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The document details pricing and inventory rules for a roleplaying game called Crowns. Items have usage dots and can be sold for half price. Pages provide more details on certain items or topics.

Items marked with a (!) take up two inventory slots. Examples given are heavy weapons, rope spools, and wooden poles.

Valuable treasure mentioned includes gemstones, gold and silver items, cloth of gold/platinum vestments, and holy relics.

p.

All prices are in crowns, items Improvised (always Stabling (per night) 3c
-
can be sold for ½ their price. mark a dot after a fight) Bunkhouse (per night) 2c
Follow the page numbers to Light (dagger, axes, Inn (per night, provides
10c
learn more on certain items. swords, maces, etc.) meals and refills 5c
Items with a ( ! ) take up 2 slots. ( ! ) Heavy (longsword, supplies for free)
40c
great axe, maul, etc.)
p.7
( ! ) Polearm (halberd,
30c
spear, glaive, etc.) Caches take up 6 slots when
Bottle, clay 1c
Sling (requires stones) 2c held by a person (2x3) and can
Bottle of Holy Water 30c hold up to 6 slots worth of
( ! ) Bow (requires
Bound Book, blank 150c 40c items. They have no usage dots.
arrows)
Bucket, wood 3c ( ! ) Crossbow (requires Lockable Cache (crates,
70c 40c
( ! ) Chain, 10ft 25c bolts) chests, barrels, etc.)
Chalk, box 1c Stones, pouch 1c Open Caches (shelves,
30c
Cooking Pots p.2 10c Arrows, quiver 10c weapon racks, etc.)
( ! ) Fishing Gear p.2 20c Bolts, quiver 10c Sack (not lockable, only
3c
holds 4 slots of items)
Grappling Hook, hook 12c Silver Weapon (always
x10c
Hammer and Nails 5c mark a dot after a fight)
Hand Mirror, glass 150c p.8 Horse p.3 100c
Hand Mirror, steel 10c Warhorse p.3 500c
Improv. Shield (has
Healing Salve p.2 80c -
only one usage dot) Saddle p.3 75c
Holy Symbol, silver p.8 120c Saddlebags p.11 30c
Shield (round, kite,
Holy Symbol, wood p.8 4c 20c
tower, buckler, etc.) Animal Feed, 3 days 4c
Traps, small game p.2 3c Light Armor (linen,
150c
( ! ) Instrument, master 400c leather, cloth, furs, etc.) p.1

