish lichen, resistant to fire (Resistance - Fire) Sticky sap sourced from the great red pines (Adhesive) Slick underwater vine with solvent properties (Grease, Solvent) SILVER THORNBUSH SNOWLEAF STYGIAN SCRAPS Prickly thorns which can inject a mutagenic toxin (Mutate) A light airy white leaf which gently floats in the breeze (Levitate, Flight) Black metallic scraps from the Shadowlands (Chaos, Dark, Powerful) VALERIAN STALK Golden blossom flower, a Sap from a rare tree, acidic in Stalk of a colour flower which token of seers and prophets nature fluctuates in size (Prophecy, Sleep) (Acid) (Grow, Shrink) 51 WHITE FLOWER WITCH WEED Rare white flower with restorative properties (Heal, Restoration) Gossamer-like weeds which sways in the breeze (Wind) REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES CREATING COMPONENTS CREATING NEW COMPONENTS COMPONENT PROPERTY TABLE 1. d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 2. 3. Component Type: Roll 2d6 on the Component Type Table to determine how many properties the component has and the rarity of each property. Property Type: For each property roll on the corresponding table to determine the exact property according to the rarity. Generate Name: Roll 3d20 on the Resource Generator Table to generate a name (choose any words) and an object. COMPONENT TYPE TABLE d6 01-02 05 06 Properties One Two Three Type of Properties 1x Uncommon 1x Uncommon & 1x Rare 2x Uncommon & 1x Legendary Status Uncommon Rare Legendary Uncommon 1 Accuracy Acid Adhesive Attuned Bane (Target) Blessed Camouflage Clairvoyance Cloud Commune Comprehend Courage Dark Disease Disorientate Durable Empower Fire Freeze Gaseous Uncommon 2 Grease Heal Levitate Light Paralysis Poison Purify Rage Resistance Scent Senses Shock Sight Sleep Slow Solvent Water Breath Plant Wind Wood Rare Anti-Magic Chaos Cure Divine Explosive Fear Flight Grow Incorporeal Invisibility Magic Magnetic Mind Control Mutate Powerful Psychic Shrink Speed Strength Tremor CRAFTING RESOURCES GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Name 1 burning, red, volcanic, hot scorched, deep bright, shining, radiant volatile, toxic, deadly phosphorus, rotten, withered dense, heavy, wild, creeping jagged, flat, veiled, hidden, gloomy, shade black, white, wispy, glowing dark, cold, spirit translucent, dry quick, mercury, magnesium light, golden, silver violet, purple, scarlet, crimson smooth, rough, yellow, bronze blue, azure, dragon, serpent green, sparkling, fresh grey, unstable, enchanters flaming, ash, mystic, witch elder, ancient, weeping Name 2 ice, frost, ghost ember, fire element, rust, dwarf, giant clear, precious, serpent, wolf iron, steel, snow, frost sun, star eye, bone chaos, moon, spider, witch night, shadow demon, devil, day, ethereal summer, spring scale, hide blood, death, winter, autumn sand, earth, blood, death smoke, tear moon, dream spire, willow ink, tear, hollow herculean, ether, lotus, silk salt, sulphur, drake, fen 52 Object 1 mineral, ore gravel, sand dust, granules spice, soil coal, ashes granite, stone acid, oil crystal, gem fragment, dust wood, bark quartz, clay paste, wax rock, stone ash, root paint, scrapings gas, vapour smoke, fumes spore, particle extract, incense vein, alloy, metal, ingot Object 2 oak, tree wood, bark fungus, algae sap, slime bane, shade spore, mould moss, lichen cap, pod leaf, stalk orchid, flower blossom, rose grass, shoot creeper, vine willow, pine fern, needle thorn, weed nut, leaf berry, seed clover, spice root, bush Legendary (d8) Death Drain Enchanted Power Prophecy Restoration Stasis Transform - REFEREES GUIDE | CHAPTER 4 | CREATING ADVENTURES COMPONENT PROPERTIES TABLE Property Accuracy Acid Adhesive Anti-Magic Attuned Bane Blessed Camouflage Chaos Clairvoyance Cloud Commune Comprehend Courage Cure Dark Death Disease Disorientate Divine Drain Durable Empower Enchanted Explosive Fear Fire Flight Freeze Gaseous Grease Grow Heal Incorporeal Invisibility Levitate Light Magic Magnetic Mind Control Mutate Paralysis Plant Poison Power Powerful Prophecy Psychic Purify Rage Resistance Restoration Scent Senses Shock Shrink Sight Sleep Slow Solvent Speed Stasis Strength Transform Tremor Water Breath Wind Wood Basic Effect Finely balanced element aiding the use of weapons or equipment. Causes items to corrode. Powerful glue, useful for climbing equipment. Magic resistance to magic dampening properties. Reacts to people with spell casting abilities. Repels or affects certain people, creatures or monsters. Grants the user some luck. Improves chance of detection or hiding. Wild magic effect. Grants visions of locations over great distances in your mind. Creates a mist cloud. Speak with plants, animals or monsters. Understand other written languages or speech. Advantage to will & morale checks for encounter Commonly cures paralysis, poison or disease and may help with petrification. Creates a dark cloud which light cannot penetrate. Lose health, vigour, lifespan or experience Causes disease effect, impairing the target. Causes confusion to the target. Increased effect against chaos, demons & undead monsters. Has the ability to absorb health or magic. Grants damage resistance, does not break easily or improves defence. Enhance physical function (i.e. strength, speed, fortitude). Possesses some form of magic power or spell effect. Causes an explosive effect. Creates a sense of dread. Causes a fire effect. Allows