Dragonbane Rulebook BETA v2 221221
Dragonbane Rulebook BETA v2 221221
Dragonbane Rulebook BETA v2 221221
TA
RULES
PD
F
LEAD DESIGNER & EDITOR
Tomas Härenstam
OTHER WRITERS
Roger Undhagen (Outskirt and Isle of Mist original texts), Andreas Marklund
(introductory text, monsters, Riddermound, The Secret of the Dragon Emperor, new versions
of Outskirt and Isle of Mist), Krister Sundelin (magic), Niklas Natt och Dag (The Village
of the Day Before), Moa Frithiofsson (Oracle Cave), Johan Sjöberg (Bothild’s Lode),
Gabrielle de Bourg (Dead Eyes Cave), Magnus Seter (Troll’s Spire), Gunilla Jonsson
& Michael Petersén (Tower of Sighs), Svante Landgraf (Temple of the Purple Flame),
Pelle Nilsson (Road’s End Inn), Mattias Johnsson Haake (Fort Malus, profession quotes),
Mattias Lilja (new version of Isle of Mist), Shawn Tomkin (solo rules), Marco Behrmann
(pre-generated characters), Nils Karlén (GM advice and tables)
GRAPHIC DESIGN
Niklas Brandt, Christian Granath, Dan Algstrand
LAYOUT TRANSLATION
Dan Algstrand Niklas Lundmark
MAPS PROOFREADING
Francesca Baerald, Niklas Brandt Brandon Bowling
RULES REVIEW
Jonas Ferry, Marco Behrmann, Nils Karlén, Kosta Kostulas
PLAYTESTERS
Marco Behrmann, Nils Karlén, Kosta Kostulas, Anna Westerling, Jonas Ferry, Fredrik Jarl, Kristoffer Sjöö,
Henric Löfqvist, Kalle Henricsson, Krister Sundelin, Andreas Ekeroot, Johan Osbjer, Niklas Fröjd,
Emma Fahlström, Olle Karlsson, Mattias Strandberg, Sara Engström, Maximilian Pukk Härenstam
SPECIAL THANKS TO
Roger Undhagen, Orvar Säfström, Fredrik Malmberg, Anders Blixt, Pelle Nilsson,
Kiku Pukk Härenstam, Stella Härenstam, Stephen Perrin, Chaosium, Inc.
5
YOU AND OTHERS
PLAYING SOLO
Do you want to try Dragonbane on your own before get-
ting a group together? Or is it sometimes difficult to gather
Most of the rules in this game are written in the
your group? Then you can play Dragonbane solo, as a lone
second person – i.e., speaking to “you.” Rules
adventurer venturing into Blackfire Chasm in the Valley
that apply to you also apply to others in the
of Mists. You can read all about solo play on page XX
game, both player characters and NPCs (char-
onwards in the Adventure book included in this boxed set.
acters controlled by the Gamemaster), unless
expressly stated otherwise.
PLAYING SAFELY
In Dragonbane you are largely in control of the story, and
with this comes responsibility. The player characters will
ROLLING DICE face great danger and difficult challenges, but no player
Playing Dragonbane is a conversation between the GM and should find the situations they experience unpleasant or
the players, back and forth, until a dramatic or challenging offensive. It is important that everyone around the gaming
situation arises where the outcome is uncertain. Then it is table is having fun and feeling safe.
time to roll dice. Before starting the game, talk things through and see if
Dragonbane uses different types of dice – with four, six, someone wants certain subjects to be kept out of the game.
eight, ten, twelve, and twenty sides. In the rules these dice Always respect a player who wants to pause and discuss
are referred to as D4, D6, D8, D10, D12, and D20. They are what is happening in the game, or even leave the table
all included in this boxed set. Rolling a D3 means rolling if the player so chooses. And you may also want to talk
a D6 and dividing the result by two (rounding up). If you about what happened after the game session.
need more of them, additional dice sets for Dragonbane
can be purchased in hobby stores or the Free League
webshop. WHAT IS A ROLEPLAYING GAME?
If you have made your way here without knowing what
Multiple Dice: The rules often ask you to roll multiple a roleplaying game is, congratulations! Welcome to a
dice of the same type and add the results together. For rewarding and creative hobby. Roleplaying is a unique
example, rolling 2D6 means that you roll two six-sided form of gaming that combines tabletop dice rolling with
dice and add the results. storytelling. Roleplaying games give you a set of rules and
let you create your own story with your friends in a way
Skill Rolls: To determine whether an action succeeds or that books, movies, TV, and even video games cannot.
fails, you usually roll a D20. Rolling equal to or under your If you need advice or ideas, there is a Dragonbane
skill level means that the action succeeds. If you have a forum on our website, freeleaguepublishing.com. There
boon, you roll two D20s for that action and only count the are also pages and groups dedicated to the game on
lowest result. If you have a bane, you also roll two D20s, social media
but instead only count the highest result. Skill rolls are
explained in more detail in chapter 3.
ABBREVIATIONS
PLAYING ONLINE
STR = Strength
Dragonbane is traditionally played with the gaming group CON = Constitution
gathered around a table. But if the group finds it difficult AGL = Agility
to get together physically, it can just as easily be played INT = Intelligence
online. There are complete Dragonbane modules for WIL = Willpower
several popular virtual table platforms. You can read more CHA = Charisma
about playing online at the Free League website. HP = Hit Points
WP = Willpower Points
GM = Gamemaster
NPC = Non-Player Character
6
START PLAYING!
Adventure awaits in the world of
Dragonbane! All you need to do to get
started is the following:
Sidebars like this one, in green, describe Three units are used to measure time in Dragonbane.
optional rules. They give the game more depth Rounds are used in combat, while the Stretch and the
and complexity, but the game works fine Shift are used in other situations.
without them. You might want to start playing
UNIT
without them and add them as you become
OF TIME DURATION ENOUGH TIME TO
more familiar with the game.
Round 10 seconds Perform an action in combat.
Stretch 15 minutes Explore a room, take a
Stretch rest (page 52).
Shift 6 hours Hike for 15 kilometers, take a
Shift rest (page 52).
7
YOUR PLAYER
CHARACTER
he adventurer you play in Dragonbane is called CREATING YOUR CHARACTER
your player character. They are your avatar, your
eyes and ears in the game world. Take your charac-
This chapter explains in detail how to create
ter seriously and portray them as if they were a real person.
your player character. The summary below
Try to truly put yourself in the character’s shoes. It will be
gives you an overview of the process. Grab
more fun that way. At the same time, you should not try
a character sheet and a pencil and follow
to protect your character from all danger. The purpose of
these steps:
the game is to create an exciting story – to achieve this you
will have to take risks.
1. Choose or roll your kin.
Over the course of the game your player character will
2. Write down your innate ability.
change and grow. Their skills can be improved through
3. Choose or roll your profession.
experience, but you may also see their personality evolve
4. Choose or roll your age.
in ways that cannot be measured in numbers. That is when
5. Choose or roll your name.
your character really comes to life.
6. Roll your attributes.
7. Calculate your derived ratings.
Character Sheet: To create your player character you
8. Choose your trained skills.
need a character sheet. There are several empty sheets in
9. Choose an heroic ability.
the boxed set, and they can also be downloaded from the
10. Choose or roll your motivation.
Free League website.
11. Choose or roll your gear.
12. Choose or roll your memento.
13. Choose or roll your appearance.
PRE-GENERATED CHARACTERS
In the boxed set you will find six pre-generated player
characters with filled-in character sheets. You can use
them to get started right away, or simply as inspiration
when creating your own player characters.
KIN
There are six playable kin in Dragonbane: human, halfling, Innate Ability: Each kin has an innate ability that no
dwarf, elf, mallard, and wolfkin. Humans are the most other kin can learn (mallards have two). In most cases,
common kin, but you are free to choose any of them. You using such abilities requires Willpower Points (WP). Write
can also roll your kin using the table below. All kin are down your innate ability in the Abilities & Spells section
briefly described below. on your character sheet.
D12 KIN
LANGUAGE
1–4 Human
All player characters in Dragonbane can speak, read, and
5–7 Halfling write a common language, which for simplicity’s sake
8–9 Dwarf is called the common tongue. Most creatures the player
characters encounter know this language, but there may
10 Elf be exceptions. Non-human kin often have their own lan-
11 Mallard guages that few humans understand. To understand other
languages, the LANGUAGES skill is used.
12 Wolfkin
9
HUMAN D6 FIRST NAME D6 FIRST NAME
Humans are the last-born. The other kin have songs and 1 Joruna 4 Garmander
legends about times before the dawn of humanity. Today
the humans have spread across much of the known world. 2 Tym 5 Verolun
Many are peasants living in little villages clustered around 3 Halvelda 6 Lothar
castles and palaces. Others are warriors sworn to protect
the peasants and their vulnerable settlements, markets,
and trade caravans from the dangers of the world. Still ABILITY: ADAPTIVE
more are adventurers: fearless humans who venture into
the unknown in search of glory, gold, and knowledge.
✦ Willpower Points: 3
When rolling for a skill, you can choose to make
the roll using another skill of your choice. You
must be able to justify how you use the selected
skill instead of the normal one. The GM has the
final word, but should be lenient.
10
HALFLING DWARF
Halflings are short humanoids often found in hilly Dwarves are the oldest of the elder folk, at least according
farmlands where they live in earthen dwellings with well- to their own chroniclers. They are an immensely proud
stocked larders. They are modest and amiable by nature, and traditional people whose culture is steeped in ancient
with a natural affinity for hearth and home. Halflings customs and grandiose ballads of heroic ancestors.
are neither warlike nor ambitious, but highly drawn to Dwarves feel a strong connection with the bedrock and
epic tales and beautiful songs from days long gone. From the roots of the world. They are skilled blacksmiths and
time to time, this desire can lead them to leave the safety artisans, admired for their ability to craft wondrous items
of their homes in search of grand adventures. Because of precious metal, as well as of iron and stone. Dwarves
of their vulnerability and fear of “the tall ones,” they are are also known as fierce warriors armed with axes, war
good at staying hidden and quickly getting out of critical hammers, and other heavy melee weapons forged in their
situations. underground smithies.
11
MALLARD
The origin of the mallards is shrouded in mystery. Some
scholars claim that they came from a mighty island realm
that was swallowed by the sea thousands of years ago;
others believe them to be the result of a failed magical
experiment. Whatever the truth may be, these feathered
humanoids are a common sight in the world. They have
a knack for trade, and their agitated quacking is often
an integral part of the soundscape around marketplaces
and trade caravans. However, some mallards seek their
fortunes as brigands, pirates, or mercenaries. Despite their
ELF diminutive size, they are fierce in battle and feared by
Elves are an ancient kin that for eons have watched over many for their murderous rage.
the forests of the world. They are guided by the stars
which they regard as divine beings capable of peering D6 FIRST NAME D6 FIRST NAME
into the deepest mysteries. Elven culture is meditatively 1 Qwucksum 4 Groddy
introverted and sometimes difficult for outsiders to
understand. However, it is clear that they are driven by 2 Splats 5 Blisandina
other, more metaphysical concerns than the lust for gold 3 Moggee 6 Hackleswell
and glory often found in dwarves and humans. Nonethe-
less, their kin includes many powerful warriors, widely
respected and praised by the bards for their skill with ABILITY: ILL-TEMPERED
both sword and bow.
✦ Willpower Points: 3
D6 FIRST NAME D6 FIRST NAME
Mallards tend to have a choleric temper. You can
1 Arasin 4 Tyrindelia activate this ability (no action) when making
a skill roll and get a boon to the roll. You also
2 Illyriana 5 Erwilnor
become Angry, if you’re not already. This ability
3 Galvander 6 Andremone cannot be used for rolls against INT or INT-
based skills.
1 Wyld 4 Obdurian
2 Wolfshadow 5 Frostbite
3 Lunariem 6 Wuldenhall
✦ Willpower Points: 3
You can use this ability to designate a creature
in sight, or a creature you can catch the scent of,
as your prey. This counts as an action in combat.
You can follow the scent of your prey for a full day,
and you can spend 1 further WP (not an action) to
gain a boon for an attack against your prey.
PROFESSION
The next step is to select a profession for your character. D10 PROFESSION D10 PROFESSION
All the player characters are adventurers, but you have 1 Artisan 6 Mage
learned a thing or two before the game begins. Your
choice of profession will determine much about your 2 Bard 7 Mariner
character, mainly your skills – five of your trained start- 3 Fighter 8 Merchant
ing skills (page 25) must be chosen from those listed
for your profession. Your profession also determines 4 Hunter 9 Scholar
what gear you start out with and affects which heroic 5 Knight 10 Thief
abilities are most useful for you. There are ten professions
to choose from, all described on the following pages.
You are free to select a profession or roll for one ran-
domly using the table to the right.
13
ARTISAN
“Now this may sound a bit
snobbish, but whatever
you’re making, you must
be able to imagine the
finished thing, and then
make it real. That’s the
whole of it, really. Well,
tools are important too.
Good tools.”
– Bore Tvartoff
14
BARD
“A few off-key notes, a couple of lost words,
or a troll-sneeze that sprays over the
audience – it doesn’t matter. To captivate
an audience, all you truly need is
charisma, that you shine like a mid-
summer sun. Like me!”
– Malva Sneezeweed
15
FIGHTER
“Uh, well, of course a
warrior must be able to kill
things. Creatures and monsters
and such. Being able to avoid
getting killed is also good.
Then... well, there are dif-
ferent weapons, different
techniques and... Anyway,
the basis is simple: kill, and
avoid dying.”
– Norde from Boar Ridge
Fighters earn their living by following the way of the sword. D6 GEAR
It may of course also be the way of the spear or crossbow, 1–2 Broadsword/battle axe/morning star, small
but a fighter’s specialty is always weapon proficiency and shield, chainmail, torch, flint & tinder, D6 food
violence. But this is not to say that all fighters are driven rations, D6 silver
by bloodlust. For some it is a matter of professional pride
to achieve the maximum effect with minimal bloodshed; 3–4 Short sword/handaxe/short spear, short bow,
others are lazy and prefer saber-rattling to actual combat. quiver, leather armor, torch, flint & tinder,
Many fighters are troubled souls, haunted by nightmares D6 food rations, D6 silver
and bad memories of a life spent in the company of death. 5–6 Long spear, studded leather armor, open helmet,
They can therefore be surprisingly sentimental, prone to torch, flint & tinder, D6 food rations, D6 silver
tears and compassionate embraces.
16
HUNTER
“What is not needed to become a skilled
hunter? Agility, stealth? Accuracy
with the bow, cunning with the snares?
Knowledge of the hunting ground and
prey? Sure, you can do without nice
manners and fancy talk, but who cares
about such nonsense?”
– Ciliel Nightlake
17
KNIGHT
“First, you must believe in
something. Then you must
be prepared to fight and die
for this something. Finally,
you need to study, train, and
practice until you reach the
heights of a worthy champion.
After that, you are ready to…
obey and serve.”
– Gloriel Sunstreak
18
MAGE
“Forget it, just forget it – if you must ask
what it takes to master the secrets of magic,
you don’t have it. Or, you can possibly learn
to chat with animals or peep on faraway
things, but real magic, the magic of the
elements... Never!”
– Cyril Firemane
19
MARINER
20
MERCHANT
“Yes, many believe that tradecraft is about selling this
and that, but its factual fundament is spelled
‘the principle of growth’ – turning what you
have into more. If you have understood
this, not much else is needed to
succeed as a merchant.”
– Buldil Hale
21
SCHOLAR
“You can talk about education, genius, and
matter-of-factness all you want, but
the scholar is never better than
their sources. If you want to
become learned, it’s not
enough to sit and brood
in some dusty tower room
– you have to go out, into
the world, to where the
sources nest!”
– Quasimo Dearfeather
22
THIEF
“I’d say that there are many kinds of thieves –
burglars, pickpockets, charlatans, highwaymen,
pirates, and so on. The only thing we have
in common is probably a particular
view of ownership. I mean, this
‘yours-and-mine’-thing…”
– Viola Raveneye
1 Halffinger 4 Quickfoot
✦ Key Attribute: AGL
✦ Skills: Acrobatics, Bluffing, Evade, Knives, Sleight of 2 Blackrat 5 Doubletongue
Hand, Sneaking, Spot Hidden 3 Redeye 6 Nightstabber
✦ Recommended Heroic Abilities: Assassin, Back
stabbing, Catlike
23
AGE NAME
The next step is choosing your age. Many adventurers leave Once you have chosen your kin and profession it is time to
their village at a young age, but sometimes older individ- name your adventurer. Each kin has a list of six names that
uals are forced out to hunt for treasure among the ruins. are typical for that kin. Choose or roll one of these names,
Age is divided into three categories: young, adult, and old. or make up your own if you prefer.
You choose your age freely or let the die decide.
Older age means that you start the game with lower Nicknames: A common custom for adventurers is to take
attributes but higher skill ratings – see the table below. a nickname, often one that says something about your
Modifications to the attributes below do not stack. Your appearance, your personality, or your personal history.
age in years depends on your kin and has no mechanical You can choose a nickname at the start of the game or add
significance. one later if you prefer. A number of typical nicknames are
listed by your profession.
EFFECTS OF AGE
* Five trained skills must be selected from your profession, the rest may be chosen freely. † Up to a maximum of 18.
ATTRIBUTES
Your adventurer has six base attributes that indicate your five more times until you have assigned a score to each
basic physical and mental capabilities, on a scale from 3 to attribute. You must assign each score as you roll them, but
18. The higher the score, the better. once done you may swap two scores.
Then you adjust your attributes based on your age.
Starting Scores: Roll 4D6 and remove the worst die, Note that you can never have more than 18 in an attribute,
which gives you a score between 3 and 18. Assign that regardless of your age. Once assigned, your attributes
score to an attribute of your choice. Repeat this process rarely change during the game.
24
DERIVED RATINGS
Based on your attributes, you have a number of derived DAMAGE BONUS
ratings that are used in various ways. Your damage bonus increases the damage inflicted by your
attacks. You have two separate damage bonuses – one for
STR-based weapons and one for AGL-based weapons.
MOVEMENT
This rating determines how many meters you can run in a STR/AGL DAMAGE BONUS
round of combat (page 43). It is based on your kin, then
≤12 —
modified by your AGL.
13–16 +D4
KIN MOVEMENT
17+ +D6
Human 10
Halfling 8
HIT POINTS (HP)
Dwarf 8
This rating determines how much damage you can take.
Elf 10 Your maximum number of HP is equal to your CON, but
Mallard 8 can be increased by the heroic ability Robust. For more
information, see chapter 4.
Wolfkin 12
AGL 1–6 –4
WILLPOWER POINTS (WP)
AGL 7–9 –2 Willpower Points are used for magic, as well as innate and
AGL 13–15 +2 heroic abilities. Your maximum number of WP is equal
to your WIL, but can be increased by the heroic ability
AGL 16–18 +4
Focused. For more information, see chapter 4.
SKILLS
Skills represent knowledge and abilities you have acquired ATTRIBUTE BASE CHANCE
during (or prior to) your life as an adventurer. They are
1–5 3
important, as they determine how effectively you can
perform certain actions in the game. There are thirty core 6–8 4
skills in the core game, not counting the schools of magic,
9–12 5
and they are all described in detail in the next chapter. Your
skills are measured by skill level on a scale from 1 to 18. The 13–15 6
higher, the better.
16–18 7
Base Chance: Every skill is connected to an attribute,
which determines your base chance in that skill. This is chance. Four of your trained skills must be selected from
indicated on the character sheet and in chapter 3. The base those listed by your profession. The rest (one, two, or three
chance is a “free” skill level that you get automatically. See depending on your age) are chosen freely. You can increase
the table to the right. your skill levels during the game.
Starting Skill Levels: In addition to the base chances, Secondary Skills: Beyond the core skills there are second-
you start out with a number of trained skills – five, six, or ary skills, such as the schools of magic. As a rule, you don’t
seven depending on your age. At the start of the game, get a base chance in these. More secondary skills can be
your level in a trained skills is equal to twice the base added in future expansions.
25
MAGIC
Magic is divided into different schools, and each (page 57). Write these down in the Abilities &
school is a separate skill. As a newly created Spells section on your character sheet.
mage you must select a school of magic, which You can learn more spells, and schools of magic,
then becomes one of your trained skills (based on during the game. Unlike other skills, you do not get
INT). You may choose three rank 1 spells and three a base chance in schools you have not yet learned,
magic tricks from your school or general magic even if you are a mage. For more on magic, see
chapter 5.