Instrument, regular p.2 12c ( ! ) Heavy Armor Each transport type allows for a
400c
Lockpicks 50c (plate, chain, etc.) max capacity of riders/caches
Manacles and Key 8c Noble Clothes p.8 500c Pricing is per rider/cache, per
Net, man-sized 12c Winter Cloak p.16 75c watch spent traveling, or 3 times
Oil, flask 25c Traveler’s Cloak p.16 30c the price per day spent
travelling if going long distances
Padlock and Key 20c
Buying a vehicle costs x100 the
( ! ) Rope Spool, 30ft 25c
Masterworks Weapons, price for transport and cannot
Scroll and Quill, case 20c Ammo, and Armor be done at every settlement
x20c
Tool (shovel, crowbar, (only mark a dot on a
10c Cart (carries 4) 5c
pickaxe, sledge, etc.) roll of 6 after a fight)
Tub of Lard 5c Carriage (carries 8) 8c
p.8 Coach (carries 12) 10c
Whistle 1c
( ! ) Wooden Pole, 6ft 2c Torches (unrepairable) 5c Armored Coach (carries
40c
Lantern (can be refilled 10)
50c Riverboat (carries 12) 10c
p.7 with oil, can be worn)
Oil, mark a dot of oil to Sailing Ship (carries 12) 24c
Repair One Usage Dot 10% 40c
fully repair a lantern Large Ship (a lot) 40c
Crowns is a tabletop
1 Core Rules 11 Followers
roleplaying game for 2-10 1.1 Attributes 11.1 Hirelings
players. It is built to fulfill the 1.2 Time 11.2 Beast of Burden
fantasy of a dark age where 1.3 Travel 11.3 Mercenaries
magic is real, monsters prowl
the wilderness, and combat is
2 Rest & Healing 12 Warbands
deadly. Sometimes the best 2.1 Short Rests 12.1 Fortifications
plan is one where the dice 2.2 Long Rests 13 GMing Crowns
aren’t touched. 2.3 Full Rests
13.1 When to ask for
Your goal is to find crowns 3 Combat Saves
(gold coins) in the dangerous 3.1 Actions in Combat 13.2 Consequences
wilderness and bring them 3.2 Attack & Defense
back to settlements, the last 14 Making Adventures
4.1 Utility Actions
bastions of civilization. 4.2 Taking Damage 15 Dungeoneering
The following are all the 5 Character Creation 17 Wilderness Travel
original Kickstarter backers 17.1 Making Maps
6.1 Backgrounds
that made this possible:
18.1 Offroading
Special thanks to Peter Graff,
7 Inventory 18.2 Weather
Andrew, Ian McFarlin, Steven 7.1 Usage Dots
18.3 Wilderness
Lord, David, Javier A Verdin, 7.2 Storage Caches
Encounters
Josh, Szymon, Jon Terry, Lee 7.3 Large Items
Smith, Randy fisher, John Di 7.4 Conditions 19 Language
Pietro Jr., Juergen barters, Ian 7.5 Storing Loot 19.1 Monsters
Wells, Rebecca, Mocharaid,
Bradly Hawkins, Obadiah 8 Combat Gear 20.1 Example
Psalter, InqMcThol, Steven 8.1 Armor Monsters
Warble, Erin Wendland, Chris 8.2 Weapons 23 Feats
Striker, Gus, McKay Brown, 8.3 Ammunition 24.1 Feats Chart
Bad Goblin Games, Brian 8.4 Coin Purses
Hum, David Buswell-Wilbe, 31 Magic Items
8.5 Noble Clothes
Hugo, Randy Smith, New 8.6 Bedrolls 32 Potions
Comet Games, Nikolas Barto,
8.7 Light Sources 33 Spells
Benjamin Griggs, Justin Moss,
Stefan, William Cosgrove,
8.8 Holy Symbols
35 Settlement
John “johnkzin” Rudd, Jonas 9 Grimoires & Spells 35.1 Going to Market
Schiott, Jared Rosenau, Guy 9.1 Dots & Recharging
Edward Larke, Jason Gabel, 36.1 Settlement
9.2 Casting Spells
and ParlainthTownie, Growth
9.3 Identification
36.2 Buying Property
Creative Commons
Attribution 4.0 International
10 Advancement 36.3 Setting Up Shop
License: You are free to share 10.1 Experience 37 Factions
and adapt this material for Milestones
37.1 Building a Faction
any purpose as long as you 10.2 Gaining Feats
38.1 Faction Turns
give attribution. 10.3 Reward Amounts
38.2 Campaigns
Written by Reese R Surles.
Illustrated by Jacob Fleming. 39 Social Encounters
Inventory Art by Inked Gas.
Time is broken down into three scales for ease
This game requires a full set of polyhedral of understanding and coordination.
dice, and some starter knowledge of TTRPGs.
 Rounds are the time it takes for one
character to act in combat, lasting
Each character has 4 attributes that measure about one minute
the character’s strengths and weaknesses.  Turns are used during dungeon
exploration and take around 10
 COR (coordination) minutes. 6 turns are equal to 1 hour
agility, melee skill, riding, balance  Watches take about 36 turns or 6
 SEN (senses) hours. There are 4 watches in a day.
reflexes, aim, accuracy, empathy They are used for resting and travel
 VIT (vitality)
athleticism, endurance, constitution
 WIL (willpower)
While on foot/ riding vehicles, you can travel
courage, spellcasting, charisma
6 miles per watch. In difficult terrain (jungle,
Characters also have resolve which is a tundra, heavy forest, etc.) you can only travel
measure of their ability to push through stress. 3 miles per watch.
While mounted on horses/ sailing ships, you
can travel 9 miles per watch. In difficult
When success or failure is uncertain and will terrain you can only travel 3 miles per watch.
cause consequences, make a save based on
an attribute as instructed by the GM.
Roll a d20. If you get equal or under the Player characters must mark one dot of rations
attribute’s value you succeed, otherwise you per day or gain the starving condition. Players
fail. A 20 always fails, a 1 always succeeds. must also spend 1 watch a day sleeping or
gain the exhausted condition (see Combat
Gear). This goes with player mounts as well,
Some items or abilities have modifiers (mods) eating animal feed.
to different rolls. Such as shields, which give +2 While asleep, characters are assumed to not
to SEN when defending. That mod is added have their pack on, or wearing/ holding any
(or subtracted) from the attribute, not the roll. items. However, all items are within an arm’s
So, in the case of the shield, the SEN attribute reach. Mounts would be tied up nearby,
would be 2 higher than it would normally be. although their saddlebags would not be worn.
Full rests take a week in the safety of a
Adventuring is a dangerous business, and settlement. Restore all resolve. Remove short,
sometimes it’s good to take a break. Resting long, and full rest conditions. A week’s worth
can restore resolve and clear conditions. How of food costs 35c per person at most taverns.
much depends on how long you rest for.
During a full rest, players gain 2 full rest
actions they can perform during their full rest.
Short rests take 1 turn (10 minutes). Restore
2d6 resolve. Clear short rest conditions. This is
the only rest than can be performed in a If the settlement has a smith or an armorer
dungeon or dangerous location. you can commission a masterwork item.
If a settlement has a temple or an abbey, you
can commission a silver weapon.
Long rests take 1 watch (6 hours) and includes
If a settlement has a tailor or an artist, you can
taking a much-needed break. This does not
commission noble clothes or a master
count as time spent sleeping. Return to full
instrument.
resolve. Clear short and long rest conditions.
Each player may choose to mark one dot of a
healing salve to remove 1 wounded condition You learn some new information about your
per long rest and perform a long rest action. quest, your enemies, the environment, the
world, rumors, etc. It is encouraged that the
GM always have many of these handy.
Spend time cooking to remove a wounded Depending on the services in a settlement,
condition from the cook or another character different information may be available.
by marking a dot on their rations and
succeeding a COR or SEN save while having
cooking pots on their person.
Spend your time forming a warband (see
Warbands) or hiring followers (see Followers).