users to fly. Can freeze and incapacitate something. Allows users to assume a gaseous form. Makes something slippery. Target grows to a larger size. Restores a person’s health. Phase in and out of existence. Grants invisibility. Enables levitation. Creates an illuminating light source. Magic which enhances item use and/or grants a power or spell effect. Attracts or repulses something. Makes users susceptible to commands. Causes current form to temporarily mutate. Causes paralysis. Grants attunement and control of plants. Causes the target to be poisoned. Is a source of magic power. Element enhances attack or damage (i.e. extra damage die or advantage). Gains visions of the future. Enables a psychic attack. Cleanses small water source. Gain temporary strength and health through raw emotional fury. Resistance or immunity to something specific. Restores life expectancy, vigour or serious wound. Attracts something (people, monster, creature), may be limited by range. Enhanced senses (sight, sound or smell). Creates a shock effect. Target shrinks to a small size. Grants dark vision. Target falls asleep. Slows target. Dissolves adhesive and weakens hard materials. Increase movement speed and number of actions. Put someone into suspended animation. Advantage to strength and combat checks for the encounter. Take the form of another person, creature or monster. Causes earth tremor. Can breathe underwater. Creates a gust of wind. Harden’s skin to a tough wood exterior improving damage resistance. 53 Rarity Uncommon Uncommon Uncommon Rare Uncommon Uncommon Uncommon Uncommon Rare Uncommon Uncommon Uncommon Uncommon Uncommon Rare Uncommon Legendary Uncommon Uncommon Rare Legendary Uncommon Uncommon Legendary Rare Rare Uncommon Rare Uncommon Uncommon Uncommon Rare Uncommon Rare Rare Uncommon Uncommon Rare Rare Rare Rare Uncommon Uncommon Uncommon Legendary Rare Legendary Rare Uncommon Uncommon Uncommon Legendary Uncommon Uncommon Uncommon Rare Uncommon Uncommon Uncommon Uncommon Rare Legendary Rare Legendary Rare Uncommon Uncommon Uncommon CHAPTER 5 : CAMPAIGNS CAMPAIGN PLAY SANBOX PLAY FRONTS FACTIONS WARBANDS PROPERTY & ENTERPRISES DOMAINS PAGE 55 PAGE 56 PAGE 57 PAGE 58 PAGE 59 PAGE 60 PAGE 61 54 REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS CAMPAIGN PLAY CAMPAIGN OVERVIEW REFEREE’S CALENDAR • • • • A campaign is a series of linked adventures which follows an overall story arc. Campaigns extend beyond episodic adventures and allows the referee and players to develop deeper, longer or more complicated storylines if they wish. This chapter introduces some additional gameplay elements to support longer-term play or play at a broader scale than small adventuring party missions. • • • NEW CAMPAIGN ELEMENTS • • • • Factions are groups or organisations with a common interest or purpose which are progressed through fronts. Property & Enterprises are constructions or ventures the players can invest in which drive further adventures. Domains are areas of land the players can control and manage which drive further adventures at a different scale. Warbands are small military forces which act as a group. CAMPAIGN PRINCIPLES • • CAMPAIGN CREATION • • Campaign Overview: Create a one-page document which captures the key high-level information for your campaign. This will include: • Campaign Theme: The key idea/theme. • Campaign Arc: Key milestones or events. • Campaign Elements: Who or what is involved and details their motivations. Create your Starting Adventure: Build out the minimum necessary detail for your first adventure (i.e. region map, initial hook, adventure location, starting settlement and key NPCs/factions). • • • • CAMPAIGN INFORMATION • • The Referee’s Calendar is used to track the passage of time and record upcoming events. This is necessary to provide a degree of plausibility in your world where the progress of time has a consequence (i.e. changing seasons, events, holidays). Share common information with players and provide opportunities for them to interact with the setting (i.e. events, festivals, holidays etc). The Fallen Lands setting uses a 12 month/4 season (Spring, Summer, Autumn, Winter) calendar. Create a document or folder of information to record the following details: • Campaign Overview • Referee’s Calendar • Region Map • Fronts • Settlements • Adventure Sites • Factions (inc. Warbands) • NPC’s/Monsters • Rumour Table • Heroes information This will help organise your campaign information as it develops. Build Towards the Goal: The campaign are a series of adventures which the players should feel is building towards a goal. Story arcs may not be straightforward and plot twists can be used but do not over-use these. Layer Elements: Factions, NPCs, monsters and fronts each with their own motivations will create interactions and tension in the setting. Link these to encounters, backgrounds events, rumours and adventures. Consequences: Consider how people, factions, settlements and background events will be affected by adventure outcomes (or inactivity). Discoveries: Allow the players to continually discover new things or information they can use or interact with throughout the campaign. Keep Preparation to a Minimum: Ask the players what they wish to do and prepare on a per session basis. Introduce further detail as it becomes relevant to play and focus preparation on things the players will see and interact with. Be