HEROIC ABILITIES
Heroic abilities are special abilities that give you specific Note that some heroic abilities require a minimum
advantages and benefits in the the game. You will find a skill level.
range of heroic abilities described in the next chapter, and
more can be added in future modules. Mages: If you play a mage, you don’t get any heroic ability
You start the game with one heroic ability of your at the start of the game – your magic will make up for that
choice, but your profession gives you recommendations. disadvantage! You can earn new heroic abilities during
You can earn new heroic abilities during play (page 29). play just like other professions, however.
MOTIVATION
Adventurers are unique individuals willing to risk life Your motivation adds depth and personality to your
and limb for excitement, glory, or riches. To determine player character and can also be used by the GM when
what drives your particular character, you must choose a creating stories. Roleplaying according to your motivation
motivation. You can roll or choose from the table below or gives you an extra advancement mark at the end of the
make something up yourself. session (page 29).
1 I do anything for glitter and gold. 11 I owe someone a lot of money and must pay
them back.
2 I shall slay the most dangerous beasts for fame
and fortune. 12 I dream of good food and wine by the fireplace.
3 I must find out the truth about my missing 13 I crave flattery and adulation.
sibling.
14 I am happiest in the wilds, far away from the
4 I must hide from those who are hunting me. nearest village.
5 I thrive in the turmoil of battle. 15 I do anything for my friends.
6 I seek knowledge of the ancient past. 16 I will prove that I am not afraid of anything.
7 I want to find my soulmate and settle down. 17 I desire magic power above all else.
8 I want to help the weak and the needy. 18 Whenever I see something valuable, I must
have it.
9 I shall find a way to lift the curse placed upon me.
19 I want to atone for having left a friend to die.
10 I am heartbroken and take crazy risks to dull
the pain. 20 I shall rid the world of demons and undead.
26
GEAR
When going on adventures you need the right gear. You Starting Gear: Your profession determines what gear
must write down all the items you are carrying on your you can choose from at the start of the game. You may roll
character sheet. Any weapons at hand, as well as the or select one of the three sets of items listed by your pro-
armor, helmet, and shield you are wearing, are listed in fession. If you want to, you may go back and adjust your
the respective boxes, while other items are recorded under trained skills to fit your gear. You can also have a memento
Inventory. (below). In addition, you have simple clothes which do not
Write down one item per row. If it is not listed on your need to be written down.
sheet, you do not have it with you. Lists of weapons and
other equipment are found on pages 73–81.
MEMENTO
1 Your trusty old boots 11 A fang taken as a trophy from a beast (tiny item)
2 A simple silver medallion (tiny item) 12 A couple of simple dice made of bone
3 A letter from an old friend or relative (tiny item) 13 A locket containing a lock of hair (tiny item)
4 A ragged old book (any subject) 14 An ornate key (tiny item)
5 A broadsword passed down in your family 15 A hand-drawn map you inherited
6 A knife you got as a child 16 A ring with an inscription (tiny item)
7 A strangely shaped stone (tiny item) 17 A bone whistle (tiny item)
8 A gold coin from a treasure sought by your 18 Your parent’s ragged cloak
mother/father
19 A griffin feather (tiny item)
9 A bottle of liquor
20 A beautifully carved pipe (tiny item)
10 A horn taken as a trophy from a monster
27
ENCUMBRANCE
You can carry a number of items equal to half your STR HEAVY ITEMS
(rounded up) in your Inventory without difficulty. Only Really heavy items count as two, three, or even more
the items written down in your Inventory box count normal items in terms of encumbrance. These will be
towards your encumbrance. indicated as having weight 2, 3, 4, and so on. In your
inventory, heavy items take up a number of rows equal to
Weapons at Hand: You can have up to three weapons their weight. If no weight is specified, it is always 1.
at hand, which means that they are worn on your belt or
otherwise readily available for use in combat. Weapons
kept at hand are recorded under Weapons on the character TINY ITEMS
sheet and do not count toward your encumbrance. Shields Small and light items that can be hidden in a closed fist
count as weapons and are also recorded here. are called tiny. Items of this size do not affect your encum-
brance at all. Tiny items are recorded in their own section
Helmet & Armor: Any helmet or armor worn on your on the character sheet and do not take up any space in
body is recorded in its respective section and does not your Inventory.
count toward your encumbrance.
Coins: Single coins count as tiny items and do not affect
Food: Up to four rations of food count as one item in your encumbrance as long as they are fewer than 100. 100–
terms of encumbrance. Always record the number of 199 coins count as one item, 200–299 as two, and so on.
rations you have left in your Inventory.
APPEARANCE
On the character sheet you can write down something
about your player character’s appearance. It does not have
to be a detailed description – one or a few distinct features
is enough. Choose for yourself or make one or more rolls
on the table on the next page.
28
D20 APPEARANCE D20 APPEARANCE
EXPERIENCE
Life as an adventurer brings many challenges, and if you question. Make the roll immediately, without waiting for
survive you are sure to change and maybe even learn a the session to end. However, a teacher can only raise a skill
thing or two along the way. level by one – after that you must improve the skill through
experience before you can get more help from a teacher.
Advancement Marks: Every time you roll a dragon or Teachers, especially those with high skill levels, are usually
demon (page 31) when using a skill, you tick the check very expensive.
box next to that skill. At the end of the game session the
GM asks you the following questions about the session Magic: A school of magic that you already know can be
you just completed. For each question that you can reply improved like any other skill. However, learning new spells
“yes” to, and justify your answer, you may place another and new schools of magic requires special training. For
advancement mark next to a skill of your choice. The GM more information, see chapter 5.
has the final word, but should adopt a permissive attitude.
You may only place one mark per skill, but you can Heroic Abilities: You can earn new heroic abilities during
check the box of a skill that has already been marked by play in two ways:
dragon or demon rolls. In other words, a skill can have
multiple advancement marks. ✦ When you increase a skill level to 18, you immediately
gain a new heroic ability of your choice.
✦ Did you participate in the game session? ✦ After a grand heroic deed, the GM or the adventure
✦ Did you explore a new location? can reward you with a heroic ability. This should be a
✦ Did you defeat one or more dangerous adversaries? rare event, never more than once per standard-length
✦ Did you overcome an obstacle without using force? adventure.
✦ Did you roleplay according to your motivation?
To earn a new heroic ability, you must meet its skill
Advancement Rolls: After placing your marks you roll requirement.
a D20 for each of them – if the result exceeds your current
skill level, it is increased by one, up to a maximum of 18.
Once you have made your advancement rolls, you erase CHANGING MOTIVATION
the marks and start over in your next game session. If you think your motivation is no longer relevant at the
end of a game session, you may scratch it out and come
Teacher: A Shift of intense training with a teacher whose up with a new one. Choose your new motivation together
skill level is 15 or higher and exceeds your own gives you with the GM. Ideally, it should be a result of something
an additional advancement roll to improve the skill in that happened during the game.
29
SKILLS
roleplaying game is a conversation. The Game conflict that conversation alone cannot resolve. Then it’s
master describes the scene, you describe how time to break out the dice and use one of your skills.
your character behaves, the GM describes how This chapter also describes heroic abilities, which
any NPCs react, you reply, and it goes back and forth. allow you to perform extraordinary actions that ordinary
That is how the story is told and progresses. But sooner or people cannot.
later a decisive situation will arise, a point of no return, a
C H A P T E R 3 – S kills
31
BOONS & BANES
Normally, the GM does not assess how difficult an action HELP FROM OTHERS
is. You only roll dice in challenging situations – period.
But sometimes the GM might want to underscore that
Other player characters or NPCs can help you
external factors either help or hinder an action. You might
succeed at a die roll. This must be declared
then get a boon or bane to your roll.
before you roll any dice. It must also make
In both cases you roll two D20, but only one result
sense in the story – the individual helping
counts. If you have a boon, only the best result applies.
you must be physically present and have the
If you have a bane, only the worst result applies.
capacity to support your action. The GM has
There are also cases where the rules say that you get a
the final say.
boon or a bane, for example when attacking a prone oppo-
Whenever someone helps you with a roll,
nent or shooting at long range.
you get a boon (see above). In combat, help-
ing counts as an action – by helping someone
Multiple Boons/Banes: Even if you get multiple boons/
else you lose your own action that round.
banes to your roll, it never counts as more than one.
NPCs can help each other just as player
However, if you already have a bane, you cannot make a
characters can.
voluntary choice that would give you another bane.
If you fail a skill or attribute roll, you can choose You decide which condition you get from pushing a
to push the roll, which means that you make roll, with two important restrictions:
another attempt. The new result applies, what-
ever it is. If you have a boon or bane, you must ✦ You cannot choose a condition you already have.
re-roll both dice. You can never push a demon roll ✦ You must be able to explain how the condition
(a natural 20). results from the action you are trying to
Whenever you push a roll, immediately after perform. The GM has the right to reject clearly
the re-roll, you suffer a condition. This means unreasonable explanations.
that you get a bane on all rolls for skills based
on a certain attribute, and rolls against the Once you have all six conditions, you may no longer
attribute in question. Each attribute is linked to push your rolls. In addition to their effects, con-
a certain condition. Thus, there are six different ditions provide inspiration for roleplaying. Mark
conditions: conditions on your character sheet.
✦ Exhausted– STR ✦ Angry– INT Healing Conditions: You can recover from a con-
✦ Sickly– CON ✦ Scared– WIL dition by resting – for more on resting and healing,
✦ Dazed– AGL ✦ Disheartened– CHA see page 52.
C H A P T E R 3 – S kills
32
OPPOSED ROLLS
Sometimes you must beat your enemy in an opposed ✦ If both of you succeed with your rolls, your action
roll to succeed with an action. This means that both you succeeds if the result of your roll is lower than or equal
and your adversary roll dice. Opposed rolls are used to your opponent’s result. If the opponent’s result is
sparingly in the game, and only when someone is actively lower than yours, you fail.
opposing you. In combat it only counts as an action for
the active party. Pushed Rolls: Opposed rolls can be pushed (optional
rule, see previous page) as well, but only if you are the
✦ If your roll fails, your action fails as well, regardless of active party. This can be done even after your oppo-
your opponent’s roll. nent’s roll.
✦ If your roll succeeds while your opponent fails, your
action succeeds. Open Opposed Rolls: The GM can also use opposed rolls
in situations where there is no active party – e.g. rolling
STR against STR to decide the outcome of an arm-wrestling
NPCS AND SKILLS match. This is called an open opposed roll. Open opposed
rolls are re-rolled if both parties fail, or if both succeed and
Non-player characters use skills in the same
get the same result. Both parties can push their rolls.
way as player characters. The GM rolls dice for
them, but only for actions that affect a player
character directly – for example, if the NPC is SCHOOLS OF MAGIC
attacking a player character or attempting to
save them. When an NPC performs an action There are different schools of magic, and each
that does not directly affect a player character, school is a separate secondary skill. For more
the GM can simply decide what happens. information on magic, see chapter 5.
ACROBATICS (AGL)
When jumping, climbing, balancing or performing a simi- BARTERING (CHA)
lar physical action, roll for this skill. When haggling over the price of something you are buying
or selling, roll for BARTERING. If you succeed, the price
goes down or up by 20%. If you roll a dragon, the price is
AWARENESS (INT) halved or doubled. If you roll a demon, you have offended
As an adventurer you must always be on your guard, or the other party so badly that they refuse the trade.
you won’t live long. You use your AWARENESS skill
to watch or listen for anyone sneaking around nearby
(opposed roll, see SNEAKING below). The GM can also let BEAST LORE (INT)
you make an AWARENESS roll to notice emerging threats The world is full of common and rare animals and beasts
in time. Such a passive roll cannot be pushed. of all kinds. Roll for BEAST LORE when trying to identify
an animal or monster, or to know its habits, abilities, and
weaknesses. If you succeed, the GM should give you some
piece of useful information.
C H A P T E R 3 – S kills
33
BLUFFING (CHA) PERFORMANCE (CHA)
To quickly come up with a convincing lie can be an invalu- When singing a song, reading a poem, making jokes
able skill as an adventurer. You also need to roleplay your or in some other way try to amuse a crowd, roll for
bluff. If the GM finds it unconvincing, you get a bane to PERFORMANCE.
your roll. If your bluff is completely unbelievable, it fails
automatically – no matter how well you deliver it.
PERSUASION (CHA)
Life as an adventurer is dangerous, but you can often reach
BUSHCRAFT (INT) your goals without violence, through charm, threats, or
The vast wilderness is a dangerous place where wild beasts sensible reasoning. Roll for PERSUASION to make another
roam. The ignorant can lose their lives by choosing the person see things your way. If you succeed, you achieve
wrong path through the woods or drinking from the your stated objective, and the NPC does what you want.
wrong water source. You roll for BUSHCRAFT to lead However, they might demand something in return – the
the way through the wilderness, make camp, hunt, or fish. GM decides what that entails.
Read more in chapter 8. If what you are asking for requires the NPC to sacrifice
or risk something important, the roll is more difficult – it
becomes an opposed roll between your PERSUASION and
CRAFTING (STR) the other person’s WIL. But even in this case your request
As an adventurer, you must often repair your gear if it must be reasonable – no NPC will agree to just anything
breaks. Typically, it takes one Shift to repair a broken item, or act entirely against their own interests, no matter how
and you need access to the appropriate tools (page 78). successful the roll. The GM has the final say.
HEALING (INT)
As an adventurer there is a significant risk that you and SEAMANSHIP (INT)
your friends will be injured, sooner or later. That is when Anyone can row a boat or paddle a canoe slowly, but in
HEALING is useful – with this skill you can get fallen more challenging situations you need to roll for SEAMAN-
companions back on their feet or even save their lives. SHIP to steer a vessel over water. This skill can also be
Read more on page 52. used for navigation.
C H A P T E R 3 – S kills
34
Group Sneaking: If multiple player characters are sneak- Axes (STR): A skill used for combat with axes of all kinds,
ing around together, each person makes a separate roll. If including when thrown.
one of you fails, the whole group is detected.
Bows (AGL): A skill for attacks with all types of bows,
except crossbows.
SPOT HIDDEN (INT)
The art of spotting the unseen can make you rich beyond Brawling (STR): Used for unarmed combat with fists, feet,
measure – or save your life. When you are looking for teeth, or claws.
something hidden or concealed, you roll SPOT HIDDEN.
If your description of where you are searching is very pre- Crossbows (AGL): This skill is used for attacks with
cise, the GM can give you a boon or even let you succeed crossbows of all kinds.
without a roll.
Each SPOT HIDDEN roll takes roughly a Stretch. Hammers (STR): Used for combat with warhammers and
You only get one attempt to look for the same thing in other blunt weapons such as clubs and maces.
exactly the same place. Multiple player characters can look
simultaneously. Knives (AGL): This skill is used for combat with knives
and daggers, including when thrown.
SWIMMING (AGL) Slings (AGL): Roll for this skill when attacking with
All player characters can keep afloat for a short time, but a sling.
for more challenging situations a roll for SWIMMING
is required. Read more about swimming and drowning Spears (STR): A skill used for combat with spears and
on page 53. tridents, including when thrown. It also covers lances.
HEROIC ABILITIES
Described below are a number of heroic abilities. All player ARCHMAGE
characters except mages get one heroic ability each at the ✦ Requirement: Any magic school 12
start of the game, and you can earn new ones as described ✦ Willpower Points: —
on page 29. Note that some heroic abilities require a Mages only. You can learn a new school of magic. For
minimum skill level. more information on how it works, see page 61. This
Some cost Willpower Points to activate, others do not. heroic ability can be selected multiple times – once for
Unless stated otherwise, it is possible to combine multiple each new school you want to learn.
abilities in the same action, e.g. Assassin and Dragon-
slayer, but you must pay the WP cost for each ability you
wish to use. ASSASSIN
Some heroic abilities require optional rules. If you are ✦ Requirement: Knives 12
playing without these optional rules, those heroic abilities ✦ Willpower Points: 3
should not be used. Your sneak attack (page 43) deals an extra D8 damage.
This heroic ability can be combined with the profession
ability Backstabbing. You activate this ability after you roll
to hit, but before you roll for damage.
C H A P T E R 3 – S kills
35
BACKSTABBING CONTORTIONIST
✦ Requirement: Knives 12 ✦ Requirement: Evade 12
✦ Willpower Points: 3 ✦ Willpower Points: 1
You can activate this ability when making a melee attack You escape from your shackles or squeeze through a
against an enemy that is also within 2 meters of another narrow space.
player character. Your attack then counts as a sneak attack,
which means it cannot be dodged or parried, you get a
boon to the roll, and the number of dice rolled for the DEFENSIVE
damage is increased by one (i.e. 2D8 instead of D8). This ✦ Requirement: Any melee weapon skill 12
ability can only be used with a Subtle weapon. Activating ✦ Willpower Points: 3
this ability does not count as an action. may attempte to parry an attack (page 46) without
consuming your action for the round.. The bonus parry
can be used at any time during the round. You may only
BATTLE CRY try to parry the same attack once. This ability can be used
✦ Requirement: — multiple times per round, as long as you have enough WP.
✦ Willpower Points: 3
You can, as an action in combat, let out a battle cry that
inspires your friends. All other player characters within
earshot immediately heal a condition of their choice (page
51). This heroic ability can only be used in combat.
BERSERKER
✦ Requirement: Any melee weapon skill 12
✦ Willpower Points: 3
You gain the Angry condition and immediately attack
the nearest opponent in melee combat. Then you must
keep fighting until all opponents within sight have been
defeated or you reach 0 HP. You gain a boon to melee
attacks, but can neither parry nor dodge. After the fight
you become Exhausted.
CATLIKE
✦ Requirement: Acrobatics 12
✦ Willpower Points: Varies
The number of D6 rolled for damage from a fall (page
53) decreases by one for each WP spent. You can first
make an ACROBATICS roll and then activate this heroic
ability.
COMPANION
✦ Requirement: Hunting & Fishing 12
✦ Willpower Points: 3
You can activate this ability to turn an animal (not a mon-
ster) into your companion. This takes a Stretch, and you
can only have one animal companion at a time. The GM
decides which animals are nearby – see the list on page
99. The animal follows you as long as you remain in its
natural environment, and it can scout for you at no addi-
tional WP cost. For 3 additional WP you can command
the animal to attack an enemy (free action for you).
C H A P T E R 3 – S kills
36
DEFLECT ARROW EAGLE EYE
✦ Requirement: Any melee weapon skill 12 ✦ Requirement: Awareness 12
✦ Willpower Points: 1 ✦ Willpower Points: 2
You can parry a ranged attack with a melee weapon, with- You can see a person or object up to 200 meters away in
out a shield. great detail, as if standing right next to it. The effect lasts
for one Stretch. In combat you can also shoot at a target
beyond the weapon’s effective range (page 49) without
DISGUISE getting a bane to your roll. This heroic ability must be
✦ Requirement: Bluffing 12 activated for each new target.
✦ Willpower Points: 2
You are a master of disguise and can easily assume the
appearance of others. After one Stretch’s work you can FAST FOOTWORK
assume another person’s looks, voice, and demeanor. The ✦ Requirement: Evade 12
person must be of the same kin as you. Anyone who ✦ Willpower Points: 3
knows the person and sees you from up to 10 meters You may attempte to dodge an attack (page 47) without
away can make an AWARENESS roll to see through your consuming your action for the round. The bonus dodge
disguise. can be performed at any time during the round. You may
only try to dodge the same attack once. This ability can
be used multiple times per round, as long as you have
DOUBLE SLASH enough WP.
✦ Requirement: Axes or Swords 12
✦ Willpower Points: 3
When wielding a slashing weapon, you can attack two FAST HEALER
enemies within 2 meters with a single slash. You only roll ✦ Requirement: —
for the attack once – if it succeeds, both enemies are hit. ✦ Willpower Points: 2
Your enemies can parry or dodge the attack individually. You heal an extra D6 HP during a Stretch rest. This heroic
Damage is rolled separately. This ability can be combined ability does not affect WP or conditions.
with Dual Wield.
FEARLESS
DRAGONSLAYER ✦ Requirement: —
✦ Requirement: Any weapon skill 12 ✦ Willpower Points: 2
✦ Willpower Points: 3 You automatically resist fear (page 52), without a
An attack aimed at a monster deals an additional D8 WIL roll.
damage. You activate this ability after you roll to hit, but
before you roll for damage. Read more about monsters in
chapter 7. FOCUSED
✦ Requirement: —
✦ Willpower Points: —
DUAL WIELD Your maximum number of Willpower Points is perma-
✦ Requirement: Any melee weapon skill 12 nently increased by 2. You can select this heroic ability
✦ Willpower Points: 3 multiple times, without limit.