Spend time foraging to erase up to d3 dots of


ration supplies, spread out among the party as
If the settlement has a temple or abbey, you
sees fit. Do not remove conditions if foraging.
can give them a magic item or grimoire and
If this character has the fishing gear or small 50c to have it identified. After a week of study
game trap items and it can be used in their and prayer, they will tell you all its properties.
present environment, they may mark a dot on
the item and erase d3 extra rations dots.
Train intensely to improve. Spend experience
obtaining a new feat (see Advancement).
Spend time reveling with the party. If at least
one other player character also revels, all
reveling players gain a free reroll. If left
Spend time living your best life. If you are
unused until the next long or full rest, it is lost.
religious or scholarly, perhaps this is spent in
If a reveler has a regular instrument, they can prayer or deep in a good book. If not, it may
give one non-reveler a free reroll as well (this be spent at the local tavern or brothel.
other party member need not be a player
In either case, spend your level x 50c to gain a
character). If it is a master instrument, they
free reroll. If left unused until the next full
may give out two free rerolls to non-revelers.
rest, it is lost.
If one side is ambushing the other, they and Attacks can also be enhanced by attacking a
their allies go first. Otherwise, make a COR prone target in melee, attacking an
save to see if they act before their targets. This incapacitated enemy, exposing an enemy’s
save reoccurs at the start of each turn. unique vulnerability, etc. Roll a 1d12 for
damage, regardless of the weapon, and this
attack cannot be defended against.
On your turn in combat, you can move up to Attacks can be impaired by attacking a prone
30ft, and perform up to two main actions. enemy at a range, attacking an enemy that’s
You cannot perform the same main action in cover, fighting unarmed, etc. Roll a 1d4 for
twice in a single turn. damage regardless of the weapon.
A main action can be anything from:
 Attacking
Light weapons can be held in a character’s off
 Sprinting (move an additional 20ft)
hand. If dual-wielding weapons, do not make
 Attempt a Utility Action two attacks. Instead, you may reroll your to-
 Scrounging through your pack hit save. If your weapons have effects, use
You can break up one or both main actions whichever one of the two weapons you’d
into two quick actions if you’d like. prefer (this may be decided after rolling).