Flexible: Adjust how the campaign progresses based on the player’s actions. A campaign is the heroes’ story and one which they shape through adventures. ENDING A CAMPAIGN • • • 55 A campaign ends when the major story arc has been completed or the heroes have been defeated. You may start a new campaign but the previous events and outcomes should have a consequence in the setting. Make adjustments to your campaign information such as region map, settlements, factions, NPCs, rumour or adventure sites based on the outcome of the last campaign. REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS SANDBOX PLAY SANDBOX PRINCIPLES SANDBOX PRINCIPLES • • • This is a style of play where heroes venture forth to explore the wilderness to discover ‘what’s out there’. You should start with a wilderness map; settlement; rumours and one starting adventure site. • • CREATING HEXES • • • You will need to litter the wilderness map with lots of adventure sites and elements for the players to discover and interact with. For each hex, roll 2d20 on each of the following tables; Hex Terrain Generator; Hex Landmark Generator; Hex Threat Generator and Hex Discoveries Generator to create ideas for the contents of each hex. Use these results to create places to investigate and challenges to overcome for the players as they explore the wilderness. • • • • HEX TERRAIN GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Terrain Bay, Cliff, Bluff Bog, Swamp, Fen Caves, Cavities, Sinkholes Cold, Snow, Glacier Crag, Peak, Tor, Mesa Fields, Meadow, Heath Flatlands Forest, Woods Hill, Downs, Foothills Hot, Desert, Blight, Lakebeds, Dunes Lowland, Depression Mounds, Hills Mountain, Range, Plateau Plains, Expanse, Prairie River, Lake, Sea Savanna, Sands Steppes, Rocky Valley, Canyon Wetlands, Moor, Fen HEX LANDMARK GENERATOR TABLE Descriptor Ancient, Remote Blighted, Toxic Broken, Fallen Clear, Light Cold, Frozen Deep, High Desolate, Barren Eerie, Silent Endless, Vast Gloom, Shadow, Dark Golden, Shining Grim, Perilous Holy, Cursed Hot, Burning Lost, Forgotten Misty, Hidden Overgrown, Creeping Savage, Wild Shifting, Changing Strange, Undiscovered d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 HEX THREAT GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Threat Adventure Site Ambush Blight, Curse Contested Area Natural Vegetation Den, Lair, Hive, Nest Difficult Terrain Enchanted, Cursed Environmental Hazard Fog, Cloud, Mist Natural Animals Monster Natural Disaster Navigation Challenge Resource Constraint Sinkhole, Chasm, Pit Trail, Tracks, Remains Travellers Wandering Monster Weather Event Start: Give your players some rumours and use the first adventure site as an initial hook. Player Driven: Allow the players to decide which places they wish to explore, they drive the story. Keep Preparation to a Minimum: Ask your players to decide their next course of action at the end of each session and prepare on a session to session basis. Develop the Setting: Continue to build the setting adding more detail over time. Vary the Challenges: Offer some risk vs. reward decisions; barriers to overcome and build the scale of adventures over time. Milestones: Build small adventure arcs and milestones; link elements where it makes sense. Consequences: Ensure the outcome of adventures has an impact in the setting. Feature Barrier, Pass Bog, Swamp, Marsh Boulders, Rocks Cave, Tunnels, Grotto Cliff, Crevasse Dunes, Mounds Geyser, Spring Lowland, Mountain, Hill Observation Point Outcrops, Cliffs Chasm, Depression, Crater Plateau, Highlands River, Lake Rocks, Boulders, Outcrop Strange/Rare Vegetation Trees, Forests Valley, Canyon Waterfall, Falls Wetlands, Ponds Descriptor Ancient, Old Beautiful, Majestic Broken, Shattered Ethereal, Magical Famous, Infamous Frozen, Burning Giant, Colossal Great, Grand Grim, Bleak Hidden, Lost Jagged, Rocky Mysterious, Forbidden Plain, Dull Primeval, Overgrown Sacred, Hallowed Shadow, Dark Silver, Light, Bright Sweeping, Vast, Endless Twisting, Shifting Weathered, Worn HEX DISCOVERY GENERATOR TABLE Descriptor Adverse Deadly Destructive Evil, Chaotic Fell, Dire Grave Hazardous Hostile Ominous Perilous Poisonous Precarious Sickening, Infectious Sinister Threatening Treacherous Unfriendly Unhealthy Unpleasant Unsafe d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 56 Discovery Bridge, Crossing Building, Farm Campsite Canal, River Castle, Keep Dungeon, Underground Farmlands Lair, Den Man-made Landmark Megalithic Structure Mine Portal Resource Road Ruins Settlement Statue, Shrine Temple, Sanctuary Tomb, Crypt, Graveyard Track, Trail Descriptor Abandoned, Forgotten Ancient, Old Broken, Decrepit Civilised, Cultured Criminal, Lawless Cursed, Chaotic Dangerous, Deadly Enchanted, Magical Habitable, Settled Hidden, Isolated Lost, Forgotten Military, War Occupied, Busy Peaceful, Quiet Poor, Destitute Prosperous, Rich Religious, Holy Ruined, Derelict Silent, Eerie Small, Large REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS FRONTS FRONTS • A front is an organisational tool used to help manage the activities of factions or adversaries within a campaign. A front is written (up to a) 5x5 grid with the faction’s broad objective written at the top of the grid and the desired outcome written at the bottom of the grid. Each row of the grid will describe in short detail (a couple of words) potential actions, activities or interim goals which