This heroic ability can only be used if you wield a one-
handed weapon in each hand. The STR requirement of
the weapon in your off hand (you decide if it is right GUARDIAN
or left) increases by 3. You activate the ability on your ✦ Requirement: Axes, Hammers, or Swords 12
turn in combat and can then perform an extra attack ✦ Willpower Points: 2
with your second weapon. The second attack is done You do not hesitate to take a hit to protect your friends. If
with a bane. You decide in which order to use your two you and another player character are both within 2 meters
weapons. Finish the first attack, including damage, before of the same enemy and the enemy tries to attack the other
rolling the second one. This ability can be combined with character, you can activate this ability to force the enemy
Double Slash. to attack you instead. Using this ability can be done out of
turn and it does not count as an action.
C H A P T E R 3 – S kills
37
INSIGHT MASSIVE BLOW
✦ Requirement: Persuasion 12 ✦ Requirement: Any STR-based melee weapon skill 12
✦ Willpower Points: 2 ✦ Willpower Points: 3
If you talk a while with another person, you can roll A strike with a two-handed melee weapon inflicts D8 addi-
AWARENESS to determine whether that person is tell- tional points of damage, but you cannot move in the same
ing the truth. You cannot tell exactly what a person is round. You can activate this ability after the roll to hit, but
lying about. not if you moved.
C H A P T E R 3 – S kills
38
MASTER TANNER SEA LEGS
✦ Requirement: Crafting 12 ✦ Requirement: Swim 12
✦ Willpower Points: Varies ✦ Willpower Points: 1
This ability requires leatherworking tools. You can craft You can activate this ability (not an action) when perform-
one set of leather armor from the skin of an animal or ing an action in water, even if only waist deep. You are
a monster. The armor gets half the beast’s armor rating then safe from all negative effects of being in water (page
(rounded up), but always has at least 1. It takes one Shift 53) for one round, including the risk of drowning.
and the cost in WP is equal to the item’s armor rating.
THROWING ARM
MONSTER HUNTER ✦ Requirement: Any melee weapon skill 12
✦ Requirement: Beast Lore 12 ✦ Willpower Points: 2
✦ Willpower Points: 3 You can throw a melee weapon with tremendous force at
At a crossroads of some kind, you can activate this ability an enemy within your STR meters away. It must be a one-
to learn the direction of the most dangerous enemies. handed weapon. Roll the attack as normal. The enemy can
parry or dodge the attack as usual. The weapon lands at
the enemy’s feet.
MUSICIAN
✦ Requirement: Performance 12
✦ Willpower Points: 3 TREASURE HUNTER
Your beautiful voice instills courage in your friends or ✦ Requirement: Bartering 12
fear in your foes. Activating this ability (an action in ✦ Willpower Points: 3
combat) gives all allies within 10 meters a boon to all At a crossroads of some kind, you can activate this ability
rolls, or a bane to all enemies within the same range – to learn the direction of the greatest treasures.
choose one or the other. The effect lasts until your turn in
the next round.
Instruments: You can use instruments for the Music TWIN SHOT
ability. This can increase the ability’s range or reduce the ✦ Requirement: Bows 12
cost in WP. See page 75. ✦ Willpower Points: 3
By activating this ability when attacking with a bow (not
crossbow), you shoot two arrows instead of one. Roll just
PATHFINDER once to hit, with a bane. Damage is rolled separately. The
✦ Requirement: Bushcraft 12 arrows can be directed at the same target or two different
✦ Willpower Points: 1 targets.
You get a boon to your BUSHCRAFT roll when trying to
find the right direction in the wilderness.
VETERAN
✦ Requirement: Any weapon skill 12
QUARTERMASTER ✦ Willpower Points: 1
✦ Requirement: Bushcraft 12 Activating this ability at the start of a combat round allows
✦ Willpower Points: 1 you to retain your initiative card from the previous round
You are good at finding suitable campsites. You automati- instead of drawing a new one. Doing so does not count as
cally succeed at making camp during journeys (page 103). an action. For more information on combat and initiative,
see chapter 4.
ROBUST
✦ Requirement: — WEASEL
✦ Willpower Points: — ✦ Requirement: Evade 12
Your max HP increases by 2. This heroic ability can be ✦ Willpower Points: 3
selected multiple times, without limit. If you are attacked and have another creature (friend or
enemy, beyond the attacker) within 2 meters, you can
activate this ability to let the attack hit that creature instead
of you. This ability has no effect against area attacks.
C H A P T E R 3 – S kills
39
COMBAT & DAMAGE
ife as an adventurer is hard and often violent. In rough for your player character, sometimes even lethal.
Dragonbane you can run into wild beasts, malicious Before you enter combat, you should always ask yourself:
raiders, and demonic monsters. Combat can be is it worth it?
41
ACTIONS
& MOVEMENT
On your turn in the round, you can move and perform Free Actions: Drawing a weapon kept at hand, dropping
one action. You simply explain how you want to move and an item, dropping to the ground, getting up, or shouting
what action you want to perform. If necessary, you also a few words are all free actions. Free actions do not count
roll dice to see whether you succeed. as your action in the round and can be performed any
You decide whether to move before you act or vice number of times, but only on your turn.
versa. You can even use part of your movement, perform
your action, and then finish the movement.
REACTIONS
Some actions are not performed on your turn, but on the
ACTIONS opponent’s. These are called reactions and include things like
An action in combat can be many different things, but parrying or dodging attacks. This uses up your own turn in
the list below summarizes the most common ones. These the round, which means that you cannot perform a reaction
actions are described in detail later in this chapter. if you have already had your turn and performed an action.
Flip your initiative card after performing a reaction.
ACTIONS
An action in combat can be many different things, ✦ Equip/Unequip Armor/Helmet: Suits of armor
but the most common ones are summarized below. and helmets protect you from damage, but also
Rules for these actions can be found later in the restrict your movement.
chapter. ✦ First Aid: The HEALING skill is used to save the
life of someone who has had their HP reduced to
✦ Dash: This action doubles your movement rate in zero and is at risk of dying.
the round. ✦ Break Down Door: Doors can take a certain
✦ Melee Attack: These can be performed against amount of damage before they break down.
an enemy within 2 meters. Special attacks such ✦ Pick Lock: Picking a lock requires a SLEIGHT
as topple, disarm, grapple, and break also count OF HAND roll. Doing so without lockpicks gives
as actions. you a bane.
✦ Ranged Attack: Attacks with a ranged weapon ✦ Use Item: Use a potion or some other item
can be performed against enemies within the within 2 meters of you.
weapon’s Range. ✦ Activate Ability: Use an innate, profession, or
✦ Parry: Both melee and ranged attacks can be heroic ability. This counts as an action unless
parried, but the latter requires a shield. Parrying otherwise specified.
is a reaction that takes place outside your turn ✦ Cast Spell: In most cases, casting a spell counts
and replaces your regular action in the round. as an action. This includes magic tricks. Some
✦ Dodge: Dodging melee or ranged attacks is also spells are reactions and do not require an action,
a reaction while others are more time-consuming. For more
✦ Pick Up Item: Pick up an item from the ground on magic, see chapter 5.
within 2 meters, or from your Inventory.
42
FREE ACTIONS Door: Passing through a closed but unlocked door costs
half your movement in the round. If you cannot move
any further, you remain standing by the now open door. A
✦ Draw Weapon: Draw or put away a weapon
locked door must either be picked open or broken down.
kept at hand.
✦ Change Position: Throw yourself to the
Enemies: You cannot move past a standing enemy who
ground or get up.
wants to stop you. A humanoid creature of human size can
✦ Drop Item: Drop an item on the ground.
block an area of roughly 2×2 meters. Monsters can block
✦ Shout: Say or shout a few words.
larger areas. To move past an enemy who is blocking the
✦ Persuade: Encourage a player character
way, you must first bring it to the ground or reduce its HP
with zero HP to rally (page 50).
to zero. Friendly individuals can be passed without any
problem.
43
COMBAT MAPS
Combat can take place entirely in your imagination, As a rule, each square on the map can only be
with the GM describing the battlefield and speci- occupied by one person at a time, but it is possible to
fying the distance between combatants. However, pass through a square where a friendly combatant
grid maps are a useful tool in combat, as they can is positioned. Diagonal movements and attacks
be used to keep track of where everyone is. Each are allowed, but not if both squares you want to
square on the map usually represents an area of pass between are blocked or occupied by hostile
2×2 meters. opponents.
Doors, walls, and ascents are also shown on the You can use miniature figures to represent com-
map. Complete adventures for Dragonbane include batants on the map. This box includes a number of
maps of important sites. On the back of the large illustrated cardboard figures with plastic bases. You
map in this box is an empty grid which can be used can also use painted figures of plastic or metal. The
for all kinds of battlefields. only limit is your imagination!
Cramped: There is little space or a low ceiling. All melee Dimly Lit: Imposes a bane on all ranged attacks.
weapons except piercing weapons (page 73) and Subtle
weapons get a bane on all rolls.
MELEE COMBAT
To attack someone in melee, you generally must be within Long Weapons: An attack with a weapon with the Long
2 meters of your target. On the grid map you need to be feature (such as a long spear or lance) can hit enemies up
positioned in a square adjacent to the enemy (including to 4 meters away (two squares). With such a weapon it is
diagonally). When attacking in close combat, you use the also possible to attack past a friendly combatant and hit an
skill that covers the type of weapon you are wielding. enemy on the other side of that person.
DAMAGE TYPES
SHOVE
There are three types of damage: slashing,
If you hit an enemy with a melee attack and your piercing, and bludgeoning. The damage types
STR is equal to or higher than your opponent’s of various weapons are listed in the weapon
STR, you can choose to shove the enemy up to 2 tables in chapter 6. Some weapons, such as
meters in any direction (to an adjacent square, swords, can inflict both slashing damage and
if you are using a grid map) in addition to doing piercing damage – you must state whether
damage. This movement does not count toward you stab or slash before rolling the die. The
the enemy’s total movement in the round and damage type influences the effectiveness of
does not trigger free attacks from anyone. Mon- armor, and monsters can be resistant to cer-
sters cannot shove or be shoved. tain types of damage.
45
DEMON ROLL IN MELEE Reaction: Parrying is a reaction, as it breaks the initiative
order. It replaces your regular action, and you must imme-
If you roll a demon when attacking in melee
diately flip your initiative card. This means that you cannot
combat, you miss your target and cannot push
parry if you have already performed your action in the
the roll. You might also suffer an additional
round (but see the heroic ability Defensive).
mishap. Roll on the table below. If the result is
Durability: If your parry succeeds, the enemy’s attack hits
unreasonable, the GM decides the effect.
your weapon or shield, and you suffer no damage. How-
ever, if the damage exceeds your weapon’s Durability, the
weapon is damaged and cannot be used until it is repaired
with a CRAFTING roll.
D6 EFFECT
Shield: If you carry a shield, you can parry with it instead
1 You drop your weapon at your feet. Picking it up of your weapon, giving you a boon to the roll.There is
is an action. no skill for shields – instead you can use any STR-based
2 You expose yourself to the enemy, who gets a
melee skill (i.e. any of them except KNIVES and STAVES)
free attack (page 43) that cannot be dodged or
to parry with a shield.
parried.
Piercing Damage: Piercing attacks can never damage a
3 Your weapon cuts so deep into an object that parrying weapon or shield.
it gets stuck. Pulling it free requires a STR roll
(counts as an action) Monsters: As a rule, monster attacks (page 83) cannot
4 You accidentally toss your weapon D3+3 meters. be parried, unless otherwise specified.
To pick it up you must move and then perform an
action.
PARRY MOVEMENT
5 You slam your weapon into something hard and
damage it. Any use of the weapon gets a bane
When successfully parrying an attack, you can
until it is repaired by an artisan.
move both yourself and the enemy 2 meters
6 You hit yourself by mistake. Roll for damage as (one square) in any direction. These move-
usual, but without any damage bonus. ments follow the usual rules, but do not count
toward anyone’s movement in the round and
trigger no free attacks from anyone.
PARRYING
When hit by an attack in close combat, you can choose
to parry the attack with your weapon or shield. You must
declare that you are going to parry before the attacker rolls
for damage. You cannot parry unarmed. It is also impos- Rolling a Dragon when Parrying
sible to both parry and dodge the same attack. When If you roll a dragon when parrying, you immediately per-
parrying, you roll against your Skill Level for the weapon. form a counterattack on your opponent – an automatic hit
You can parry while prone. with your weapon that cannot be dodged or parried. This
does not apply if the attacker rolled a dragon as well – in
that case you need a dragon just to parry, and do not get a
counterattack.
46
DODGING Reaction: Dodging is a reaction and, like parrying,
As an alternative to parrying, you can try to dodge when requires that you have not already performed your action
hit by an attack. You cannot parry and dodge the same in the round. Once you have dodged, your action in the
attack – you must choose one or the other. You can dodge round is spent and you must flip your initiative card.
while prone. You must declare that you are dodging before
your opponent rolls for damage. Roll for EVADE – on Movement: On a successful dodge you may, if you want,
success you evade the attack and take no damage. On a move up to 2 meters in any direction before you fall. This
failure, you are hit by the attack. movement does not trigger free attacks from anyone.
47
SPECIAL ATTACKS
In addition to simply trying to hit the enemy, there be dodged or parried. If the enemy is holding the
are a few special attacks that you can use. You weapon with both hands, you get a bane. If you
must always declare that you are using a special succeed, the weapon lands D6 meters away in a
attack before rolling the attack. direction of your choice. Picking up a weapon from
the ground is an action. Disarm does not work on
Find Weak Spot: If your weapon is piercing, you shields or natural weapons.
can try to find a gap in the enemy’s armor or natu-
ral armor. You get a bane on the attack, but if it hits, Grapple: You try to grapple a humanoid enemy
the enemy counts as armorless. instead of inflicting damage. This is handled with
an opposed roll between your BRAWLING and the
Topple: You try to topple an enemy to the ground enemy’s BRAWLING. The attack counts as an action
instead of inflicting damage. This is handled with an for you, but not for your opponent. It cannot be
opposed roll between your skill level in the weapon dodged or parried.
you are using and the enemy’s EVADE. If your If your attempt fails, you fall to the ground. If
weapon has the toppling feature, you get a boon. it succeeds, both of you fall to the ground and
The attack counts as an action for you, but not for the enemy is trapped in your grip. As long as you
your opponent. It cannot be dodged or parried. maintain your grip the enemy can neither move nor
An effective way of using this special attack perform any action that requires body movement,
is to work together with another person – if you except trying to break free. Doing so is an opposed
topple the opponent, your friend can attack the roll between your BRAWLING and the enemy’s
prone enemy before they can get up. BRAWLING. The roll is a free action for the enemy,
but not for you.
Disarm: You try to disarm your enemy instead of While maintaining your grip, you are also
inflicting damage. This is handled with an opposed unable to move or perform any action that requires
roll between your and the enemy’s skill level in the body movement, except break – this counts as an
weapons you are using. The attack counts as an unarmed attack with a boon that cannot be dodged
action for you, but not for your opponent. It cannot or parried. Releasing the enemy is a free action.
MELEE TACTICS
To be successful in melee combat it is important to increase your ability to defend yourself against mul-
realize that your most precious resource is your tiple opponents.
actions – you only get one per round, including reac- In single combat against an opponent as pow-
tions such as dodging or parrying. erful as yourself, it may be wise to wait and let the
If several player characters are fighting together, enemy strike first. If their attack misses you do not
it is often very effective to focus on the same need to parry or dodge, and can then perform your
enemy, as that person can only parry or dodge once, own attack while the enemy is unable to protect
which leaves them vulnerable to multiple attacks. themselves. The drawback is that you surrender the
But always remember that you too are exposed to initiative to your enemy, who may choose a com-
attacks after performing your action. The heroic pletely different action than you expected.
abilities Defensive and Quick Reflexes significantly
48
RANGED COMBAT
When attacking someone with a ranged weapon, you Damage Bonus: You get a damage bonus for ranged
should preferably be positioned over 2 meters from your weapons, just as in melee. But note that crossbows do not
target (i.e. not in an adjacent square on the map). Standing give you a damage bonus.
2 meters away or less gives you a bane on your attack. Roll
against the skill for the weapon you are using. For throw- Range: The weapon tables on pages 74–75 specify
ing weapons, use the same skill as for melee attacks (such the range of various weapons – that is, the maximum
as KNIVES or SPEARS). If the attack hits, the weapon distance (in meters) at which the weapon can be used
determines which die you should roll to see how much effectively. You can fire at targets up to twice the listed
damage it inflicts. The damage can be increased by damage range, but then you get a bane.
bonus and a dragon roll, and decreased by armor.
CRITICAL HIT
DEMON ROLL IN RANGED COMBAT Rolling a dragon when performing a ranged attack results
in a critical hit, which means that it can only be dodged if
If you roll a demon when performing a ranged
the opponent also rolls a dragon. You may also choose one
attack, you miss your target and cannot push
of the following effects:
the roll. You may also suffer an additional
mishap. Roll on the table below. ✦ Your weapon’s damage is doubled, excluding the
damage bonus. Roll twice as many dice as normal and
add them up. For example, a critical hit with a longbow
inflicts 2D12 damage.
✦ Armor and natural armor have no effect against the
attack, as it hits a gap or weak spot. This effect can
D6 EFFECT
only be chosen if the attack deals piercing damage
1 You drop your weapon at your feet. Picking it up (optional rule).
is an action.
2 You run out of arrows and must get more before
you can use the weapon again. Re-roll for sling or PARRY & DODGE
throwing weapons. Parrying a ranged attack requires a shield. It works the
same way as in melee combat, except that rolling a dragon
3 You hit a valuable or important item nearby. The
does not give you a counterattack. You can dodge ranged
GM decides what it is.
attacks just like melee attacks.
4 You break your weapon. Any use of the weapon
gets a bane until it is repaired by an artisan.
5 You accidentally hit a random player character or
OBSCURED TARGETS
friendly NPC. Roll for damage as usual, including If your view of the target is partially obscured by an object
damage bonus. or person, no matter if it is a friend or foe, you get a bane
on your attack. On a grid map you can shoot past a person
6 You hit yourself by mistake. Roll for damage as standing between you and your target, but with a bane. If
usual, but without damage bonus. the target is completely out of sight, perhaps hiding behind
a wall, you cannot shoot it at all. If you are playing without
a map, the GM decides whether your line of sight is par-
tially or completely blocked.
49
DAMAGE
Life as an adventurer is hard and risky. The rewards may DAMAGE TYPES & ARMOR
be great, but the only thing you know for sure is that
you will suffer all sorts of damage along the way. Taking
If the optional rule for damage types (page
damage reduces your hit points (HP).
45) is used, the following rules apply:
50
SEVERE INJURIES
If you have been reduced to zero HP but survived, The healing time is halved if you rest and get med-
you risk severe injuries that can take a long time ical care for at least a Shift per day from a person
to heal and even have permanent effects. Make a who makes a HEALING roll. Skill levels that are
roll against CON. If you fail, roll on the table below. reduced by permanent injuries can be re-learned.
1–2 Broken nose You get a bane on all AWARENESS rolls. Healing time: D6 days.
3–4 Scarred face Bane on all PERFORMANCE and PERSUASION rolls. Healing time: 2D6 days.
5–6 Teeth knocked Your PERFORMANCE and PERSUASION skills levels are permanently reduced by 2
out ( to a minimum of 3).
7–8 Broken ribs Bane on all skills based on STR or AGL. Healing time: D6 days.
9–10 Concussion Bane on all skills based on INT. Healing time: D6 days.
11–12 Deep wounds Bane on all skills based on STR or AGL, and every roll against such skill inflicts D6
points of damage. Healing time: 2D6 days.
13 Broken leg Your movement rate is halved. Healing time: 3D6 days.
14 Broken arm You cannot use two-handed weapon, nor dual wield, and get a bane on all other actions
normally using both arms, such as climbing. Healing time: 3D6 days.
15 Severed toe Movement rate permanently reduced by 2 (to a minimum of 4).
16 Severed finger Your skill levels in all weapon skills are permanently reduced by 1 (to a minimum of 3).
17 Gouged eye Your skill level in SPOT HIDDEN is permanently reduced by 2 (to a minimum of 3).
18 Nightmares Roll to resist fear (page 52) each Shift you sleep. If you fail, the Shift doesn’t count as
slept. Healing time: 2D6 days.
19 Changed Randomly generate a new motivation (page 26).
personality
20 Amnesia You cannot remember who you or the other player characters are. The effect must be
roleplayed. Healing time: D6 days.