progress in nature towards the objective. • • CREATING FRONTS • Decide who you are writing the front for (i.e. faction or adversary) and write their broad objective (i.e. The Beastman Tribes want to rule the Dalelands). Use the Front Objective Generator table for inspiration. Write down what this outcome will look like in the setting (i.e. Conquered keep, control villages and own food and supply stores). For each row, write 2-3 actions that build toward the final outcome; each row represents a significant step towards the outcome. This is all you need to start. • • USING FRONTS • • • FRONT EXAMPLE: BEASTMAN TRIBES Objective: Rule the region of the Dalelands 1 Scout Dalelands Locate Villages 2 Raid Villages Gather Supplies 3 Build Outpost Recruit Numbers 4 Control Villages Plan Keep Assault 5 Assault Keep Fortify Area Outcome: Conquered the Borderlands Keep and control the surrounding villages. Take their food and supplies. • • • • Look at the potential actions on the first row and start to filter these into elements of your adventure through, encounters, rumours or adventure sites. At the end of each adventure, if the players have interacted with an action mark it as follows from the perspective of the faction, success (tick), failure (cross) or mixed outcome (question mark). If it is logical to proceed to the next row (using outcomes as a guide) then go to the next row of activities and use these as your next set of events to implement in your next adventure. Players should see these events building in importance or frequency so it is evident something is brewing. If the players thwart the faction’s events, then add additional responses or contingency actions in the additional columns to see how the factions react. If all five options have been attempted, then the faction’s goals may be thwarted resulting in the creation of a new front and change in approach. Fronts are very flexible tools and can provide inspiration for your adventure. Feel free to scale these according to the objective; use multiple fronts to create tension between different factions. FRONT OBJECTIVE GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Protagonist Faction, Evil Faction, Good Faction, Neutral Hero, Evil Hero, Good Hero, Neutral Legendary Monster Monster, Evil Monster, Good Monster, Neutral Non Human Other Power, Secret Power, in Region Power, other Region Religion, Evil Religion, Good Religion, Neutral Settlement, Evil Settlement, Good Settlement, Neutral Objective Avoid Threat Capture, Expansion Conquest, Destroy Destiny, Prophecy Escort, Deliver Fortune, Riches Hate/Fears something Help, Support, Charity Investigate, Discover Knowledge, Secret Obtain, Acquire Occupation, Ownership Peace, Prosperity Popularity, Fame Power, Control Protect, Defend, Serve Rebellion, Revenge Rescue, Steal Resources, Environment Trade, Opportunity Event Control, Occupy Create Advantage Create Resources Deal, Negotiation Diplomacy, Trade Discovery, Info Expand Influence Gain Resources Gathering, Meeting Hide Resources Move Resources Overcome Obstacle Power, Control Protect, Defend Raid, Attack Sell Resources Spy, Secrets Tax, Law, Rule Theft, Espionage Use Resources 57 Subject Adventure Site Ally Faction Ally Settlement Faction Heroes Knowledge, Secret Legendary Monster Magic Monster Threat NPC Object, Artefact Place, Landmark Region, Current Region, New Religion Resources Rival Faction Rival Settlement Treasure REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS FACTIONS FACTIONS • • Factions are groups that have a common purpose. They help establish a living world by providing opportunities for player interaction such as; a source of fronts, quests, rumours, NPCs contact or even an adversary. CREATING FACTIONS • • • Faction Generator: Roll 4d20 or choose entries on the Faction Generator Table to create ideas for a faction. Write three bullet points to summarise the faction’s description, goals, resources, contacts and location. Faction details should be noted in concise bullet point format, additional details can be added over time. FACTION DESCRIPTION • • • • • Name: The faction’s name. Description: Details the factions; organisation type; leadership; philosophy and reputation. Goals: Objectives the faction is trying to achieve and progress towards completion (rated from 1 to 5 steps). Resources: Details power, influence, assets and resources at their disposal. Contacts: The leadership structure is presented as a pyramid structure with three ranks. JOINING FACTIONS • • USING FACTIONS • • • Faction goals are used to provide opportunities or tension between players or other factions. Use the fronts tool to create a motive and purpose for each faction. This can operate in the background if you do not wish it to be the main focus of the adventure. • Players may join a faction if they share a common purpose or belief. This can provide quest opportunities and benefits but may also involve some demands from the faction. Additional details can be added to the faction description including, requirements, benefits and advancement. Advancement gives the players an opportunity to climb the contact pyramid and achieve a higher rank, additional rewards and benefits and is a good way of developing personal quests. FACTION GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Organisation Type Criminal, Secret Family Clan, Tribe New Religion Cult Trade Warband Military Mercenary Expedition Settlers Enterprise Guild Craft, Art Academic Political Law Established Religion Old Religion Magic Leadership Secret, Hidden power People, no leadership Warlord, Military leader Sheriff of the people Front for something Ruling class or role Criminal organisation Hereditary leader Theocracy, Church Mayor, Leader elected Hero, leader Representatives Democracy, people Administration Elders, wise ones Influential councillors Elected councillors Family or Clan Wealthy aristocracy Noble, Lord family Philosophy Evil, Chaotic No rules No respect Corrupt, Criminal Manipulative Cautious Self-Serving Superiority, Rule Neutral Honour, Trade Protect, Defend Affiliations, Partners Uses influence Idealistic, Faith Seeks opportunity Moral, Ethical, Community Protects others Charitable, Good Control, Own Lawful, Justice 58 Reputation Secret Banished Forgotten Unimportant Disliked, Feared Obscure Old-Fashioned, Traditional Unpopular, Not Well Known Known Notorious Acclaimed Prominent Well-Known Famous Beloved Influential Important Popular Historical Ancient REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS WARBANDS WARBANDS • • • • Warbands are military forces between 20-200 people. Players can form a warband by recruiting sufficient followers using NPC hiring costs. Warbands are used to provide a different scale to adventures such as, defending territories, managing expeditions or hunting huge monsters. The rules are kept deliberately light and are not intended to act as a detailed battle simulation. WARBAND DESCRIPTION • • • • • • • • • Name: The warband’s name. Description: Details the type; theme; no. of people. Weekly Expenses: Costs 20sp per person per level. Level: Warband’s experience (starts as 1). Health: Warband’s size (equal to number of people). Defence: Warband’s defence (starts as 8 for humans). Damage: Damage in combat (starts as a d6 weapon). Experience Points XP: XP gained (starts at 0). Skill Die: Skill die applied to checks. CREATING WARBANDS 1. 2. 3. Warband Size: Roll d6 on the Warband Size Table. Warband Experience: Roll d6 on the Warband Attributes Table. All player warbands start at Level 1. Warband Type: Roll 2d20 or choose from the Warband Generator Table. WARBAND SIZE TABLE d6 01-02 01-03 03 04-05 04 06 WARBAND BATTLES • • • • • • • • • Number Level HLT* 20x 1 d4 people 5 20x 2 d6 people 7 20x 3 d8 people 9 DEF** 8 9 10 Skill Die 0 d4 d6 XP Req 0 5 10 d6 Experience Level HLT* DEF** 01-02 Common 1 5 8 03 Known 2 7 9 04 Reputed 3 9 10 05 Well Known 4 11 11 06 Heroic 5 13 12 *Individual health score **Un-armoured Skill Die 0 d4 d6 d8 d10 XP Req 0 5 10 20 30 WARBAND GENERATOR TABLE Warbands act as a single entity using the normal combat and morale rules. Warbands can be split into smaller units (minimum of 20) for tactical purposes. Each combat turn takes 10 minutes of time in total. Advantage on attacks should be awarded for tactical advantages such as; greater numbers (50% or more), environmental advantages, mounted or led by a hero. When warbands are damaged this reduces the number of available combatants through injury. At the end of the battle, 50% of this number are considered injured survivors who may recover. WARBAND GENERATOR TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 WARBAND ADVANCEMENT • Experience Size Common Small Known Medium Reputed Large Warbands gain experience and can increase their level and attributes. For each battle; award 1XP to the victorious warband and 1XP when 50% or more of a warband survives a battle. Deduct 1XP when more than 50% of the Warband is defeated. XP cannot go below zero. Advance the Warband as per the Warband Attributes Table and increase attributes accordingly. Warbands can also be improved through the purchase of new equipment for every member. 59 Type Horseman, Cavalry Light, Heavy Militia Archers, X-Bow Mercenaries Tribe, Clan Rangers, Foresters Expedition, Train Scouts, Guides Monsters Bandits, Outlaws Religious, Cult Witch Hunters Bounty Hunters Villagers, Settlers Knights, Crusader Soldiers, Patrol Traders, Guards Non-Human Guerrilla, Irregulars Hybrid (Roll Twice) Theme Primitive, Barbarian Poor, Destitute Veteran Rich, Financed Independent Nearby Settlement Non-Human Monsters, Beastmen Undead, Demonic Mixed Race Bloodied, Defeated Victorious, Spoils of war Noble, Famous Leader Presumed Dead, Lost Chaos, Mutants Exploring, Searching Conquest, Raiding Defence, Protection Hunting, Tracking Broken Lands, Savage REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS PROPERTY & ENTERPRISES PROPERTY & ENTERPRISES • • • Properties & Enterprises are constructions or organisations in which the hero has invested money. Their primary purpose is to create interesting side-quests, income generation is a secondary purpose. The following mechanics should support any role-playing opportunities which is the primary focus. PROPERTY & ENTERPRISES DESCRIPTION • • • • • • • • Name/Description: Name the property or enterprise. Type: Property & Enterprise type. Size: Starts small and can grow medium, large or huge. Maintenance (M): Annual cost to maintain x1k sp. Income (I): Die representing annual income x1k sp. Perk: A gameplay bonus (determined by the referee) to owning the enterprise. Value: Current cost. Wealth: Cash, recorded in silver pieces, starts at zero. PROPERTY & ENTERPRISE TYPE TABLE d20 Type 01 Home 02 Farm, Fishing 03 Fishing 04 Shop 05 Trade 06 