CONDITIONS
In this game you can suffer six different conditions. Each get it. You can suffer conditions in other ways as well, for
condition gives you a bane on all rolls against a certain example because of monster attacks or spells.
attribute and skill rolls based on that attribute:
Multiple Conditions: If you suffer a condition that you
✦ Exhausted– STR ✦ Angry– INT already have, you must choose another condition. If you
✦ Sickly– CON ✦ Scared– WIL have all six conditions, you cannot get additional ones
✦ Dazed– AGL ✦ Disheartened– CHA and may no longer push your rolls. Conditions you get for
other reasons instead cost you D6 WP.
Suffering a Condition: The most common way to suffer
conditions is to push your roll (optional rule, page 32). Healing Conditions: You can heal one condition of your
You must then choose a condition and describe how you choice during a Stretch rest. A Shift rest heals all conditions.
51
HEALING & RESTING
Lost HP and WP are recovered by resting. There are two dramatic interrupts your rest, the effects are lost. You can only
kinds of rest – the Stretch rest and the Shift rest. While recover HP, WP and conditions through a Stretch rest once
resting, you cannot perform any actions that require die per Shift, even if you take more damage or spend more WP.
rolls or WP.
Shift Rest: A Shift rest lasts one full Shift and can only
Stretch Rest: A short rest that only lasts one Stretch. take place in a safe location where there are no enemies
During a Stretch rest you heal D6 HP, or 2D6 HP if some- nearby. During a Shift rest you recover all your lost HP
one else is tending to you and succeeds with a HEALING and WP and heal all conditions. If a Shift rest is inter-
roll. The caregiver cannot rest during the same Stretch and rupted by combat or hard work, it counts as a Stretch rest.
can only heal one person during the rest.
During a Stretch rest you also recover 2D6 Willpower Magic: Spells can allow you to heal HP more quickly
Points and heal a condition of your choice. If something than usual.
OTHER HAZARDS
DARKNESS When struck by a fear attack you must immediately
In complete darkness you cannot dash (page 43) or hit make a roll against WIL. The roll can be pushed (optional
enemies with ranged attacks. To attack an enemy in melee rule) and does not count as an action. Particularly fright-
combat, you must first make an AWARENESS roll (not an ening events can give you a bane on the roll. If the WIL
action). roll fails, you must roll on the fear table on the next page.
Paralyzing Poison
FEAR ✦ Full Effect: You become Exhausted and must make
There are many horrifying beasts lurking in the ruins a CON roll each turn (not an action). If it fails, you
and forests of Dragonbane. Such creatures can perform can neither move nor perform actions (not even free
so-called fear attacks. Fear attacks can also be triggered by actions) that round. The effect wears off after one
magic and other terrifying experiences. Stretch or if you are given an antidote.
✦ Limited Effect: You become Exhausted.
52
FEAR TABLE
D8 EFFECT
1 Enfeebled. The fear drains your energy and determination. You lose 2D6 WP (to a minimum of
zero) and become Disheartened.
2 Shaken. You suffer the Scared condition.
3 Panting. The intense fear leaves you out of breath and makes you Exhausted.
4 Pale. Your face turns white as a sheet. You and all player characters within 10 meters and in sight of
you become Scared.
5 Scream. You scream in horror, which causes all player characters who hear the sound to immediately
suffer a fear attack as well. Each person only ever needs to make one WIL roll to resist the same fear
attack.
6 Rage. Your fear turns to anger, and you are forced to attack its source on your next turn – in melee
combat if possible. You also become Angry.
7 Paralyzed. You are petrified with terror and unable to move. You cannot perform any action or move-
ment on your next turn. Make another WIL roll on each subsequent turn (not an action) to break the
paralysis.
8 Wild Panic. In a fit of utter panic, you flee the scene as fast as you can. On your next turn you must
dash away from the source of your fear. Make another WIL roll on each subsequent turn (not an action)
to stop running and act normally again.
53
HUNGER On failure you lose D6 HP and D6 WP, and can no
You must eat at least one ration of food (page 103) per longer heal these or conditions except through magic. You
day. After one day without food you become famished must then keep making rolls to withstand the cold, with
and cannot heal HP, WP, or conditions except through the same effect if you fail. If you reach zero HP while cold,
magic. You also take one point of damage per day that you you die when it is time for the next roll. Only when you get
haven’t eaten. If you reach zero HP while famished, you warm, if only by a campfire, can you stop making rolls and
die from starvation after one day. Once you have eaten a heal normally again.
ration of food you are no longer famished and can heal
normally again.
SLEEP DEPRIVATION
You need at least one Shift of uninterrupted sleep every
COLD day. You cannot sleep in armor. After three Shifts without
When the cold is bitter and you do not have enough shelter sleep you can no longer heal WP or conditions. You heal
(according to the GM), you must roll BUSHCRAFT reg- HP as usual. You also lose D6 WP each Shift you remain
ularly. You usually roll once per Shift, but in extreme cold awake. If you reach zero WP while suffering from sleep
you may have to roll every Stretch or even every round. If deprivation, you collapse and sleep for at least one Shift,
you don’t have a blanket, you get a bane to the roll, while a and cannot be woken. Once you have slept at least one
fur gives you a boon. Shift, you can heal WP and conditions normally again.
54
RIDING ANIMALS
A loyal horse or some other mount is a great asset to any Combat: In order to fight on horseback, your mount must
adventurer. Different types of pack animals and riding be combat trained. You may then move at your mount’s
animals are listed on page 81, and their stats are found movement rate instead of your own. On horseback you
on page 99. fight as usual, but all attacks and parries use the lowest of
your RIDING skill and the weapon skill. Also, RIDING
Saddlebags: The Gear lists specify how many units of replaces EVADE when horseback. If you don’t have a
weight the animal can carry. saddle, all rolls get a bane. Enemies attacking you must
choose whether they target you or your mount. Melee
Movement: While mounted you travel twice as fast as attacks from the ground get a bane against you.
on foot – roughly 30 kilometers per Shift (page 7).
All player characters are assumed to be able to get up on a Damage: Mounts heal HP just like player characters. A
horse and ride slowly, but for more advanced maneuvers a mount that reaches zero HP does not make death rolls, but
roll for RIDING is required. simply dies.
IMPROVISED
WEAPONS
Battles are sometimes fought in places where things in At the start of combat, the GM can draw D3 cards to
the environment can be used in combat – as weapons, for see which improvised weapons are available – or simply
protection, or for movement. These improvised weapons decide for themselves. The GM can mark an improvised
can be lots of different things, but what they all have in weapon’s exact location on the map, or say that it is avail-
common is that they normally can only be used once, after able anywhere in the area. The playing cards are placed
which they are consumed. Using an improvised weapon is on the table where everyone can see them. Once used, an
an action and can be combined with movement. improvised weapon is consumed and the card is removed.
Examples of improvised weapons can be found on Complete adventures can feature new and unique
playing cards in this box. improvised weapons that are connected to a certain adven-
ture site.
55
MAGIC
ome call magic a gift from the dragons, others a guide the mage who wields it, but the reality is that magic
curse from the demons, and still others call it the is a basic force of nature that exists throughout the physical
blessing of the gods or spirits. And it is true that world as well as beyond it. Gods and demons, dragons and
dragons, demons, gods, and spirits influence magic and can spirits – they are all equally dependent on magic.
SCHOOLS OF MAGIC
Exploring magic is as much art as it is science. There are ELEMENTALISM
different schools of magic, each with a unique view on According to elementalists, all things in the universe
what magic is and how it works. There are said to be more consist of four elements: wind, water, earth, and fire in
magic schools in the world of Dragonbane, even necro- different combinations. The mind and spirit are associated
mancy and other dark arts, but the three below are the with wind. Adaptability and creativity are linked to water.
only ones available to player characters in the core game. Action and energy are linked to fire, and steadfastness and
determination are properties of the element earth.
Skills: Each school of magic is a separate secondary skill.
As a newly created mage you may select one school as a
trained skill (based on INT). You don’t get a base chance in MENTALISM
magic schools that you are not trained in, even as a mage. Mentalists believe that your mind and body are the center
You can learn additional schools of magic during the game of the universe. By focusing and training your mind,
(page 61). you gain control of your body and the magic that flows
through it and the world.
ANIMISM
The world is alive. It is full of spirits and gods, and all GENERAL MAGIC
things have a soul. Like nature itself, spirits and gods General magic is not a school, but a collection of general
are neither good nor evil. They may not be omnipotent, spells. You can learn general spells no matter which school
but they possess great power and should be treated with of magic you subscribe to.
respect. If you speak to them in the right way, they may
lend power to your animist magic.
SPELLS
The formulas mages use to influence and alter the world SPELLS IN MEMORY
are called spells. Many spells are described later in this Spells are complicated, and the maximum number of
chapter. You either know a spell or you do not. You do not spells you can hold in your memory at the same time is
have skill levels in individual spells, only in the school. You equal to your base chance in INT (page 25). If your
hold your spells in your memory or grimoire. memory is full and you want to store another spell, you
must forget one of the previous ones. Memorizing new
spells from a grimoire, no matter how many, takes a Shift.
RANK It can be done during a Shift rest (page 52). Mark the
Spells are divided into ranks, which indicate how complex spells currently held in your memory with an X on your
and powerful they are. As a mage you start the game with character sheet.
only rank 1 spells, but you can learn higher rank spells
during the game.
C H A P T E R 5 – M agic
57
GRIMOIRE these simple spells train their minds to handle magical
Most mages have a grimoire, and newly created mages power. Each school has its own magic tricks. The limit on
automatically get one. In the grimoire, you record all the memorized spells (above) does not apply to magic tricks.
spells you know. You can hold an unlimited number of magic tricks in
Once you have learned more spells than can be held in your memory.
memory, your grimoire becomes crucial. In an emergency
you can cast spells directly from the grimoire, but it takes
twice as long as normal (see below). NEWLY CREATED MAGE
Grimoires from other mages are also an effective way
to learn new spells, should you not have a teacher. Read As a newly created mage you may select three
more about learning new magic on page 61. rank 1 spells and three magic tricks to start the
game with. They must be chosen from your
school of magic or general magic. You also get a
MAGIC TRICKS
grimoire where all your spells are recorded.
So-called magic tricks are minor, relatively harmless
spells. They are often the first thing a mage learns, as
CASTING SPELLS
To cast a spell you must spend Willpower Points (WP) MAGIC AND IRON
and roll against your skill level in the relevant school. Iron has an anti-magical effect, which means that you
Any school can be used to cast general spells. If the roll cannot use magic while in direct contact with iron or steel,
succeeds, the spell has the intended effect, as per its except for tiny items.
description. Otherwise, it has no effect. You can push the
roll if this optional rule is used. Magic tricks succeed auto-
matically and always cost 1 WP. REQUIREMENTS
To cast a spell, you must fulfill one or more requirements
Zero Wp: Some spells can drain WP from another person. which are specified in the description of each spell.
Hitting zero WP has no other effect than prohibiting the
use of abilities that require WP. ✦ Word: The spell is activated with a chant or
power word.
✦ Gesture: The spell is activated by making specific
POWER LEVEL hand movements.
The power level of a spell indicates how much power you ✦ Focus: The spell is activated with an item held in your
charge it with. The power level ranges from 1 to 3. Casting hand, such as a wand, crystal ball, or amulet.
a spell costs 2 WP per power level. In other words, normal ✦ Ingredient: The spell is activated using a certain
spells always cost at least 2 WP, and magic tricks always ingredient, which is consumed in the process.
cost 1 WP. Some spells do not use power level – these
always cost 2 WP. Some spells have multiple requirements. You cannot cast a
spell unless all its requirements are fulfilled.
Power from the Body: If you have zero WP left, you can
draw power from your body if need be. But this is harmful,
potentially even lethal. Roll a die of your choice (D4, D6, D8, CASTING TIME
D10, D12, or D20) before casting the spell – the result indi- Unless otherwise stated, casting a spell always counts as an
cates how many WP you gain and must use straight away, action in combat. However, there are reaction spells which
but you also take the same amount of damage. WP not used are performed outside your own turn. Unlike other reac-
immediately are lost. The damage is applied after the spell is tions in combat, such as parrying and dodging, reaction
cast. Power from the body cannot be used for healing spells. spells do not replace your regular action in the round. This
C H A P T E R 5 – M agic
58
means that you can cast as many of them as you want, if DURATION
you have enough WP. There are also rituals, which take a Each spell specifies the duration of its effect.
Stretch or even a Shift to perform.
✦ Instant: The effect occurs instantly and has no last-
Grimoire: Casting a spell from a grimoire instead of your ing effect.
memory takes twice as long, which means that you must ✦ Round: The effect lasts until your turn in the
spend an extra round, Stretch, or Shift on preparations. next round.
Make the roll when the spell is completed. Reaction spells ✦ Stretch: The effect lasts one Stretch.
cannot be cast from a grimoire. ✦ Shift: The effect lasts until the end of the current Shift.
✦ Concentration: The effect ceases if you perform
another action, take damage, or fail a WIL roll for
RANGE resisting fear. If you are interrupted by a sudden distur-
Each spell has a maximum range. Unlike ranged weapons, bance, such as a sound, you must make a WIL roll (not
spells cannot be used on targets outside their specified an action) to maintain your concentration.
range. Personal range means that the spell only affects the
person casting it.
FAILURE, DRAGONS AND DEMONS
Area of Effect: Some spells affect an entire area. That area If the roll for casting a spell fails, the spell has no effect,
is called the area of effect. Unless stated otherwise, the area but you still spend your WP. You are free to describe how
of effect always starts at the mage casting the spell. the failure manifests itself in the story, as long as it has no
Area of effect spells can generally be dodged, but not mechanical effect.
parried. You can exempt one or more targets within the
area from the spell’s effects, but you then get a bane on Rolling a Dragon: Rolling a Dragon when you cast a spell
the roll. means that your target must roll a dragon to resist, parry,
or dodge the spell, and that you may choose one of the
Sphere: If the range is described as sphere, the spell affects following effects:
all targets within the chosen area except the mage themself.
✦ The damage or range of the spell is doubled.
Cone: If the range is described as cone, the spell affects ✦ The spell does not cost any WP.
all targets within a cone-shaped area whose width at any ✦ You can immediately cast another spell, but get a bane
given point equals the distance from the source of the spell. on the roll.
The range indicates the length of the cone.
Rolling a Demon: If you roll a Demon, you cannot push
the roll. There is also a risk of something going terribly
MAGIC ITEMS wrong – see the optional rule for magical mishaps below.
C H A P T E R 5 – M agic
59
MAGICAL MISHAPS
D20 MAGICAL MISHAP
3 The energies take a toll on your body and make you Sickly.
4 You lose control of the spell, which makes you very Angry.
5 The spell subjects you to demonic visions that leave you Scared.
6 You see the world beyond the veil and realize your own insignificance. You feel Disheartened.
7 The magic ravages your body, inflicting D6 damage per power level.
8 The spell drains your willpower and you lose D6 WP per power level.
9 The spell gives rise to a magical disease with Virulence 3D6. You and everyone you come into
contact with during the next Shift are exposed to the disease.
10 Another random spell of yours is activated instead of the one you cast, with the same target
and power level.
11 You vomit a frog the moment you tell a lie. Roll D4 every morning. On a 1, the effect wears off. It
can also be lifted with DISPEL.
12 Any gold or silver you touch withers into dust. Roll D4 every morning. On a 1, the effect wears
off. It can also be lifted with DISPEL.
13 The spell blinds you, and you act as if in total darkness (page 52). Roll D4 every morning. On
a 1, you recover. The effect can also be lifted with DISPEL.
14 You are struck by amnesia and forget who you and the other player characters are. The effect
must be roleplayed. Roll D4 every morning. On a 1, your memory returns.
15 The spell also affects a friend or other unintended victim. A healing or helping spell affects an
enemy.
16 The spell backfires. An offensive spell affects you instead of the intended target. A protecting
or healing spell inflicts damage instead.
17 You turn into an animal. Roll D6. 1: cat, 2: fox, 3: goat, 4: wolf, 5: deer, 6: bear. Roll a D4 every
morning. On a 1, you revert back to human form.
18 You become one category younger, for example from Adult to Young. Your attributes and
derived ratings change as per the table on page 24, but your skill levels do not. If you were
already young, you turn into a child with −2 STR and CON, to a minimum of 3. The effect is per-
manent and you age normally from your new age.
19 You become one category older, for example from Adult to Old. Your attributes and derived
ratings change as per the table on page 24, but your skill levels do not. If you were already
old, you become very frail and get −2 STR and CON. The effect is permanent and you age nor-
mally from your new age.
20 Your magic attracts a demon (page 85) from another dimension. The demon shows up within
the next Shift and attacks or causes some kind of trouble. The details are up to the GM.
C H A P T E R 5 – M agic
60
LEARNING MAGIC
You can learn new spells from a teacher or grimoire. You Grimoires: If you are lucky, you can find spells in other
must have a skill level in the relevant school of magic, or mages’ grimoires. You can learn them on your own. This
any school of magic for general spells. works the same way as with a teacher, but you roll against
LANGUAGES instead of INT, without the boon.
Prerequisites: Some spells have a prerequisite that must
be met in order to learn them. It is usually a school of Magic Tricks: Magic tricks are easier to learn than real
magic or knowing another spell. spells. It takes one Stretch to learn a new trick from a teacher
or grimoire. No Advancement Mark or roll is required.
Teachers: The easiest (but often most expensive) way to
learn a spell is from a teacher who already knows it. The Schools of Magic: You can learn additional schools of
lesson takes one Shift, but you cannot activate the new magic by first acquiring the heroic ability Multi Mage
spell until the end of the game session. You must then use (page 35), and then studying under a teacher with a skill
an Advancement Mark (page 65) for the school to learn level in the school for at least a week. At the end of the
the new spell instead of trying to increase your skill level week you make a roll against INT. On a success you get
in the school. Make a roll against INT, with a boon. On your base chance (INT) as the skill level in the school. On
success you learn the spell, otherwise you do not. failure you may try again after another week of study.
SPELL LIST
The following pages list all magic tricks and spells in the by the three schools of Animism, Elementalism, and
Dragonbane core game. First up is General Magic, followed Mentalism.
GENERAL MAGIC
MAGIC TRICKS Sense Magic: You can sense whether the place you are in,
Fetch: You make a loose object (no heavier than weight 1) or an item you are holding, is affected by magic – and if so,
within 10 meters float to you. what kind of magic.
C H A P T E R 5 – M agic
61
PROTECTOR MAGIC SEAL
✦ Rank: 1 ✦ Rank: 4
✦ Prerequisite: Any School of Magic ✦ Prerequisite: TRANSFER
✦ Requirement: Gesture, ingredient (something to ✦ Requirement: Word, gesture
draw with) ✦ Casting Time: Shift
✦ Casting Time: Action ✦ Range: Touch
✦ Range: Touch ✦ Duration: Permanent
✦ Duration: Shift You bind a spell to an inanimate object of your choice. The
You protect a person or place (no larger than a human) power level of MAGIC SEAL determines the power level of
from magic. The power level of all spells cast at the person the bound spell. Binding a magic trick requires power level
or place is reduced by the power level in PROTECTOR. 1. When casting MAGIC SEAL you also decide how the
You can also use the spell to protect against magical attacks bound spell is activated. When that happens, the spell uses
from monsters (page 83). In that case, each power level WP from the person activating it. If this person cannot or
reduces the number of dice rolled for damage by 1. will not spend their WP, the spell is not activated. MAGIC
SEAL can be combined with CHARGE to give the object
its own WP to use. The two rituals must then be per-
MAGIC SHIELD formed consecutively. Activating a bound spell dissolves
✦ Rank: 2 the MAGIC SEAL, unless the MAGIC SEAL is combined
✦ Prerequisite: PROTECTOR or DISPEL with PERMANENCE (below).
✦ Requirement: Gesture
✦ Casting Time: Reaction
✦ Range: 10 meters CHARGE
✦ Duration: Instant ✦ Rank: 4
You interfere with a spell cast by another mage. This spell ✦ Prerequisite: TRANSFER
is a reaction and breaks the initiative order of combat, but ✦ Requirement: Word, gesture
does not replace your action in the round. You cast it after ✦ Casting Time: Stretch
your opponent’s roll to succeed, but before any roll for ✦ Range: Touch
damage or other effect. If it succeeds, the power level of ✦ Duration: Shift
your opponent’s spell decreases by the power level of your You transfer your WP to an inanimate object of your
MAGIC SHIELD. If the result is zero or less, your oppo- choice, which acts as a battery. Each power level lets you
nent’s spell has no effect at all. You can also use the spell to transfer up to 5 WP. Anyone in contact with the object
stop magical attacks from monsters (page 83). In that can then use its WP instead of their own. After one Shift,
case, each power level reduces the number of dice rolled the charged WP dissipate, unless combined with PERMA-
for damage by 1. NENCE. CHARGE can also be combined with MAGIC
SEAL (see above).