Wood Resources 07 Workshop, Craft 08 Stables 09 School, Study 10 Tavern 11 Temple 12 Trading Post 13 Refuge 14 Warehouse 15 Mine, Smelting 16 Guild Hall 17 Estate 18 Tower 19 Dungeon 20 Keep CREATING PROPERTY & ENTERPRISES • • • Use Property & Enterprise Type Table as a guide but flavour this through discussion with the players. Build time is 1 week per 1k cost. Existing location renovation costs are, 75% (ruins), 50% (structural damage) and 25% (cosmetic damage). PROPERTY & ENTERPRISES EVENTS • • Events: Every quarter, roll 2d20 on the Property & Enterprise Events Table to generate a scenario for the players to deal with. If the players decide to intervene, play out the scenario as a small adventure, the outcome should have a consequence for the enterprise. WEALTH • • • • These operate in the background run by NPCs. Profit: At the end of the year, roll the appropriate die for income (i.e. d4) and deduct the maintenance cost. Losses: A negative figure results in a loss which must be paid by the players, or generate a side-quest to meet their obligations. Advantage or disadvantage can be applied based on the outcome of events during the year. • • • I d2 d2 d4 d4 d4 d4 d4 d2 d4 d2 d4 d2 d6 d2 d2 d4 Perk N/A Food, Animals Fish supplies Unusual Goods Wagon, Cart Materials Quality Item Horses Knowledge Rumours Visitors Rumours Reputation Uncommon Goods Resources Contacts Visitors Insight Hidden Secret Fortified Value 1,000 2,000 2,000 2,500 2,500 5,000 5,000 5,000 5,000 5,000 5,000 5,000 5,000 5,000 10,000 10,000 20,000 20,000 50,000 50,000 PROPERTY & ENTERPRISE EVENTS TABLE d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 GROWTH • M 1 1 1 2 2 2 2 2 1 2 1 2 1 1 3 1 1 1 1 3 Properties & enterprises can be grown by paying double the current cost each time it grows. This grows the enterprise from, small, medium, large to huge. Maintenance: Increase this by +2 for each size increase. Income: Increase this by the next die size (i.e. d2 > d4 > d6 > d8 > d10 > d12 > d20). Additional detail and information can be added over time through further gameplay and interaction. 60 Opportunity/Threat Competition/Partnership Poverty, Wealth Scandal/Celebration Good/Bad harvest Criminal/Opportunity Religion/Cult Blessing/Curse Hunger/Bounty Cult/Pilgrimage Discovery/Exploration Resource discovery/loss Materials Help/Hindrance Feud/Calm Monster Threat/Fortune Sickness/Good Health Dispute, Deal Information, Spy/Insight Banditry/Expansion Taxes/Bonuses War/Peace Risk Very High loss High risk loss High risk of loss Medium risk of loss Medium risk of loss Medium risk of loss Low risk of loss Low risk of loss Low risk of loss Roll again (DIS) Roll again (ADV) Small opportunity Small opportunity Small opportunity Medium opportunity Medium opportunity Medium opportunity Large opportunity Large opportunity Very Large opportunity REFEREES GUIDE | CHAPTER 5 | CAMPAIGNS DOMAINS DOMAINS • • • • A domain is a settlement or place managed by the heroes. Domains are intended to offer a different style and scale of adventures and role-playing opportunities with players being accountable for managing the domain. The rules are kept deliberately light and are not intended to act as a domain management simulation. If players own both properties/enterprises and domains, then the scale of a domain takes precedence. DOMAIN DESCRIPTION • • • • • • • Name/Description: Name and add 3 bullet points to describe the domain. Type/Population: Domain type and population. Size: Starts small and grows to; medium; large or huge. Maintenance (M): Annual cost to maintain x10k sp. Income (I): Die representing annual income x10k sp. Value: Investment cost to grow in size. Wealth: Cash, recorded in silver pieces, starts at zero. DOMAIN TYPE TABLE d6 01 02 03 04 05 06 CREATING DOMAINS • • Domains should be introduced as rewards or opportunities from adventures such as; colonising a wilderness territory, obtaining a land grant from someone or being asked to manage a settlement. Use the Domain Type Table as a guide, this can be flavoured through discussion with the players. • • d20 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Events: Every quarter, (minimum) roll 2d20 on the Domain Events Table to generate a scenario for the players, this may conflict with other quests to create a choice of priorities. Link the scale of the event to the nature and size of the domain. If the players decide to intervene then play out the scenario as an adventure, the outcome of the adventure should have a consequence for the domain. DOMAIN WEALTH • • • • Population 50 100 100 250 500 2,000 M 1 1 3 4 3 4 I d2 d2 d4 d6 d6 d8 Value 20k 150k 200k 500k 500k 1m DOMAIN EVENTS TABLE DOMAIN EVENTS • Type Hamlet Village Keep Castle Town City Profit: At the end of the year roll the appropriate die for income (i.e. d4) and deduct the maintenance cost. Losses: A negative figure results in a loss which must be paid by the players. This can be used to generate a sidequest to avoid or mitigate the loss. Advantage or Disadvantage can be applied based on the outcome of events during the year. Players may spend wealth to improve features and services within the domain through discussion with the referee. Use the property and enterprise costs as a guide. Opportunity/Threat Competition/Partnership Poverty, Wealth Scandal/Celebration Good/Bad harvest Criminal/Opportunity Religion/Cult Blessing/Curse Hunger/Bounty Cult/Pilgrimage