TRANSFER
✦ Rank: 3 PERMANENCE
✦ Prerequisite: MAGIC SHIELD ✦ Rank: 5
✦ Requirement: Gesture ✦ Prerequisite: MAGIC SEAL
✦ Casting Time: Action ✦ Requirement: Word, gesture
✦ Range: Touch ✦ Casting Time: Shift
✦ Duration: Instant ✦ Range: Touch
You can steal WP from other humanoid creatures or ✦ Duration: Permanent
transfer your WP to someone else. You can give or take as This ritual is combined with another spell and makes it
many WP as you want, which means that this spell does permanent. The power level of PERMANENCE must be
not have power levels the way other spells do. You can equal to that of the spell being made permanent. PERMA-
never exceed your max WP. If the other person refuses the NENCE cannot be added to spells with instant duration. If
transfer, the spell is rolled with an opposed roll against the PERMANENCE is combined with MAGIC SEAL, the latter
victim’s WIL. becomes permanent and the bound spell can be activated
any number of times.
C H A P T E R 5 – M agic
62
ANIMISM
MAGIC TRICKS ✦ Casting Time: Stretch
Birdsong: You are surrounded by lovely birdsong for one ✦ Range: 2 meters
Stretch. The birds give you a boon to AWARENESS. This ✦ Duration: Instant
trick only works outdoors. This spell lets you talk to a bird or mammal. You can ask
a number of questions equal to the power level. Animals
Clean: The room you are in is cleaned. All dust and dirt can tell you what they have seen, heard, or smelled – but
disappear, and the room is put in order. they do not perceive the world as humanoids do, and their
answers are hard to interpret. The main advantage is that
Cook Food: You automatically succeed at cooking food they never lie.
(page 103) without a BUSHCRAFT roll, and it happens
instantly (one action).
BANISH
Floral Trail: Beautiful flowers sprout where you walk. The ✦ Rank: 1
flowers wither after a Shift. ✦ Prerequisite: Animism
✦ Requirement: Word, gesture, focus (holy symbol)
Hairstyle: You change the color, length, and style of your ✦ Casting Time: Action
hair as you see fit. In some situations this can give you a ✦ Range: 10 meters (sphere)
boon to BLUFFING and PERSUASION rolls. ✦ Duration: Stretch
Demons and undead rising from their graves are a
violation of the natural order and must be stopped. This
ANIMAL WHISPERER spell makes it impossible for demons and undead to
✦ Rank: 1 come within 10 meters of you. If they are already closer
✦ Prerequisite: Animism than that, they must move away from you with their next
✦ Requirement: Word movement.
C H A P T E R 5 – M agic
63
ENSNARING ROOTS You call upon the spirits of the forest who quickly make
✦ Rank: 1 thickets of thorns and roots shoot up from the ground in
✦ Prerequisite: Animism the area of effect. The area counts as rough terrain (page
✦ Requirement: Gesture, ingredient (branches or 44), and everyone except yourself (not monsters) who is
roots nearby) in the area of effect when you cast the spell is ensnared by
✦ Casting Time: Action roots and branches, unable to move. Breaking free requires
✦ Range: 10 meters a STR roll – with a boon at power level 1, normally at
✦ Duration: Shift power level 2, and with a bane at power level 3. Each
The victim is ensnared by roots and branches and is unable attempt counts as an action in combat. Only one attempt
to move. Breaking free requires a STR roll – with a boon at is allowed per round. Other people who are not ensnared
power level 1, normally at power level 2, and with a bane at can help.
power level 3. Each attempt counts as an action in combat.
Only one attempt is allowed per round, but others can help.
The spell does not work on monsters. LIGHTNING BOLT
✦ Rank: 2
✦ Prerequisite: LIGHTNING FLASH
LIGHTNING FLASH ✦ Requirement: Gesture
✦ Rank: 1 ✦ Casting Time: Action
✦ Prerequisite: Animism ✦ Range: 40 meters
✦ Requirement: Gesture ✦ Duration: Instant
✦ Casting Time: Action You call down a great bolt of lightning on a target, who
✦ Range: 30 meters suffers 2D8 damage. The bolt continues to another random
✦ Duration: Instant target within 2 meters of the target, inflicting 2D6 damage,
You call down a flash of lightning from the sky. If the spell and then to a third target within 2 meters, who suffers 2D4
is cast successfully, the target takes 2D6 damage. The damage. Each power level beyond the first increases the
lightning flash continues to another random target within number of dice rolled for damage by 1. Metal armor has no
2 meters of the target, inflicting 2D4 damage. Each power effect. Indoors, the power level is reduced by one.
level beyond the first increases the number of dice rolled
for damage by 1 (e.g., 3D6 and 3D4 respectively at power
level 2). Metal armor has no effect. Indoors, the power HEAL WOUND
level is reduced by one. ✦ Rank: 2
✦ Prerequisite: TREAT WOUND
✦ Requirement: Word
TREAT WOUND ✦ Casting Time: Action
✦ Rank: 1 ✦ Range: Touch
✦ Prerequisite: Animism ✦ Duration: Instant
✦ Requirement: Word You heal another living creature for 2D8 HP and one
✦ Casting Time: Action non-permanent severe injury. For each power level beyond
✦ Range: Touch the first, the spell heals an additional D8 HP.
✦ Duration: Instant
You heal another living creature for 2D6 HP. For each
power level beyond the first, the spell heals an addi- PURGE
tional D6 HP. ✦ Rank: 2
✦ Prerequisite: BANISH
✦ Requirement: Word, gesture, focus (holy symbol)
ENGULFING FOREST ✦ Casting Time: Action
✦ Rank: 2 ✦ Range: 10 meters
✦ Prerequisite: ENSNARING ROOTS ✦ Duration: Instant
✦ Requirement: Gesture, ingredient (branches or You exorcise a demon or undead, inflicting 2D8 damage
roots nearby) on the unnatural creature. Each power level increases the
✦ Casting Time: Action damage by D8. Armor and natural armor have no effect.
✦ Range: 10 meters (sphere)
✦ Duration: Shift
C H A P T E R 5 – M agic
64
SLEEP RESURRECTION
✦ Rank: 2 ✦ Rank: 3
✦ Prerequisite: HEAL WOUND ✦ Prerequisite: HEAL WOUND
✦ Requirement: Word ✦ Requirement: Word, gesture, ingredient (corpse)
✦ Casting Time: Action ✦ Casting Time: Shift
✦ Range: Touch ✦ Range: Touch
✦ Duration: Instant ✦ Duration: Permanent
The target of the spell must succeed with a WIL roll or fall You can channel nature’s forces to resurrect a dead person
into a deep sleep for one Stretch. If the roll succeeds, the – not as undead, but truly alive. The more time that has
victim still gets Dazed. The victim rolls with a boon at passed since the target died, the more difficult it is. Within
power level 1, normally at power level 2, and with a bane the same Shift requires power level 1, within a day requires
at power level 3. A sleeping person is very difficult to wake, power level 2, and within a week requires power level 3. If
but wakes up upon taking damage. The spell can only be over a week has passed, the body is too decomposed to be
used on the living and has no effect on monsters. RESURRECTED. A person brought back to life loses D3
CHA permanently (to a minimum of 3).
RESTORATION
✦ Rank: 3 THUNDERBOLT
✦ Prerequisite: HEAL WOUND ✦ Rank: 3
✦ Requirement: Word ✦ Prerequisite: LIGHTNING BOLT
✦ Casting Time: Action ✦ Requirement: Gesture
✦ Range: Touch ✦ Casting Time: Action
✦ Duration: Instant ✦ Range: 50 meters
You heal another living creature for 2D10 HP and any one ✦ Duration: Instant
severe injury. For each power level beyond the first, the You call down a mighty thunderstroke on a target, who
spell heals an additional D10 HP. suffers 2D10 damage. The thunderstroke continues to up
to three random targets within 2 meters of each other.
The damage is 2D8 for the second target, 2D6 for the
third, and 2D4 for the fourth. Each power level beyond
the first increases the number of dice rolled for damage
by 1. Metal armor has no effect. Indoors, the power level is
reduced by one.
ELEMENTALISM
MAGIC TRICKS FIREBALL
Heat/Chill: The area within 10 meters of you becomes ✦ Rank: 1
pleasantly warm or cold. The effect protects against cold ✦ Prerequisite: Elementalism
(page 54) for one Shift. ✦ Requirement: Word, gesture
✦ Casting Time: Action
Ignite: You light or extinguish a candle, torch, or lantern ✦ Range: 20 meters
within 10 meters. ✦ Duration: Instant
The spell sends a fireball from your hand or focus at the
Puff of Smoke: An impressive puff of smoke erupts in target. The fireball can be dodged or parried as a ranged
front of you. Very popular for dramatic entrances, and attack. The fireball inflicts 2D6 damage on a hit and sets
can give you a boon to SNEAKING in certain situations as fire to flammable objects. Each power level beyond the first
determined by the GM. increases the damage by D6 or creates another fireball that
hits another target within range.
C H A P T E R 5 – M agic
65
FROST ACROBATICS roll (not an action) to avoid falling off
✦ Rank: 1 the pillar. If the pillar is created under a low ceiling and
✦ Prerequisite: Elementalism the roll fails, the victim takes 2D6 bludgeoning damage
✦ Requirement: Word, gesture instead. For each additional power level, the height of the
✦ Casting Time: Action pillar increases by three meters, which can mean falling
✦ Range: 4 meters (sphere) damage to anyone who falls off (page 53).
✦ Duration: Stretch
You drastically lower the temperature around you. All
natural fires in the area of effect are extinguished and all SHATTER
living creatures lose D4 HP and D4 WP when the spell is ✦ Rank: 1
cast, and become cold as per the rules on page 54 – they ✦ Prerequisite: Elementalism
cannot heal HP or WP until they get warm. ✦ Requirement: Word
Humanoids (not monsters) in the area of effect when ✦ Casting Time: Action
the spell is cast must also make a STR roll. On failure ✦ Range: Touch
the creature is frozen in place and can neither move nor ✦ Duration: Instant
perform actions (not even reactions). A new attempt is By breaking the invisible bond that holds physical matter
allowed each turn (not an action). When it succeeds, the together, you can shatter physical objects. With this spell
victim does not need to roll again. Each additional power you inflict 2D10 damage on an inanimate and non-magical
level increases the range by 4 meters and inflicts an addi- item. Armor has no effect. Each power level beyond the
tional D4 HP and WP in damage. first increases the damage by D10.
Any water in the area of effect immediately freezes. In
a river this creates an ice floe that you can walk on or use
as a raft. FIRE BLAST
✦ Rank: 2
✦ Prerequisite: FIREBALL
GUST OF WIND ✦ Requirement: Word, gesture
✦ Rank: 1 ✦ Casting Time: Action
✦ Prerequisite: Elementalism ✦ Range: 30 meters
✦ Requirement: Word, gesture ✦ Duration: Instant
✦ Casting Time: Action The spell sends a large fire blast from your hand or focus
✦ Range: 10 meters (cone) at the target. The fire blast can be dodged or parried as
✦ Duration: Instant a ranged attack. The fire blast inflicts 2D8 damage on a
The spell summons a great gust of wind. All untethered hit and sets fire to flammable objects. Each power level
objects and creatures up to human size in the area of effect beyond the first increases the damage by D8 or creates
are pushed 2D4 meter away from you and suffer the same another blast that hits another target within range.
amount of bludgeoning damage. Against a swarm (page
83) the spell deals 2D6 damage. Each additional power
level increases the number of dice by one. The spell has no STONE SHIELD
effect on monsters that are Large or Huge (page 83). ✦ Rank: 2
✦ Prerequisite: PILLAR
✦ Requirement: Gesture, ingredient (pebbles)
PILLAR ✦ Casting Time: Reaction
✦ Rank: 1 ✦ Range: Personal
✦ Prerequisite: Elementalism ✦ Duration: Instant
✦ Requirement: Word, gesture You instantly summon a shield of stone that decreases the
✦ Casting Time: Action damage of an incoming attack by 2D6. Each additional
✦ Range: 10 meters power level decreases the damage by another D6. You can
✦ Duration: Shift cast the spell after the roll to hit, but before rolling damage.
The spell raises a pillar, three meters high and one The spell can be combined with armor.
meter wide, from the ground or a stone floor. If some-
one is standing in that spot, the victim must make a
C H A P T E R 5 – M agic
66
STONEWALL ✦ Casting Time: Action
✦ Rank: 2 ✦ Range: 4 meters (sphere)
✦ Prerequisite: PILLAR ✦ Duration: Instant
✦ Requirement: Word, gesture The spell creates a mighty whirlwind around the mage. All
✦ Casting Time: Action untethered objects and creatures up to human size in the
✦ Range: 10 meters area of effect are hurled 2D4 meters away, suffer the same
✦ Duration: Shift amount of bludgeoning damage, and land prone. Each
The spell raises a wall from the ground or a stone floor – additional power level increases the range by 4 meters and
one meter thick, two meters high, and three meters wide. inflicts another D4 damage.
Each additional power level creates another section of the If you take a bane on the roll, you can let one person in
same size. If someone is standing in that spot, the victim range be hurled to another spot of your choice within the
must make a ACROBATICS roll (not an action) to avoid spell’s range. You decide whether that person takes damage
falling off. If the wall is created under a low ceiling and the and whether they land prone.
roll fails, the victim takes 2D6 bludgeoning damage instead.
FIREBIRD
TIDAL WAVE ✦ Rank: 3
✦ Rank: 2 ✦ Prerequisite: FIRE BLAST
✦ Prerequisite: FROST ✦ Requirement: Word, gesture
✦ Requirement: Word, gesture, ingredient ✦ Casting Time: Action
(water source) ✦ Range: 40 meters
✦ Casting Time: Action ✦ Duration: Instant
✦ Range: 20 meters (cone) The spell sends a terrifying bird of fire from your hand or
✦ Duration: Instant focus at the target. The attack can be dodged or parried
You summon a great wave from a water source within as a ranged attack. The firebird inflicts 2D10 damage on
range. The area of effect starts at the source, not at yourself. a hit and sets fire to flammable objects. Each power level
All untethered objects and creatures in the area of effect beyond the first increases the damage by D10 or creates
are pushed 2D6 meters away from the water source and another firebird that hits another target in range.
suffer the same amount of bludgeoning damage. Each
additional power level increases the number of dice by one.
WHIRLWIND
✦ Rank: 2
✦ Prerequisite: GUST OF WIND
✦ Requirement: Word, gesture
FIRESTORM (free action) and can act independently with its own initia-
✦ Rank: 3 tive, but must stay within sight of the mage.
✦ Prerequisite: FIRE BLAST, WHIRLWIND
✦ Requirement: Word, gesture
✦ Casting Time: Action SALAMANDER
✦ Range: 4 meters (surface)
✦ Duration: Instant Movement: 12 HP: 5 per power level
The spell creates a whirling storm of fire around you. All Armor: —
targets in range suffer 2D6 damage. Each additional power
level increases the range by 4 meters and inflicts another Weapons: Flaming grip. Hits automatically in
D6 damage. melee combat (but can be dodged) and inflicts
D6 damage per power level. Armor has no effect.
C H A P T E R 5 – M agic
68
UNDINE
✦ Rank: 3 UNDINE
✦ Prerequisite: TIDAL WAVE
✦ Requirement: Word, gesture, ingredient (water) Movement: 12 HP: 5 per power level
✦ Casting Time: Stretch Armor: —
✦ Range: 4 meters
Weapons: Wet embrace. Hits automatically
✦ Duration: Stretch
in melee combat (but can be dodged) and
The spell summons a water elemental. The undine looks
inflicts D6 damage per power level. Armor
like a tidal wave whose crest is shaped like a woman com-
has no effect.
posed entirely of water. It counts as a monster in combat
(page 84), follows its creator’s commands (free action), Tidal Wave: The undine can cast TIDAL
and can act independently with its own initiative, but must WAVE at the same power level as its own,
stay within sight of the mage. using the mage’s WP.
Resistance: Piercing damage is halved.
MENTALISM
MAGIC TRICKS LEVITATE
Lock/Unlock: Your touch locks or unlocks a non-magi- ✦ Rank: 1
cal lock. ✦ Prerequisite: Mentalism
✦ Requirement: Word, gesture
Magic Stool: You create a round surface, roughly half a ✦ Casting Time: Action
meter in diameter and height, which you can sit on or put ✦ Range: 6 meters
things on. The effect lasts until you leave. ✦ Duration: Stretch
You levitate yourself or another person or object of up to
Slow Fall: You slow your fall and land as light as a feather, human size and let it float up to 6 meters in any direction,
no matter the height. after which it lands gently or drops to the ground (you
decide). Each additional power level lets you levitate the
target another 2 meters or levitate an additional person
FARSIGHT or object.
✦ Rank: 1
✦ Prerequisite: Mentalism
✦ Requirement: Word, gesture LONGSTRIDER
✦ Casting Time: Action ✦ Rank: 1
✦ Range: 1 kilometer ✦ Prerequisite: Mentalism
✦ Duration: Concentration ✦ Requirement: Word, gesture
The spell lets you see and hear what is happening in a place ✦ Casting Time: Action
up to one kilometer away, as if you were there in person. ✦ Range: Touch
You must either have the place in sight or have visited it ✦ Duration: Stretch
previously. Each additional power level increases the range The target’s movement rating is doubled for the duration
tenfold – 10 kilometers at power level 2 and 100 kilometers of the effect. You can cast the spell on yourself. Each addi-
at power level 3. The spell cannot be used to peer into tional power level lets you cast the spell on another person.
other dimensions.
C H A P T E R 5 – M agic
69
POWER FIST MENTAL STRIKE
✦ Rank: 1 ✦ Rank: 2
✦ Prerequisite: Mentalism ✦ Prerequisite: POWER FIST
✦ Requirement: Word, gesture ✦ Requirement: Word, gesture
✦ Casting Time: Action ✦ Casting Time: Action
✦ Range: Personal ✦ Range: 10 meters
✦ Duration: Stretch ✦ Duration: Instant
The damage of your unarmed attacks increases by D6 per You can project your mental power as a powerful physical
power level. strike. The attack hurls the victim 2D6 meters away from
you and inflicts the same amount of damage. Each addi-
tional power level adds D6 to the roll.
STONE SKIN
✦ Rank: 1
✦ Prerequisite: Mentalism SCRYING
✦ Requirement: Word, gesture, ingredient (stone) ✦ Rank: 2
✦ Casting Time: Action ✦ Prerequisite: FARSIGHT
✦ Range: Touch ✦ Requirement: Gesture
✦ Duration: Stretch ✦ Casting Time: Action
The target’s skin turns hard and gray, and gains armor ✦ Range: 10 meters
rating 4. Each power level beyond the first increases the ✦ Duration: Concentration
armor rating by an additional 2. If you wear armor, only You gain knowledge of past events that occurred in the
the highest armor rating counts. place you are in, even if none alive remember what hap-
pened. You gaze up to a day back in time at power level 1, a
year at power level 2, and centuries at power level 3. Your
DIVINATION visions are often cryptic and fragmented – the GM decides
✦ Rank: 2 exactly what you see.
✦ Prerequisite: FARSIGHT
✦ Requirement: Word, gesture
✦ Casting Time: Action TELEPATHY
✦ Range: 100 meters ✦ Rank: 2
✦ Duration: Instant ✦ Prerequisite: FARSIGHT
Specify an item (“weapon”, “sword”), substance (“gold”, ✦ Requirement: Word, gesture
“air”, “water”), creature or type of creature (“Zot the mage”, ✦ Casting Time: Action
“undead”, “orcs”) or phenomenon (“magic”). The spell shows ✦ Range: 10 meters
you the direction to the nearest target of the specified type ✦ Duration: Concentration
within the spell’s range. Each additional power level doubles You can read the surface thoughts of another person.
the range – to 200 meters and 400 meters respectively. Accessing deeper memories requires power level 2 or even
more, depending on how fresh the memory is. The GM
has the final say. You can also use this spell to send your
ENCHANT WEAPON own thoughts to another person.
✦ Rank: 2
✦ Prerequisite: POWER FIST
✦ Requirement: Word, gesture DOMINATE
✦ Casting Time: Action ✦ Rank: 3
✦ Range: Touch ✦ Prerequisite: TELEPATHY
✦ Duration: Stretch ✦ Requirement: Word, gesture
The spell enchants a weapon so that result 1–2 counts as ✦ Casting Time: Action
a Dragon roll when attacking and parrying with it. The ✦ Range: 10 meters
weapon also counts as magical. Each power level increases ✦ Duration: Instant
the chance of rolling a Dragon by 1. In other words: 1–3 at You can take complete control of another person’s actions.
power Level 2 and 1–4 at power level 3. To cast the spell, make an opposed roll against the victim’s
C H A P T E R 5 – M agic
70
WIL. At power level 1 you get a bane, at power level 2 you
roll normally, and at power level 3 you get a boon. If you
win the roll, the victim must immediately make a move-
ment and perform an action of your choice, except any
action that requires spending WP. The victim also loses
their next turn. The spell has no effect on monsters.
FLIGHT
✦ Rank: 3
✦ Prerequisite: LEVITATE
✦ Requirement: Word, gesture
✦ Casting Time: Action
✦ Range: Touch
✦ Duration: Stretch
You give yourself or another creature of up to human
size the ability to fly freely with Movement Rating 24.
The flying individual can ignore all obstacles and is
not affected by terrain.
TELEPORT
✦ Rank: 3
✦ Prerequisite: FARSIGHT
✦ Requirement: Word, gesture
✦ Casting Time: Action
✦ Range: Touch
✦ Duration: Instant
With this spell you can teleport yourself or
another creature or object of up to human
size, up to 100 meters. You must either be
able to see the destination or have visited
it previously. Each additional power level can
teleport one additional target at the same time to
the same destination, or doubles the range.
The spell cannot be used to travel between
dimensions.
GEAR
his chapter covers various kinds of goods and Damage indicates how much damage the weapon inflicts
services available in the world of Dragonbane on a hit. The damage can be increased by Damage Bonus
and their usual cost. The tables also list the items’ and decreased by armor.
weight (page 28) and mechanical effects.
Durability determines how much damage you can parry
without damaging the weapon. Read more about parrying
SUPPLY on page 46.
Some goods and services are rare, and the player charac-
ters cannot expect to find everything they are looking for Range indicates the maximum range in meters at
in any little village. Each listed item has a supply rating, which the weapon can be used effectively. Read more
graded on the following scale. on page 49.
✦ Common: Available in any village or marketplace. Cost indicates the weapon’s typical price. The actual price
✦ Uncommon: Can usually only be purchased from the can vary depending on local supply and demand.
artisan making it, which does not necessarily mean it
will be available in every village. Features indicates which features the weapon has:
✦ Rare: Must generally be specially ordered from
artisans. ✦ Subtle: The weapon grants a boon and increased
✦ Unique: Can only be obtained in treasure troves or damage when performing sneak attacks (page 43).
from the person who found the precious item. ✦ Long: Attacks with this melee weapon can hit an
enemy up to 4 meters away (two squares).
✦ Toppling: The weapon grants a boon when trying to
WEAPONS & ARMOR trip an opponent (page 48).
As an adventurer, you always want a weapon close at hand ✦ Piercing: The weapon inflicts piercing damage, which
– you never know where danger may be lurking. The tables can affect the effectiveness of armor (page 50).
on pages 74–75 list common types of weapons. The ✦ Slashing: The weapon inflicts slashing damage. If the
values shown in the tables are explained below. weapon is both slashing and piercing, you must choose
whether to slash or pierce before rolling the attack.
Grip indicates if you need one or two hands to wield the ✦ Bludgeoning: The weapon inflicts bludgeoning damage,
weapon. Read more on page 45. which affects the effectiveness of armor (page 50).
STR indicates how much STR you need to use the weapon Armor Rating indicates the amount of damage the armor
effectively. Read more on page 45. subtracts from an attack. You can only wear one suit of
armor at a time, but armor can be combined with a helmet.
C H A P T E R 6 – G ear
73
MELEE WEAPONS
DURA
WEAPON GRIP STR RANGE DAMAGE BILITY COST SUPPLY FEATURES
Unarmed — — 2 D6 — — — Bludgeoning
Blunt Object, Light 1H — STR D8 3 — — Bludgeoning, can be thrown
Blunt Object, Heavy 2H 16 2 2D8 3 — — Bludgeoning
Knife 1H — STR D8 6 5 silver Common Subtle, piercing,
can be thrown
Dagger 1H — STR D8 9 1 gold Common Subtle, piercing, slashing,
can be thrown
Parrying Dagger 1H — 2 D6 15 2 gold Uncommon Subtle, piercing, slashing
Short Sword 1H 7 2 D10 12 8 gold Common Piercing, slashing
Broadsword 1H 10 2 2D6 15 12 gold Common Piercing, slashing
Longsword 1H 13 2 2D8 15 25 gold Uncommon Piercing, slashing
Greatsword 2H 16 2 2D10 15 50 gold Rare Piercing, slashing
Scimitar 1H 10 2 2D6 12 10 gold Uncommon Toppling, slashing
Handaxe 1H 7 STR 2D6 9 2 gold Common Toppling, slashing,
can be thrown
Battleaxe 1H 13 2 2D8 9 10 gold Uncommon Toppling, slashing
Two-Handed Axe 2H 16 2 2D10 9 25 gold Uncommon Toppling, slashing
Mace 1H 7 2 2D4 12 8 gold Common Bludgeoning
Morningstar 1H 13 2 2D8 12 14 gold Uncommon Bludgeoning
Flail 1H 13 2 2D8 — 16 gold Uncommon Bludgeoning, toppling,
cannot be used for parrying
Warhammer, Light 1H 10 2 2D6 12 10 gold Uncommon Bludgeoning, toppling
Warhammer, Heavy 2H 16 2 2D10 12 20 gold Uncommon Bludgeoning, toppling
Wooden Club, Small 1H 7 2 D8 9 1 silver Common Bludgeoning
Wooden Club, Large 2H 16 2 2D8 12 2 silver Common Bludgeoning
Staff 2H 7 2 D8 9 2 silver Common Bludgeoning, toppling
Short Spear 1H 7 STR×2 D10 9 5 silver Common Piercing, can be thrown
Long Spear 2H 10 4 2D8 9 1 gold Common Long, piercing
Lance 1H 13 4 2D10 12 12 gold Rare Long, piercing, requires
combat trained mount
Halberd 2H 13 4 2D8 12 20 gold Rare Long, toppling, piercing,
slashing
Trident 1H 10 STR 2D6 9 5 gold Uncommon Toppling, piercing,
can be thrown
Shield, Small 1H 7 2 D8 15 4 gold Common Bludgeoning
Shield, Large 1H 13 2 D8 18 12 gold Common Bludgeoning
Mastercrafted ×10 Reduces STR requirement by
3, increases Durability by 3
C H A P T E R 6 – G ear
74
RANGED WEAPONS
DURA
WEAPON GRIP STR RANGE DAMAGE BILITY COST SUPPLY FEATURES
CLOTHES
Boots 2 gold Uncommon Protects against some journey mishaps (page 102).
Cloak 8 silver Uncommon Protects against some journey mishaps (page 102).
Fine Garments 10 gold Uncommon Boon on CHA-based skills when the GM finds it reasonable.
Fur 1 gold Uncommon Boon on BUSHCRAFT for resisting cold (page 54).
Rags 5 copper Common Bane on CHA-based skills when the GM finds it reasonable.
Simple Clothes 5 silver Common Required to avoid a bane on CHA-based skills.
MUSICAL INSTRUMENTS
Bagpipe 30 gold Uncommon 1 Reduces the WP cost of the Music ability to 1 and increases
range to 50 meters.
Drum 4 gold Common 1 Increases the range of the Music ability to 20 meters.
Flute 2 gold Common 1 Reduces the WP cost of the Music ability to 2.
Harp 8 gold Uncommon 2 Reduces the WP cost of the Music ability to 1.
Horn 6 gold Common 1 Increases the range of the Music ability to 100 meters.
Lyre 20 gold Uncommon 1 Reduces the WP cost of the Music ability to 1.
C H A P T E R 6 – G ear
75
TRADE GOODS
Abacus 2 gold Common 1 Boon on INT rolls for solving mathematical problems.
Blanket 5 silver Common 1 Required to avoid a bane on rolls to avoid the effects of cold
(page 54).
Chess Set 1 gold Common 1 Opposed roll for INT determines who wins.
Dice 1 silver Common — Chance determines who wins.
Field Kitchen 4 gold Common 2 Boon on BUSHCRAFT rolls for cooking (page 103).
Field Ration 5 silver Common 1/4 One ration must be consumed per day, otherwise you become
hungry (page 54).
Grappling Hook 3 gold Common 1 Can be used to secure a rope. Can be thrown and secured with
an ACROBATICS roll up to STR meters (STR × 2 with a bane).
Lockpicks, 20 gold Rare 1 Boon on SLEIGHT OF HAND rolls for picking locks.
Advanced
Lockpicks, Simple 1 gold Uncommon 1 Required to avoid a bane on SLEIGHT OF HAND rolls for
picking locks.
Magnifying Glass 30 gold Uncommon 1 Boon to SPOT HIDDEN rolls.
Map 5 gold Uncommon — Required to avoid a bane on BUSHCRAFT rolls for leading the
way during journeys.
Marbles 1 gold Common 1 Can be thrown at a humanoid enemy within 10 meters, as an
action. Next turn the enemy must make an EVADE roll (not an
action) in order to move.
Padlock 10 gold Common — Locks a door or chest. Can take 20 points of damage,
armor rating 5.
Perfume (10 5 gold Common 1 Boon on CHA-based skill rolls when the GM finds it reasonable.
doses)
Playing Cards 5 silver Uncommon — Opposed roll for BLUFFING determines who wins.
Quiver of Arrows, 2 gold Common 1 Required to fire bows or crossbows.
Iron Head
Quiver of Arrows, 5 silver Common 1 Required to fire bows or crossbows. The effectiveness of
Wooden Head armor is doubled.
Rope, Hemp (10 1 gold Common 1 Boon on ACROBATICS rolls for climbing, but the rope must be
meters) secured to something.
Rope, Silk (10 10 gold Uncommon — Boon on ACROBATICS rolls for climbing, but the rope must be
meters) secured to something.
Saddle 10 gold Common 1 Required to avoid a bane when fighting from horseback.
C H A P T E R 6 – G ear
76
TRADE GOODS (cont.)
Sleeping Fur 1 gold Common 1 Required to avoid a bane on BUSHCRAFT rolls for making camp.
Spyglass 50 gold Rare 1 Boon on BUSHCRAFT rolls for leading the way during journeys.
Tent, Small 2 gold Common 2 Can accommodate up to two people. Grants a boon on BUSH-
CRAFT rolls for making camp. Only one person rolls, but others
can help.
Tent, Large 4 gold Common 4 Can accommodate up to six people. Grants a boon on BUSH-
CRAFT rolls for making camp. Only one person rolls, but others
can help.
Whistle 5 silver Common — Can be heard from up to 100 meters away.
C H A P T E R 6 – G ear
77
LIGHT SOURCES
Flint & Tinder 5 silver Common — Required to light torches, candles, or lanters, and to make a fire.
Lamp Oil 3 silver Common 1 Holds ten doses. Each dose keeps an oil lamp or lantern burning
for up to one Shift.
Lantern 10 gold Common 1 Illuminates a 10 meter radius. Burns for up to a Shift, but roll D8
after each Stretch. On 1 the lantern goes out and must be refilled
and relit (action).
Oil Lamp 1 gold Common 1 Illuminates a 10 meter radius. Burns for up to a Shift, but roll D6
after each Stretch. On 1 the lamp goes out and must be refilled and
relit (action).
Tallow Candle 1 copper Common — Illuminates a 4 meter radius. Burns for up to a Shift, but roll D4
after each Stretch, or if the bearer attacks or is attacked. On 1 the
candle goes out.
Torch 5 copper Common 1 Illuminates a 10 meter radius. Burns for up to a Shift, but roll D6
after each Stretch, or if the torch is used as a weapon. On 1 the
torch goes out.
TOOLS
Crowbar 2 gold Common 1 2D6 damage against a door or wall, without risk of being
damaged. Hits automatically.
Hammer 1 gold Common 1 2D4 damage against a door or wall, without risk of being
damaged. Hits automatically.
Needle & Thread 3 silver Common — Mends clothes with a BUSHCRAFT roll.
Pickaxe 3 gold Common 1 2D8 damage against a door or wall, without risk of being
damaged. Hits automatically.
Saw 5 gold Uncommon 1 Cuts metal or wood in one Stretch.
Shovel 2 gold Common 1 Reduces the time spent digging by half.
Sledgehammer 3 gold Common 2 2D10 damage against a door or wall, without risk of being
damaged. Hits automatically.
Blacksmithing Tools 20 gold Uncommon 1 Used for CRAFTING (page 34).
Carpentry Tools 8 gold Uncommon 1 Used for CRAFTING (page 34).
Tanning Tools 5 gold Uncommon 1 Used for CRAFTING (page 34).
C H A P T E R 6 – G ear
78
CONTAINERS
Backpack 3 gold Common — Increases carrying capacity by 2. A person can only use one back-
pack at a time.
Barrel 2 gold Common 2 Holds up to 15 weight units. Can take 10 points of damage, armor
rating 3.
Basket 4 silver Common 1 Holds up to 10 weight units.
Bottle 1 gold Common 1 Contains 1 unit of liquid.
Bucket 5 copper Common 1 Contains up to 5 units of liquid.
Chest 5 gold Common 3 Holds up to 20 weight units. Can take 25 points of damage,
armor rating 5.
Clay Jug 5 silver Common 1 Contains 1 unit of liquid
Saddle Bag 6 gold Common — Increases an animal's carrying capacity by 2. An animal can carry no
more than two saddle bags.
MEDICINE
C H A P T E R 6 – G ear
79
SERVICES
Bath at an Inn 6 copper Common Heals a condition of your choice in one Stretch. Only one bath per
Shift has this effect.
Bodyguard 2 gold/ Uncommon Stats as a typical guard on page 105.
day
Bowl of Stew 5 copper Common Covers the daily need of food.
Clothes Repair 5 silver Common Eliminates the effect of torn clothes (page 102).
Courier 1 silver/ Common Delivers a message to the recipient.
kilometer
Feast 2 gold Uncommon Covers the daily need of food.
Goblet of Wine 2 silver Uncommon After drinking two goblets in a single Shift, each additional goblet
causes a condition of your choice.
Haircut 2 silver Common Heals a chosen condition in one Stretch.
Can only be done once per week.
Healing 5 gold Uncommon HEALING rolls succeed automatically.
Lodging at Inn, 5 silver Common Shift Rest can be performed without a BUSHCRAFT roll.
Separate Room
Lodging at Inn, 1 silver Common Shift Rest can be performed without a BUSHCRAFT roll, but roll D4
Dormitory each Shift. On 1 someone's snoring prevents anyone else in the room
from sleeping.
Lodging at Inn, 2 gold Uncommon Shift Rest can be performed without a BUSHCRAFT roll.
Luxury Suite
Meal at an Inn 3 silver Common Covers the daily need of food.
Road Toll 2 copper Common Allows passage.
Stagecoach 3 copper/ Common Transportation to a specified destination.
kilometer
Tankard of Mead 4 copper Common After drinking three tankards in a single Shift, each additional tankard
causes a condition of your choice.
Teacher 3 gold/ Uncommon A Shift of instruction grants an extra advancement roll (page 29).
Shift or more
C H A P T E R 6 – G ear
80
HUNTING & FISHING
Bear Trap 3 gold Uncommon 1 Can be used for hunting (page 103).
Fishing Rod 8 silver Common 1 Gives D3 rations of food when fishing (page 103).
Fishing Net 2 gold Common 2 Gives D6 rations of food when fishing (page 103).
Snare 5 silver Common 1 Can be used for hunting (page 103). Can only be used once.
MEANS OF TRANSPORTATION
Canoe 6 gold Common Can carry two people and 10 weight units
Cart 15 gold Common Pulled by one horse or donkey. Can carry two people and 50
weight units.
Rowing Boat 15 gold Common Can carry four people and 50 weight units
Sailing Boat 40 gold Uncommon Can carry six people and 100 weight units
Wagon 30 gold Common Pulled by two horses or donkeys. Can carry four people and
100 weight units.
ANIMALS
C H A P T E R 6 – G ear
81
BESTIARY
his game features not only dragons and demons, MOVEMENT
but all kinds of deadly beasts. A monster is a crea- Just like player characters, monsters have a Movement
ture of unnatural origin, a terrible beast that strikes score and can move before or after their attack or divide
terror in all and defies the natural order. This chapter pres- their movement before and after the attack. Note that
ents a range of monsters and several humanoid creatures this score refers to movement per turn for monsters, not
the player characters can encounter on their journeys. At per round.
the end of the chapter, a number of common animals are Some monsters have different movement rates on land,
listed as well. in water, and in the air. Taking flight or landing are free
Monsters are controlled by the GM and act largely in actions.
the same way as player characters and NPCs in combat.
But there are some significant differences, which are
described below. MONSTER ATTACKS
A monster always uses a monster attack when it attacks.
Each monster has a unique set of monster attacks, which
FEROCITY are summarized in a table. The GM rolls or chooses
Some monsters are so powerful that they can act multiple an attack from this table when it is the monster’s turn
times in the same round. This is indicated by their Ferocity to attack. Monsters never roll dice to hit their target –
score. At the start of each round, the GM draws one monster attacks succeed automatically.
initiative card for each point of Ferocity. The monster gets Performing a monster attack counts as an action.
one turn per card, with one action and one movement on Unless otherwise specified, monster attacks have the same
each turn. range as melee attacks, i.e. 2 meters (an adjacent square if
you are using grid maps).
Waiting: If a player character swaps initiative cards with
a monster (optional rule, page 41), the player character Dodging & Parrying: As a rule, a monster attack can
can choose any one of the monster’s cards. Monsters them- be dodged (page 47) but not parried. This applies to
selves never wait. attacks with an area of effect as well, but not fear attacks.
Exceptions to this rule are stated in the monster attack
description.
SIZE
Monsters come in all sizes. The game divides them into the Conditions: Monster attacks can inflict conditions (page
following categories, which affect how large an area the 51) on player characters. If a character gains a condition
monster can block (page 43) and how narrow a passage they already have, the player must choose another condi-
it can move through. tion instead.
Small: A small monster is less than a meter tall and Repeated Attacks: A monster never makes the same
cannot block any area. It can easily pass through tiny attack twice in a row. If the GM rolls the same monster
passages. attack two consecutive times, the second roll changes into
the attack one step higher up on the table. The 6 result
Normal: A normal-sized monster is roughly the size of a becomes a 1.
human. It can block an area of 2×2 meters (one square on
a combat map) and pass through a 1-meter-wide passage.
MORE DANGEROUS MONSTERS?
Large: A large monster can block an area of 4×4 meters
and pass through a 2-meter-wide passage.
The monsters in this chapter are typical speci-
mens. There are legends of dreadful beasts that
Huge: A huge monster can block an area of 8×8 meters
are even more dangerous. The GM can make
and pass through a 4-meter-wide passage.
monsters more – or less – dangerous to suit the
player characters’ competence. The easiest way
Swarm: A swarm can range in size from Normal to Huge,
to do this is to increase or decrease its Ferocity,
but never blocks the area it is in, and can pass through tiny
but HP can be adjusted as well.
passages.
C H A P T E R 7 – B estiary
83
SKILLS Weak Spots: A piercing attack can find a gap or weak
Monsters can have skills, but they are mainly used outside spot in the monster’s natural armor, just like on humanoid
of combat or for opposed rolls – not for attacks. They only opponents (optional rule, page 48).
attack using their monster attacks.
Toppling: A player character can try to topple a monster
(optional rule, page 48), rolling against a default EVADE
FIGHTING MONSTERS skill level of 15 for all monsters. If the monster has four
Dodging & Parrying: All monsters can dodge, and mon- legs or more, the attacker gets a bane on the roll.
sters carrying weapons can also parry. Each dodge or parry
uses up one of the monster’s actions in the round (flip an Disarm & Grapple: Monsters cannot be disarmed or
initiative card of your choice). Roll against a default skill grappled by player characters (optional rules, page 48).
level of 15 for all dodges and parries by monsters.
Natural Armor: Many monsters have some form of natu- RESISTANCE & IMMUNITY
ral armor. This works just like ordinary armor (page 50). Some monsters are resistant to certain damage types. This
means that all damage of this type is halved (rounded up).
Some monsters can even be immune to certain types of
damage, and therefore take no damage at all from such
attacks.