Discovery/Exploration Resource discovery/loss Materials Help/Hindrance Feud/Calm Monster Threat/Fortune Sickness/Good Health Dispute, Deal Information, Spy/Insight Banditry/Expansion Taxes/Bonuses War/Peace Risk Very High loss High risk loss High risk of loss Medium risk of loss Medium risk of loss Medium risk of loss Low risk of loss Low risk of loss Low risk of loss Roll again (DIS) Roll again (ADV) Small opportunity Small opportunity Small opportunity Medium opportunity Medium opportunity Medium opportunity Large opportunity Large opportunity Very Large opportunity DOMAIN GROWTH • • • • 61 Domains can be grown by paying double the current cost each time it grows. This grows the domain from, small, medium, large to huge and doubles the population size Maintenance: Increase this by +2 each time. Income: Increase this by the next die size (i.e. d2 > d4 > d6 > d8 > d10 > d12 > d20). Additional detail and information can be added through further gameplay and interaction. SAMPLE ADVENTURE - ADVENTURE SITE DESCRIPTION MEZRAK’S FOUNDRY Overview: Mezraks Foundry is an abandoned place located high within a craggy peak. Two weeks ago, a group of mercenaries hired by the mysterious Order of Paragon purchased transport and supplies from the village in the valley below and set out to explore the place. They did not return and a group was sent to find out what happened. Two days have elapsed with no further news. Your party have been hired to investigate and rescue the villagers. A large bag of silver, the appreciation of the villagers and all the ale you can drink will be your reward. 1. Courtyard (Switchback trail heading up mountain leads here) • Old grand stone carved walls of dwarven construction. • Area occupied by d6 Mercenaries guarding supplies from carts (contains food, barrels of water, general supplies, long iron bars, tools and large canvas sheets); donkeys are hitched here. • Guards will prevent access and deny seeing villagers. The alarm bell in one wagon alerts guards from 7 (appears in 6 turns). 2. Great Hall (Solid stone door from 1 closed) • Grand chamber of finely carved stoned architecture. A set of steps lead up to a stone pedestal the ground is painted with arcane signs. • A young robed woman wanders the room, whispering and murmuring to herself, her mind fractured. • The girl offers few words but refers to herself as the ‘First Sister’ (she is the victim of the first failed summoning and is harmless). 3. Stone Chamber (Solid stone door from 2 closed) • Stone chamber, dwarven markings inscribed on the wall (read “Mezrak’s Foundry, the study of pneumatics”). • Large steam pipes run across walls, these are corroded and appear to have been patched with small metal plates. • Warm air can be felt from the descent down to 4. 4. Drilling Cavern (Stairs descend deep from 3) • Area is hot; fissures emit gas and vapour into the area (d2 damage per turn, can be patched) from corroded pipes. The room is dominated by a large furnace connected to a drilling machine. Tools; chains; pulleys are scattered amongst piles of coal and rock. • Drilling machine, if lifted using pulleys reveals a 100ft hole, bored into the ground below. This can be climbed down to reveal the narrow earthworm tunnels leading past their den (d4 worms) to 5. • Coal and barrels of water (from 1 or 5) can be used to ignite the furnace and activate the steam drill and door to the vault (9). 5. Storage & Machinery Area (Door locked, Iron key required) • Room contains a mixture of old crates; wooden chests; tools; metal plates; equipment and some fresh water barrels and organised food supplies. Part of the SE wall has collapsed with rubble. • Searching reveals; old mining tools, equipment and spare parts plus some of the group’s food supplies. • Investigating the rubble reveals a small tight barely crawlable tunnel leading past earth worm den (d4 worms) to 4. 6. Guard Chamber (Torches light the chamber and passage) • Converted to a rest area with tables and chairs; equipment racks on the wall which store equipment. • A Fervent Guard sits in an alcove (has iron key); d6 mercenaries occupy the chamber playing dice; they are offduty and muttering discontent over the motives of their employer. • A false wall sits behind one of the equipment racks and leads to 7; mercenaries are unaware of this. • Passageway SW (to 10) is hazardous with boiling gasses bursting from the pipes (d2 damage per turn, metal plates from 5 can patch these). 7. Solar Room (Wooden door closed, torch-lit chamber, guarded) • 2 Fervent Guards stand outside; the room contains a high ceiling with thick glass allowing natural light to penetrate the room; a large engraved large stone table is the room’s centre piece (shows a map). • 2 Paragon Cultists (bronze key, summoning stone) are planning and debating the return of their god. A dummy stand contains a luxurious white robe with fine embroidery, a golden crown and exquisite boots (intended to be clothes for their deity, all valuable). • Stone of summoning (magical artefact; rare; allows cross dimensional contact; 3 uses left) • False wall hides a passage to 6; everyone is unaware of this. 8. Barracks (Wooden door closed, torches light chamber) • Room contains bunks, chairs and a small cooking area; bedrolls and piles of equipment are scattered around. • d6 mercenaries are resting here; some are in quiet conversation about ‘what lies within the pit’ (10). • Mercenaries are discontent and are tempted to leave their employers. 9. Vault (Mechanically locked vault door) • Lever outside door can be pulled to open the vault but only if furnace (4) has been ignited (Cultists not breached vault). • Inside, contains a vault of crates; chests and a bookshelf containing scrolls and parchments. • Searching reveals; 3 chests containing dwarven gold (100 gp each); a dwarven forged hammer (chaos-bane, masterwork, ADV damage, x2 damage vs chaos creatures); scrolls and parchments written in dwarven (invention notes on steam devices. No immediate re-sell value but highly valuable to dwarven craftsmen). 10. The Pit (Open access, chamber dark) • Room shrouded in darkness; clanking chains and raspy breathing can be heard from within a pit in the centre of the room. • The pit is covered by an iron grill; a rusted chain mechanism can be activated to open the grill (will alert people in 6). Winding rough-cut passage descends down to 11 & 12. • An creature of chaos known as Noul-Utl is chained below; earthworm carcasses and dried blood cover the floor; he will bargain for his freedom but if released, is weak and must feed soon (disadvantage until fed on life energy, has knowledge of cultists plot). 11. Cell (Portcullis bars entry, door locked, bronze key required) • Small cave area; portcullis blocks access, difficult to break. • 3 villagers are held prisoner here (Jeyna, Burke, Culan); possess minor cuts and bruises, scared of their captors. • Fearful of death, aware may be held for some later purpose. 12. Cell (Portcullis bars entry, door locked, bronze key required) • Small cave area; portcullis blocks access which is difficult to break; the room has been reasonably well furnished with a bed and adequate supplies. • Lone young man garbed in a simple robe held here. • This is ‘The First Brother’, a malleable victim and acolyte of the order chosen to act as the host. He is awaiting his summons to complete this great honour. He is the second vessel. 62 SAMPLE ADVENTURE - ADVENTURE SITE MAP ENTRANCE THE SOLAR 7 COURTYARD 1 GUARD 6 CHAMBER BARRACKS 8 GREAT HALL 2 VAULT 9 CHAMBER 3 THE PIT 10 STORAGE & 5 MACHINERY AREA DRILLING CAVERN 4 CELL 11 1 SQUARE = 10FT CELL Rooms 1 & 7 have natural light. Torches are already lit in rooms 3,5,6 & 8. Light sources required in other rooms. 12 RANDOM ENCOUNTER TABLE ADVENTURE SITE & FACTION NOTES d6 01 02 03 04 05 06 Mezraks Foundry: An old foundry and mine used by the dwarven craftswomen Mezrak, famed for her pneumatic inventions. The cave-like complex is riddled with interconnected steam pipes and machinery. The place was abandoned due to an unstable rift in the fabric of reality causing instability and fell into a state of disrepair. Order of Paragon: Minor cult seeking the return of their deity, The Paragon, a being of perfection. Contact has been established and a plan is in place to transfer the spirit of the entity into a host known as the vessel through the ritual. The Entity (Xorgnix): Evil being with malicious intent; seeks escape from the void. Plays the role of a god, until free. The Ritual: The vessel stands within the circle holding the summoning stone as the rift opens allowing the spirit to take control of the host. This will be the second attempt. Xorgnix will use the rift and stone as a beacon to arrive in its current (and unexpected) form. Noul-Utl: A being of chaos from beyond, arrived with the first summoning. It knows the entity is dangerous and seeks its own freedom. Feeds on life’s energies and is dangerous. Villagers: Unwittingly stumbled on the plot. Description Rift, opens for d6 turns then closes. Ritual may be completed. d4 Mercenaries, patrolling a circuit from area 1, heading to 6 d4 Fervent Guards, heading to great hall 2 d4 Earth Worms, surfaced from below seeking scraps to survive Paragon Cultist & d4 Fervent Guards, checking on vessel in 12 Noul-Utl, escaped his bonds and seeking food or an escape MONSTER & NPC STATISTICS Statistics Mercenary | LVL 1 | HLT 5 | DEF 10 | SKL 0 | TSR L Shortsword (d6), Spear (d6), Leather Armour (+2), 5d20sp Fervent Guard | LVL 2 | HLT 8 | DEF 14 | SKL d4 | TSR L Longsword (d8), Chainmail (+3), Shield (+2), Paragon Ring, Mask Paragon Cultist | LVL 3 | HLT 10 | DEF 10 | SKL d4 | TSR LT Poison Dagger (d4, 1 use), Robes, Paragon Ring, Ranked Mask Earth Worm | LVL 3 | HLT 10 | DEF 10/DR1 | SKL d4 | TSR Large burrowing worm, Bite (d6) Noul-Utl (Chaos) | LVL 4 | HLT 20 | DEF 13/DR2 | SKL d8 | TSR Humanoid chaotic horror, 2x Claws (d8), Fast, Leap, Tough Xorgnix (Chaos) | LVL 6 | HLT 40 | DEF 14/DR3 | SKL d10 | TSR Tentacled chaotic horror, 4x Tentacles (d6, short), Grab/Crush 63 Referees Guide H E RO E S O F A DV E N T U R E The Heroes of Adventure Referees Guide contains all the rules and information needed for a referee to create and run their own adventure or campaign using the Heroes of Adventure game system. This book contains: • • • • Game Rules (only 4 pages) Create a Hero Class procedure A guide to running adventures Tools for creating your own adventures covering: • Wilderness Map • Settlements, Rumours & Quests • Non-Player Characters (NPCs) • Adventure Sites • Challenges (Hazards, Traps & Puzzles) • Random Encounters • Treasure, Artefacts & Resources • Campaign guide and tools covering: • Downtime events • Sandbox play • Fronts • Factions & Warbands • Enterprises & Domains • A sample dungeon 64