MONSTER ATTACKS
D6 ATTACK
1 Demonic Dread! The demon hisses terrifying threats in an ancient and terrible tongue. All player characters
within 10 meters suffer a fear attack.
2 Claw Attack! The demon smiles and slashes a player character with its sharp claws. The attack inflicts 2D10
slashing damage. It can be parried.
3 Curse! The demon points at an unfortunate player character within 10 meters and chants an ancient curse.
The attack cannot be dodged, but all curses except #6 can be lifted with DISPEL (power level 1). Roll D6:
1 The victim vomits a frog whenever they tell a lie. Roll D4 every morning. On a 1, the effect wears off.
2 Any gold or silver the victim touches withers into dust. Roll D4 every morning. On a 1, the effect
wears off.
3 The victim is blinded and acts as if in total darkness. Roll D4 every Shift. On a 1, the effect wears off.
4 The victim is struck by amnesia and forgets their own name and who the other player characters are.
The effect must be roleplayed. Roll D4 every morning. On a 1, the victim’s memory returns.
5 The victim turns into an animal. Roll D6. 1: cat, 2: fox, 3: goat, 4: wolf, 5: deer, 6: bear. The victim gains
stats as per page 99 and cannot speak. Roll D4 every Shift. On a 1, the effect wears off.
6 The victim becomes one category older, for example from Adult to Old. Their attributes and derived
ratings change as per the table on page 24, but skill levels do not. The effect is permanent, and
the victim ages normally from their new age. A person who is already old becomes very frail and gets
−2 STR and CON.
4 Unseen Ferocity! The demon points its hand at a victim within 10 meters. The victim is hurled 2D8 meters
backwards with tremendous force, suffers the same amount of bludgeoning damage, and lands prone.
5 Scorpion Sting! The beast raises its scorpion-like tail and delivers a swift sting to its victim. The attack inflicts
D12 piercing damage, and a victim who sustains at least 1 point of damage is also injected with a paralyzing
poison with Potency 16. The attack can be parried.
6 Possessed! The demon glares at a player character within 10 meters and takes full control of the victim’s body.
The player character must make a WIL roll with a bane (not an action). If it fails, the victim must immediately
make a movement and perform an action of the demon’s choice, except any action that requires spending WP.
The victim also loses their next turn.
C H A P T E R 7 – B estiary
85
MONSTER ATTACKS
D6 ATTACK
C H A P T E R 7 – B estiary
86
GHOST
Ghosts are the restless spirits of those unable to find peace
in death. They are incorporeal undead who usually man-
ifest themselves as translucent figures, often shimmering Ferocity: 2 Size: Normal
blue with twisted facial features. They are always bound to Movement: 12 Armor: — HP: 27
certain places, normally linked to their physical remains
or the event that caused their premature death. Ghosts Immunity: Ghosts are immaterial beings and
almost always have a specific problem that needs to be immune to all damage except magic and fire.
solved for them to find eternal peace and leave the living A defeated ghost is only banished for one
alone. It may be a matter of revenge or a debt that must be Shift, after which it returns. The only way
paid; other times the ghost’s remains must be collected and to banish the ghost permanently is to cast
given a proper burial. PURGE (page 64) or solve whatever prob-
lem keeps it bound to the world of the living.
Persuadable: Unlike other monsters, ghosts
MONSTER ATTACKS can usually be PERSUADED, albeit with a
bane on the roll.
D6 ATTACK
GIANT
the Giant loses its weapon, monster attacks
#1 and #4 are re-rolled.
Weak Spot: Attacks against the weak spot on
the top of a giant’s head inflict double damage.
Giants are colossal humanoids with a strong but myste- Hitting the top of the head requires either a
rious connection to the very bedrock of the world. Some ranged attack with a bane from an elevated
scholars believe that they are related to dwarves; others position or that the attacker first climbs onto
maintain that they are remnants of a great civilization the giant. The latter requires an ACROBATICS
that long ago rose against the dragons. Giants are mainly roll with a bane. Once up there, the player
found in mountainous areas, where they live alone or in character must make another ACROBATICS
small families. They are normally quite shy and reclusive, roll (not an action) on each turn to avoid fall-
but some are highly territorial and will attack anyone who ing off and taking 2D6 falling damage.
comes too close to their caves.
MONSTER ATTACKS
D6 ATTACK
1 Crushing Blow! The giant swings its weapon over its head and bashes a player character with all its might.
The attack inflicts 4D10 bludgeoning damage and the victim is knocked down.
2 Roar! The giant lets out a bellowing sound that raises the hairs on the adventurers’ arms. All player charac-
ters within 10 meters suffer a fear attack.
3 Stomp Attack! The giant takes aim and tries to stomp two player characters within 4 meters of each other.
Anyone hit by the attack suffers 4D6 bludgeoning damage and is knocked down.
4 Sweeping Blow! The giant sweeps its weapon at all adventurers within 10 meters. Anyone hit by the attack
suffers 2D10 bludgeoning damage and is knocked down.
5 Forceful Throw! The giant is fed up with a character, grabs them, and tries to throw them. The attack inflicts 4D8
bludgeoning damage and the victim is hurled the same number of meters in a random direction, landing prone.
6 Smash Attack! Crazed with rage, the giant smashes the player character with its feet, fists, and weapon in a
frenzy of rapid blows. Everyone within 10 meters suffers 3D6 bludgeoning damage and is knocked down.
C H A P T E R 7 – B estiary
88
GIANT SPIDER
Giant spiders are rapacious predators that can unfortu- parts of the world, older females can attain
nately be found all over the world. They are drawn to dark the status of oracles or demigods.
and damp spaces, but always on the hunt for living meat
in forests and caves as well as mountains and ruined cities.
Particularly sly individuals can even build their nests
under popular inns or near underground libraries and Ferocity: 2 Size: Normal
treasure chambers. Ancient females can grow as large as Movement: 24 Armor: — HP: 36
a house, but most are roughly the size of a well-fed cow.
Giant spiders are smarter than they look, and in some
MONSTER ATTACKS
D6 ATTACK
1 Mandibles! The spider’s serrated mandibles swish through the air like scimitars. The attack inflicts 2D8
slashing damage.
2 Tearing Attack! The famished spider lunges at the player characters, frantically attacking with its multitude
of hairy, barbed legs. All player characters within 2 meters suffer D8 piercing damage each.
3 Mesmerizing Eyes! The monstrous arachnid stares at the player characters with a terrifying multitude of
eyes. All victims within 10 meters must make a WIL roll to resist fear.
4 Poison Sting! The eight-legged horror raises its rear end and attacks a player character with a poisonous
stinger that shoots out of its repulsive body. The attack inflicts D10 piercing damage, and a victim who sustains
at least 1 point of damage is also injected with a paralyzing poison with Potency 16. The attack can be parried.
5 Web Attack! The spider fixes its numerous eyes on the player character with the highest STR. The next moment it
spits sticky spider web at the victim, who must make an EVADE roll (not an action). On failure the victim is caught
in the web and unable to move. It takes a successful STR roll with a bane (action) to break free. Other can help.
6 Ramming Attack! With a great leap, the giant spider launches its massive body at a player character.
The attack inflicts 2D6 bludgeoning damage and knocks the victim down.
C H A P T E R 7 – B estiary
89
GOBLIN
Goblins are children of the night and shadows. They are
relatively small and skinny, but have disproportionately SCOUT
long arms and big, bulbous heads. They primarily make
their living hunting, growing mushrooms, and trading Movement: 12 Damage Bonus: AGL +D4
with other creatures, mainly orcs and humans, but there Typical Armor: Leather (1) HP: 9
are also warlike, aggressive clans specialized in looting and
piracy. Many thieves’ guilds also have a large goblin mem- Skills: Awareness 10, Evade 10, Sneaking 12
bership. They are cunning creatures who often resort to Typical Weapons: Short bow (skill level 12,
traps, ambushes, and poisons when attacking their victims. damage D10), short sword (skill level 10,
For this reason, there are many who despise the goblins damage D10)
and see them as devious, dishonorable cowards.
WARRIOR
Movement: 10 Damage Bonus: —
Typical Armor: Studded leather (2) HP: 10
Skills: Awareness 10, Evade 10, Sneaking 12
Typical Weapon: Long spear (skill level 12,
damage 2D8)
C H A P T E R 7 – B estiary
90
GRIFFON D6 ATTACK
MONSTER ATTACKS
The griffon is an aggressive predator specializing in 1 Snapping Beak! The beast tears at a player char-
hunting down prey in the forests of the world. Its hunting acter with its razor-sharp beak, for 2D8 piercing
grounds extend many tens of kilometers from the tall damage.
tree or inaccessible cliff where the beast has its nest.
Griffons normally live in pairs and a handful of chicks 2 Rearing Strike! The griffon rears up before a
are often found in their nests, along with a plethora of player character and tries to tear them apart with
items – rusted junk mixed with treasures and artifacts – D6 rapid strikes. Each attack inflicts D8 slashing
left by unfortunate victims. There are tales of knights who damage. The attack can be dodged or parried, but
managed to tame griffons and use them as winged mounts. only one at a time.
However, it is an irrefutable fact that griffons like to feed 3 Sweeping Claws! The griffon sweeps its clawed
on horses and donkeys, which often gets them into trouble foreleg in a wide arc, attacking all player char-
with knights, adventurers, and other riders. acters within 2 meters. Each victim suffers D8
slashing damage and is knocked down.
4 Griffon Throw! The beast grabs a player charac-
Ferocity: 2 Size: Large ter with its beak and tosses them with a flick of
the head. The attack inflicts 2D6 piercing damage.
Movement: 30 Armor: — HP: 38
The victim is thrown an equal number of meters
Wings: The powerful wings of the griffon allow and lands prone.
it to move freely through the air. 5 Whirlwind! The griffon uses its powerful wings
to create a whirlwind that blows away all player
characters within 10 meters. The victims land
D6 meters away and suffers the same amount of
bludgeoning damage.
6 High Drop! The griffon grabs a player character in
its claws and takes to the sky. Unless the victim
dodges the attack, the griffon grabs them and
flies 2D6+6 meters into the air. On its next turn
the griffon drops the victim (instead of a new
monster attack), who takes damage from the fall.
always attack in flocks, preferably with a massive numer-
ical advantage. The assaults often begin with the harpies
trying to soften up their victims with threats, cackles, and
screeching insults, while slowly circling closer and closer –
with extended claws and drooling jaws.
HARPY
MONSTER ATTACKS
D6 ATTACK
Flock: Harpies never fight alone, but always in 4 Eye Gouge! The creatures target an unfortunate
flocks, which is why a flock of harpies counts player character and try to tear the victim’s eyes
as a single monster. The flock’s Ferocity out with their sharp claws. The attack inflicts 2D6
equals the number of individual harpies. piercing damage and the victim is blinded and
However, each individual has separate HP, acts as if in total darkness for one Stretch.
and the Ferocity decreases with the number 5 Mass Attack! The harpies split up and attack a
of harpies. number of player characters within 10 meters
Wings: Harpies attack from the air and can only equal to the number of individual harpies. Each
be engaged with ranged weapons or Long attack inflicts D8 slashing damage.
melee weapons.
Cowardly: Harpies are cowardly creatures and 6 Excrement Attack! The Harpies open their clo-
never fight to the death. Once half the flock acae and mouths and release a rain of vomit and
has been killed, the rest will flee. They return excrement on the player characters. Everyone
later if an opportune situation presents itself. within 10 meters must choose a condition. The
attack can be parried with a shield.
C H A P T E R 7 – B estiary
92
MONSTER ATTACKS
D6 ATTACK
MANTICORE
within 20 meters. The attack inflicts D12 piercing
damage and injects the victim with a paralyzing
poison with Potency 12. The attack can be parried
with a shield.
The peculiar manticore is a bloodthirsty beast that spreads
death and terror wherever it goes. Their origin is unknown, 2 Razor Sharp Bite! The manticore bites a player
but some scholars believe them to be magical creatures character with its many fangs, inflicting 3D8
that escaped from their dubious master or creator. Others slashing damage.
view them as ancient hunger beasts, ruthless remnants 3 Claw Attack! The beast runs up to a player char-
from the dawn of time, roused from their slumber by the acter, knocks them down, and tears at them with
gods themselves. They have human-like faces, but seem its sharp claws. The attack inflicts 2D8 slashing
incapable of human speech – probably because their maws damage, plus D6 since the victim is prone.
are packed with sharp fangs. They have the body of a lion
4 Sweeping Attack! The manticore whips its tail
and their tail ends in a swollen lump, covered in spikes and
at two player characters. Both victims suffer 2D6
nasty growths.
slashing damage and are knocked down.
5 Crushing Charge! With full force, the beast
charges at the player character with the highest
Ferocity: 2 Size: Large STR within 10 meters. The victim suffers 3D6
Movement: 16 Armor: — HP: 44 bludgeoning damage and is knocked down.
6 Spike Rain! The manticore fires a rain of deadly
spikes from its tail. All adventurers within 10
meters suffer D10 piercing damage and are
injected with a paralyzing poison with Potency 12.
C H A P T E R 7 – B estiary
93
MONSTER ATTACKS
D6 ATTACK
MINOTAUR
damage and leaves the victim Dazed, even if their
armor prevents any damage.
2 Hoof Kick! Using its powerful legs, the minotaur
Minotaurs are semi-intelligent and powerful beasts kicks the victim with its hooves. The force of the
endowed by the gods with a bull’s head and a humanoid attack throws the victim 2D6 meters away and
body. They are fearsome in battle, and bards sing songs inflicts the same amount of bludgeoning damage.
of their incredible strength and inexhaustible fighting The victim lands prone.
spirit. But minotaurs are also notorious for their inner 3 Horn Rush! The minotaur lowers its head and
rage which constantly threatens to break through and turn rushes toward two adventurers within 2 meters
them into senseless killers. For this reason they tend to live of each other, hoping to impale them with its
in solitude and exile, restlessly roaming the world in search sharp horns. Both victims suffer 2D8 piercing
of food, gold, and glory. Sometimes they claim a small damage and are knocked down.
area as their own, often near a mountain pass, a ford, or a
similar choke point, demanding road tolls and challenging 4 Cleaving Chop! The beast swings its weapon
passing t ravelers to duels. over its head and brings it down with full force.
The attack inflicts weapon damage plus an extra
D10, and can be parried.
5 Sweeping Attack! The minotaur roars and sweeps
Ferocity: 2 Size: Large
its weapon in a wide arc, hitting everyone within
Movement: 16 Armor: — HP: 32 2 meters. The attack inflicts weapon damage.
Typical Gear: Two-handed axe 6 Stomping Attack! The minotaur jumps high in the
air and comes crashing down on an adventurer,
who suffers 2D10 bludgeoning damage and is
knocked down.
C H A P T E R 7 – B estiary
94
ORC
Orcs are strong humanoids who live in well-organized clan honor-oriented and have an unfortunate
societies. Some are settled, digging vast tunnel systems tendency to cause territorial disputes and
deep beneath the woods and mountains; others wander never-ending blood feuds with dwarves,
the vast steppes of the world as nomads. Orcs often have a giants, and other kin.
formidable appearance: glowing black eyes, fangs the size
of a wild beast’s tusks, and hard, vaguely camouflage-pat-
terned skin. They are fierce warriors, widely respected
for their undeniable bravery and weapon proficiency
both in melee and at range. But orcs are also extremely
WARRIOR
Movement: 10 Damage Bonus: STR +D4
Typical Armor: Studded leather (2) HP: 12
Skills: Awareness 10, Evade 8
Typical Weapon: Scimitar (skill level 12,
damage 2D6)
SHAMAN
Movement: 10 Damage Bonus: —
Typical Armor: — HP: 10 WP: 16
Skills: Animism 14, Awareness 12, Evade 8
Spells: Ensnaring Roots, Lightning Flash,
Treat Wound
Typical Weapon: Staff (skill level 10,
damage D8)
CHIEFTAIN
Movement: 10 Damage Bonus: STR +D6
Typical Armor: Chainmail (4) HP: 24 WP: 15
Skills: Awareness 14, Evade 12
Non-Monster: Orcs do not count as monsters in
Abilities: Veteran, Defensive, Dual Weapons,
combat, but as ordinary NPCs.
Robust × 4
Nocturnal: In direct sunlight, orcs get a bane on
Typical Weapon: Two scimitars (skill level 16, all rolls and suffer D6 damage per Stretch. A
damage 2D6) thick layer of clouds or full-cover clothing are
enough to avoid the effect.
C H A P T E R 7 – B estiary
95
SKELETON
Skeletons are the remains of humanoids who have been soil and heavy rocks, and perform other tasks related to
raised from the dead through powerful magic. They are construction work. They have difficulty understanding
lesser undead and lack both will and true consciousness. complex instructions, but are cheap and labor without
They are primarily used for simple tasks, for instance complaint – as long as they are not stopped by meddle-
as guards, foot soldiers, or servants. Powerful sorcerers some adventurers.
are also known to use skeletons to dig tunnels, move
WARRIOR
Movement: 8 Damage Bonus: —
Typical Armor: Studded leather (2) HP: 8
Skills: Awareness 8, Evade 6
Typical Weapon: Short sword (skill level 12,
damage D10)
ARCHER
Movement: 8 Damage Bonus: —
Typical Armor: Leather (1) HP: 8
Skills: Awareness 8, Evade 6
Typical Weapon: Dagger (skill level 10,
damage D8), crossbow (skill level 12,
damage 2D6)
CHAMPION
Movement: 10 Damage Bonus: STR +D6
Typical Armor: Chainmail (4) HP: 24 WP: 15
Skills: Awareness 12, Evade 8
Abilities: Veteran, Defensive, Double Slash,
Non-Monster: Skeletons do not count as mon- Robust × 4
sters in combat, but as ordinary NPCs.
Typical Weapon: Longword (skill level 16,
Resistance: All piercing damage is halved
damage 2D8), large shield
(rounded up).
C H A P T E R 7 – B estiary
96
TROLL
Stories of cruel, black-hearted trolls are told among most moving boulders, with great tusks and staring eyes that
peoples of the world to keep their children in line. And glow a sickly yellow. But their reputation is somewhat
they really are terrifying beasts: as large and massive as unfair. It is true that they are often in a terrible mood and
exceedingly dangerous to encounter, but the reasons for
this are usually their endless hunger and the signals they
get from the hostile world around them. Drawn weapons
Ferocity: 2 Size: Large and sudden movements trigger their terrible, all-consum-
Movement: 10 Armor: — HP: 38 ing wrath, but trolls who are offered food and met with
kindness can be surprisingly agreeable.
Regeneration: A troll automatically heals D6 HP
per turn in combat.
Sensitive to Sunlight: Trolls suffer D6 damage MONSTER ATTACKS
per round in direct sunlight. A troll that
reaches zero HP because of this is turned D6 ATTACK
to stone. A thick layer of clouds or full-cover
1 Troll Vomit! The troll clears its throat with a
clothing are enough to avoid the effect.
thunderous rumble, coughs from deep in its lungs,
Persuadable: Unlike other monsters, trolls can
and vomits up a cascade of bile and stinking
usually be PERSUADED, albeit with a bane on
swamp water. All adventurers within 6 meters
the roll.
suffer a condition of their choice.
2 Rending Attack! The troll tears at a player char-
acter’s body with its filthy, green-black claws.
The attack inflicts D10 slashing damage but can
be parried. A victim who takes damage also con-
tracts a disease with Virulence 10.
3 Repulsive Bite! The troll opens its foul-smelling
mouth and bites a player character with a denture
of fangs, gravel, and old bone fragments. The
attack inflicts 2D8 piercing damage. The player
character is stuck in the troll’s mouth and must
make a STR roll (counts as an action) every round
to break free. On failure the victim suffers an addi-
tional 2D8 damage.
4 Troll Throw! The troll lifts a character over its head
and tosses the victim like a rag doll 2D6 meters in
a random direction, inflicting an equal amount of
bludgeoning damage. The victim lands prone.
5 Sweeping Blow! The troll sweeps its long,
gnarled arms around, hitting all characters within
2 meters. The attack inflicts 2D6 bludgeoning
damage on each victim.
6 Mangling Smash! The troll grabs the nearest
player character and uses the victim as a weapon
by slamming them into another character. Both
suffer 2D8 bludgeoning damage and are knocked
down.
WIGHT
Wights are the undead spirits of princes, princesses, and
great warriors. They are powerful beings and have a will
of their own, unlike creatures such as skeletons. However, Ferocity: 2 Size: Normal
this will is linked to a torn consciousness where hatred Mov.: 10 Armor: Same as armor HP: 38
of the living is the dominant feature. Wights differ from
ghosts in that they are corporeal, often wearing ancient Resistance: Takes half damage from non-
armor and wielding mighty weapons and artifacts they magical weapons, except fire which inflicts
took with them to their graves. Luckily, they are often normal damage.
bound to certain places, such as the burial mound where Typical Gear: Morningstar, chainmail
they were entombed.
MONSTER ATTACKS
D6 ATTACK
C H A P T E R 7 – B estiary
98
VAMPIRIC BATS
There are countless species of bats in the world of Dragon
bane. Some are small and virtually harmless, others are as big as
winged goblins and can bite the head off a grown human with a single
snap of the jaw. The feared vampire bat falls somewhere in between.
They have a wingspan of one meter and a strong appetite for human
blood. Vampire bats always hunt in flocks and are often found in
underground burial chambers, where they feed on grave robbers
and other adventurers.
MONSTER ATTACKS
D6 ATTACK
COMMON ANIMALS
ANIMAL MOVEMENT HP ATTACK SKILLS
C H A P T E R 7 – B estiary
99
ADVENTURES
he previous chapters of this book have covered This chapter contains rules and tools for handling
player characters and their abilities, combat and journeys, managing non-player characters, and creating
magic, gear and monsters. Now it is time to com- your own adventures. The chapter is mainly written for the
bine all these components and explain how they together GM, which is who we mean by “you” in this case, but there
form an exciting adventure! is nothing the players must not know.
JOURNEYS
As adventurers in the world of Dragonbane, the player LONG JOURNEYS
characters must often journey through dark forests,
rugged moors, and high mountains. A journey can be The travel rules are designed for short treks
much more than just a way of getting somewhere – it can within a limited area, such as the Misty Vale. If
be a little adventure in itself. Who knows what lies in wait the player characters go on a long journey to
around the corner? another part of the world, there is no need to
play it out in detail – the GM can just make a cut
Travel: Journeys proceed in Shifts. As mentioned in chap-
in the story and pick up again when they arrive
ter 1, there are four Shifts in a day: morning, day, evening, at their destination.
and night. As a rule, the player characters can hike roughly
15 kilometers per Shift on foot or roughly 30 kilometers on
horseback. Difficult terrain might slow them down.
The player characters can normally walk or ride for
a maximum of two Shifts per day, including a few short PATHFINDERS
breaks. If they make a long stop on the road, the distance Player characters who follow a road or clear path are not
they cover is reduced. at risk of getting lost, but such luxuries are rarely available.
When they are out in the wilderness, navigation is more
Forced March: A player character can walk or ride for a difficult, and all sorts of mishaps can occur.
third Shift during the same day, but becomes Exhausted in When traveling through pathless terrain, the player
the process. An already Exhausted character cannot travel characters must appoint a pathfinder who leads the way
a third Shift, and no one can ever travel more than three for the group. This person must make a BUSHCRAFT roll
Shifts in a single day. every Shift to find their way. If the pathfinder has no map,
the roll gets a bane. A spyglass gives a boon.
On a failure, the group suffers a mishap – roll on the
TRAVEL MAPS table on page 102. You can adjust the mishap to better fit
the area.
Most official adventures for Dragonbane include
Rolling a Dragon: A pathfinder who rolls a Dragon finds
a map of the area where the adventure takes
place. In this boxed set, you’ll find a large map
a shortcut – the distance covered this Shift is doubled.
of the Misty Vale setting, used in the Adven-
Difficult Terrain: If the terrain is particularly difficult,
tures book. You can use the adventure map to
determine how far the player characters need
you can add a bane to the BUSHCRAFT roll.
to travel and keep track of their progress. The
maps are not exact, so you will sometimes have
to make a judgment call.
C H A P T E R 8 – A dventures
101
MISHAPS
D12 MISHAP
1 Fog. The player characters are caught unawares by a thick fog. The distance covered this Shift
is reduced by half.
2 Blocking Terrain. The way ahead is blocked by rocks, fallen trees, thick shrubs, or flooding.
Each player character must make an ACROBATICS roll to keep moving forward. Anyone who
succeeds can help the others. A player character who fails makes no progress this Shift.
3 Torn Clothes. The pathfinder leads the group into a thorny thicket, rocky ravine, or swampy
marsh. The clothes of a random player character are damaged and now count as rags.
4 Lost. The player characters realize that they are walking in circles and do not make any prog-
ress on the map this Shift. The pathfinder must also make a BUSHCRAFT roll to find the right
way again. Others cannot help.
5 Dropped Item. A random player character drops or breaks an item of your choice.
6 Mosquito Swarm. A large swarm of mosquitoes or gnats attacks the group, driving everyone
crazy with their biting and buzzing. All player characters without a cloak become Angry.
7 Sprained Ankle. A random player character falls or missteps and suffers D6 damage. Armor
has no effect but boots reduce the damage by two.
8 Downpour. A massive rainfall or blizzard (depending on the season) catches the group
unawares. All player characters without a cloak must roll to withstand the cold (page 54).
They must also seek shelter until the storm passes and cannot make any progress on the map
this Shift.
9 Wasps. The pathfinder steps right into a nest of wasps. A swarm of angry wasps attacks the
entire group. All player characters must make an EVADE roll, and those who fail suffer D6
damage and a condition of their choice.
10 Landslide. The player characters are walking in rough terrain when the ground suddenly
gives way under their feet. Everyone must make an EVADE roll – anyone who fails suffers D10
damage.
11 Savage Animal. A wolf, bear, or other savage animal feels threatened and attacks the adven-
turers. Choose an animal from the table on page 99.
12 Quicksand. The ground collapses! Each player character must make a BUSHCRAFT roll. Anyone
who fails suffers a condition and must roll again. A character who already has all conditions
and fails the roll is swallowed by the quicksand and disappears for good. Whoever is free can
help those who are stuck.
RANDOM ENCOUNTERS
During a journey, the player characters can encoun- in, which is why they are typically included in the
ter the strangest creatures from far and near. Once adventure. You can also choose a suitable encounter
per Shift, or whenever you deem appropriate, you instead of rolling randomly or make one up yourself.
can roll on a table for random encounters. Random Some random encounters can even occur at night
encounters can vary depending on the area you are and when the player characters have made camp.
C H A P T E R 8 – A dventures
102
COLD Hunting: Hunting requires a ranged weapon or a hunting
trap. First, the hunter makes a HUNTING & FISHING roll
to track down an animal. If it succeeds, roll on the table
In cold weather, particularly at night, the player
below to see what kind of animal it is. Killing it requires a
characters must make a BUSHCRAFT roll to
second roll, this time for the hunter’s weapon or HUNT-
withstand the cold (page 54). It takes a blan-
ING & FISHING again if a trap is used. Note that some
ket to avoid a bane, while a fur grants a boon
animals cannot be caught with a trap. The table shows how
on the roll.
many rations of food the animal yields.
C H A P T E R 8 – A dventures
103
THE GAMEMASTER’S ROLE
As GM, you have an important role at the table. You to control the story, but we recommend that you always
describe what the player characters see, who they meet, and roll dice openly. The benefit of open rolls is that it gets all
the challenges they face. Like the director of a film, you set players involved and increases the excitement around the
the scene and are largely responsible for creating a good table. After all, you are playing the game together.
story. Being the GM is both challenging and rewarding. Feel
free to let the role of GM rotate between all members of
your group. Below are some simple tips on how you as GM PLAY WITH THE PLAYERS
can make your gaming experience even more entertaining. As GM it can be tempting to think you are playing against
the players, as you control all the adversaries and dangers.
But it is important to remember that you are all playing
ENGAGE THE PLAYERS to have fun together. If the players come up with a clever
As GM, make sure that all players feel included. If one plan and execute it successfully, let them feel good about
player character has been getting lots of attention, give themselves, and be content that you are creating stories
the others some spotlight as well. Also be mindful of the and lasting memories together.
pacing. It is often a good idea to intersperse intense events
with calmer scenes. But if you notice that the game is slow-
ing down and the players are getting bored, let something BRING THE WORLD TO LIFE
exciting happen that forces the players to react. As GM, you describe what the player characters experience.
Try to paint a picture of a real world by describing details,
sounds, and smells. Tell them about the owls hooting
ROLL DICE OPENLY around the camp at night, the frogs croaking in the swamp,
The GM often handles the dice rolls for NPCs and mon- and the leaves rustling in the wind. A detail or two is often
sters. You may be tempted to roll them secretly in order enough to make a scene or place come alive.
NON-PLAYER CHARACTERS
You control everything in the world around the player
characters, from dragons to demons, but your most
important tool for creating drama is often your non-player
characters. Stats for typical types of NPCs can be found
on the next page and many NPCs are described in the
Adventures book.
MANAGING NPCS
Mechanically, NPCs function like player characters.
They move, perform actions, sustain damage,
and use WP in the same way. But in
practice, you should disregard
all rules mechanics for NPCs
if they do not directly affect
a player character. Don’t
roll dice for actions
C H A P T E R 8 – A dventures
104
performed by NPCs unless they are attacking or healing a Bosses are different. They are often described with names
player character. You can roll for NPCs in other situations if and backgrounds, and usually play an important part in
it enhances the drama, but usually there is no need for it. the adventure. A boss draws their own initiative card in
combat. Bosses have WP and use innate, profession, and
heroic abilities just like player characters. Particularly pow-
MINIONS & BOSSES erful bosses often have multiple heroic abilities – not least
NPCs can be divided into two categories: minions and bosses. Robust and Focused several times over, which can give
them far more HP and WP than the player characters.
Minions are groups of less significant NPCs with identical If possible, try not to have your bosses die too early
stats. They are rarely described by name or personality. A in the game. A boss who lives to fight another day is
minion who reaches zero HP is dead unless you want it to more fun than a dead one. Also make sure that the player
survive – perhaps to tell the player characters something characters cannot get to the boss too easily – put some
important with its dying words. Minions almost never use minions in their way that need to be dealt with first. A
WP and often act on the same turn in combat. boss encounter should be challenging!
TYPICAL NPCS
DAMAGE
TYPE SKILLS HERO ABILITIES BONUS HP WP GEAR
C H A P T E R 8 – A dventures
105
CREATING NPCS
D4 D6 D8 D10 D12 D20
ATTITUDE KIN MOTIVATION PROFESSION TRAIT NAME (CHOOSE ONE)
1 Hostile Human Sweet, glittering Bard Talks too Agnar, Jorid, Dareios
gold much
3 Indifferent Elf Deep and eternal Hunter Wild-eyed Arnulf, Tyra, Xanthos
love
4 Friendly Halfling A lifelong oath Fighter Smells bad Atle, Liv, Athalia
6 — Mallard A life of joy and song Mage Cultist Botvid, Ragna, Astara
7 — — Blood ties that can Merchant A bit childish Kale, Turid, Priamus
never be severed
C H A P T E R 8 – A dventures
106
CREATING ADVENTURES
Creating adventures for Dragonbane is easy. By looking 3. THE ADVENTURE SITE
at how adventures are structured in the Adventures book, The core of an adventure is an adventure site. It is the place
you can easily put together your own. Preparing an adven- where the adventure reaches its climax and where the
ture is often a fun and creative process. Here are some tips player characters spend most of their time. You can easily
to get you started. create your own adventure sites by looking at how they are
described in the Adventures book and using the random
Random Generation: With the tables on the following table on page 111. Longer adventures can have multiple
pages and a few dice rolls you can quickly and easily come adventure sites.
up with the framework for a short adventure. Grab a die
of each type from the box and roll each of them three Map: An adventure site is best illustrated using a map
times – this gives you a quest, a journey, and a site where with a 2-meter grid. The map is a useful tool for you to
the adventure reaches its climax. Keep in mind that the describe the site to your players in a consistent manner.
tables are meant as inspiration and that it is okay to make It can also be used for combat encounters (page 44).
changes. A simple sketch on squared paper may suffice, but you can
also create beautiful and detailed maps using computer
software.
1. THE QUEST
To pull the player characters into an adventure, you need a Challenges: It would not be much of an adventure
“hook.” It might be a quest given by an NPC, but it can also without dangers and challenges to face. Challenges often
be a letter, a legend, or a map they find. The hook is what involve combat with enemies and monsters, but there
sets the adventure in motion and gives the players a goal. It are other variants that can come in the form of practical
is important to be clear when creating a hook. If you want obstacles that must be overcome (a fallen tree blocking the
your adventure to take place in an abandoned crypt, give road), social challenges (guards that need persuading), or
the player characters a quest to find a lost treasure at the traps (a treasure chest with a poison needle).
end of the crypt. Knowing what they are supposed to do
makes it easier for the players to navigate the game.
LEAVING THE ADVENTURE SITE
2. THE JOURNEY
Leaving a cave or other dangerous place full of enemies,
Traveling through the world of Dragonbane is an adven-
perhaps to make camp and take a Shift rest (page 52),
ture in itself. Rules for journeys are found earlier in this
can be risky. Roll on the table below if the player
chapter and official adventures have tables for random
characters leave an adventures site for at least a Shift.
encounters. Playing the journey gives the player characters
Disregard the result if it clearly makes no sense.
opportunities to use their skills to find the right path,
gather food, and avoid dangers. D6 CONSEQUENCES
It can also be worthwhile to roleplay small talk around
1 Enemies at the site follow the player characters
the campfire. Small details like these make the game world
and attack at an opportune moment.
feel more alive. The journey is not mandatory however –
sometimes you may want to skip it and let an adventure 2 Enemies at the site get reinforcements. Fallen
begin at the adventure site. enemies are replaced twofold.
3 Someone else arrives at the site and clears it of
treasure before the player characters return.
4–6 Nothing happens.
C H A P T E R 8 – A dventures
107
TYPICAL TRAPS Treasures: Treasures and finds are often what tempts the
player characters into perilous adventures, and they are
Spike Trap: snaps shut on an unwary adven-
key components in creating an adventure site. An easy way
turer who tries to open a chest or door. Inflicts
is to use the treasure cards in the game box. A typical short
2D6 piercing damage.
adventure should contain 3–5 treasure cards. You can
choose treasure cards and place them in your adventure,
Trapdoor: a hatch in the floor opens beneath
let the players draw cards randomly, or just use the cards
a player character. The victim must make an
as inspiration for creating your own treasures.
EVADE roll with a bane and sustains 3D6 falling
damage on a failure.
TYPES OF TREASURE
Poison Dart Trap: darts dipped in poison shoot
out from the wall, hitting all nearby player There are two types of treasures in Dragonbane
characters who fail an AWARENESS roll. The GM – monetary treasures and gear.
decides the potency and whether it is a lethal,
paralyzing, or sleeping poison (page 52). ✦ Monetary treasures consist of coins (copper,
silver, or gold) or valuables without practical
use, such as jewels and jewelry. As a rule,
valuables are simply treated as coins – let
the players automatically know their worth
Traps: Traps are a good way to make the adventure site
(in gold, silver, or copper depending on the
feel unpredictable and dangerous to your players. Use
material) and note it on their character
them sparingly in carefully selected locations. Traps can
sheets. The item itself does not need to
be detected with the SPOT HIDDEN skill or by the players
be written down, unless it is of particular
describing that they are looking in the right place. For
importance.
truly lethal traps, it is important to give the players a hint,
✦ Gear has some practical use. It can be a
so they get a chance to spot the trap. There could be a
weapon or some other item from chapter 6. It
strange indentation in the stone floor, a mark on the wall,
can also be a magical item (page 62).
or something similar.
C H A P T E R 8 – A dventures
108
THE QUEST
D6
D4 the characters D8 D10 D12 D20
One day, come across from/about/with who wants to a called
2 at the first light of a letter Bode, a one-eyed seek family the Eye of
dawn fighter revenge for heirloom Kalmander
3 around the warmth a rumor Smolla, a sad hide sword Sylrod’s Treachery
of the campfire halfling bard
4 in the bustle of the gossip Malkar, a curious destroy treasure the Heart of Ardana
marketplace wolfkin mariner
12 — — — — pet Windtamer
13 — — — — — The Whetstone
of Helox
14 — — — — — Stoltzenkranz
15 — — — — — Wintermoon
16 — — — — — Hallowbane
17 — — — — — Jommelkud
19 — — — — — Malkor’s Wrath
20 — — — — — Ironside
C H A P T E R 8 – A dventures
109
THE JOURNEY
D4 D6 D8 D10 D12 D20
The journey is and ends There is a/an surrounded by The place is called
1 easy with plenty of time for in the shadow ancient tower a swamp Bark’s Blood
song and camaraderie of a mountain ruin
2 eventful with unexpected in the darkness abandoned catacomb thick fog Barrenstone
encounters and challenges of the forest
3 arduous with unpredictable in a soggy bog forgotten tomb dark gnarled Nightpit
weather and inaccessible trees
roads
4 hard and miserable at a black lake overgrown village heavy rain Melka’s Gift
clouds
14 — — — — — Birchholm
15 — — — — — Witherland
16 — — — — — Beaver’s Howl
17 — — — — — Coppergate
18 — — — — — Barra’s Grove
19 — — — — — Ashencleft
20 — — — — — Stormhaven
C H A P T E R 8 – A dventures
110
THE ADVENTURE SITE
1 easy – no one a flooded chamber 2D8 goblins a ravenous a trapdoor Kazan Murg –
locked the door and giant spider a mad wizard
2 hidden and hard a blockage of D6 adventurers a curious a strong poison The Devastator –
to find rubble and manticore a powerful minotaur
3 challenging – a winding stair- D6 wolfkin an ill- a cave-in Princess Nadilara –
something is way leading down and tempered a terrible wraith
lurking here into the darkness giant
4 dangerous – a a somber tomb D8 bandits D6 jeering a dart trap Zurgush the Red –
trap has been set and harpies a tall orc chieftain
5 — a remarkable 2D6 orcs 2D6 patrolling a tricky riddle Nightclaw –
statue and skeletons an evil elf warrior
6 — a strange mural D8 cultists an enigmatic a curse that must Frosch – an undead
and demon be lifted mallard knight
7 — — D6 dwarves a flock of vam- a jar of toxic gas Vinjia –
and pire bats an ancient ghost
C H A P T E R 8 – A dventures
111
CAMPAIGNS
Dragonbane is all about adventures. But playing individual DEAD PLAYER CHARACTERS
adventures is just the beginning. By playing a series of
adventures with the same player characters, your gaming Dragonbane is set in a dangerous world where
group can experience a larger story that becomes more player characters will sometimes die. Having to
exciting and memorable. This is called playing a campaign. part with a player character can be sad, but it is
The Secret of the Dragon Emperor in the Adventures part of the game and something that opens up
book is one example of a campaign, but they can take new possibilities.
many different forms. As GM you can have lots of fun When a player character dies, let the player
planning and playing a campaign over time, but it is create a new character and join the adventure
often good to start simple. You do not need a grand plan at the earliest opportunity. Grant the new player
to begin a campaign. Just let the player characters go off character an extra advancement roll for each
on adventures and find some way to link the adventures session you have played so far and the same
together as you go. number of heroic abilities as the other player
characters.
THE GAME WORLD
The world of Dragonbane is full of misty forests, deep
ravines, steep cliffs, and forgotten caves. It is a world of
adventure and danger, of ancient beasts, hidden treasures,
and dark cults working in the shadows.
The Misty Vale, which is described in the Adventures
book, is a good starting point for your adventures.
The world of Dragonbane is meant to be discovered
and experienced in-game. Who knows what lies
beyond the mountains in the north? Perhaps
you have an idea about a strange spider
realm that would be perfect for the player
characters to visit next. If so, run with
that idea, or anything else you think
might be appropriate.
In future modules we will explore the
game world bit by bit, but in a way that
gives you the freedom to create your own
adventures.
C H A P T E R 8 – A dventures
112
PLAYER APPEARANCE
KIN AGE
PROFESSION
MOTIVATION
NAME
ENCUMBRANCE LIMIT
R
ARMOR OR A HELMET WILLPOWER POINTS
R
TIN
ARM
OR A
TIN
ARM
G
G
HIT POINTS
DURA
WEAPON / S HIELD GRIP RANGE DAMAGE BILITY FEATURES
SUCCESSES FAILURES
DEATH ROLLS
PLAYER APPEARANCE
KIN AGE
PROFESSION
MOTIVATION
NAME
ENCUMBRANCE LIMIT
R
ARMOR OR A HELMET WILLPOWER POINTS
R
TIN
ARM
OR A
TIN
ARM
G
G
HIT POINTS
DURA
WEAPON / S HIELD GRIP RANGE DAMAGE BILITY FEATURES
SUCCESSES FAILURES
DEATH ROLLS