Quick actions are for minor things, like pulling


a lever, picking up an item, passing off an item
Being on a mount in combat lets you
to an ally, drinking a potion, etc.
exchange your characters movement for the
mounts. A horse and warhorse both have a
45ft move and a 25ft sprint.
When performing a melee attack, select a
target up to 5ft away, then perform a COR If you take critical damage while mounted,
save. For ranged attacks, select a target up to you must succeed a COR save to not fall
your weapon’s range away, then perform a prone on the ground. If your mount has a
SEN save. On a success in either case, you hit saddle, gain +2 to this roll. If your mount is a
and deal weapon damage, your turn ends. warhorse, you gain +2 to this roll as well.

If a player character is getting attacked, they If attacking a mounted character, damage


can defend themselves by attempting a SEN targeting the mount (unless it has an area-of-
save. On a success, the attack deals half of its effect) is redirected to the rider. The rider
original damage. If the attacker is a monster makes the defense saves. Horses have 3
that had already missed, no damage is dealt. resolve, 1 DEF, 9 MOR; warhorses have 2 DEF.

If a player character rolls a natural 1 while Melee attacks targeting unmounted targets
attacking, their attack becomes enhanced. If while the attacker is mounted are enhanced.
they roll a natural 1 while defending the Unless the rider has a polearm, riders cannot
enemy attack becomes impaired. target prone enemies while mounted.
On their turn, a player to attempt a utility Incoming damage first reduces a character’s
action as a main action. If you succeed a utility resolve. When all resolve is reduced to 0, they
action, you get what you want, and your turn become bloodied.
ends.
If a bloodied character takes regular damage
Utility actions are the following: (including damage that carried over from
when they were pushed down to 0 resolve)
 Expose. Make a SEN save, you must
they must attempt a VIT save minus the
have a weapon equipped and the
amount of damage they took over their
target must be within range of the
resolve. If they fail, they take critical damage.
weapon. On a success, the next
successful attack against the target If a bloodied character takes fear-related-
by an ally or the exposer is damage, follow the same rules as above but
enhanced. If unused, this effect ends with a WIL save. On a failure, the character
at the end of the exposer’s next turn. gains the panic condition.
 Hinder. Make a COR save. On a
success, the next attack the target
makes is impaired. When a character takes critical damage, they
 Push. Make a VIT save, target must gain the wounded condition, and must make a
be the same size or smaller than you WIL save.
and be in melee range. On a success,
the target is moved up to 5ft in any If they succeed, they press on. If they fail, they
direction. If this causes them to be fall incapacitated, gain the peril condition. If a
pushed into impassible terrain (a player’s entire pack is full of conditions, they
wall) they take 1d4 damage. fall incapacitated. Allies that see this must
 Tackle. Make a VIT save, target must pass a WIL save or gain the panic condition.
be the same size or smaller than you A player can spend a dungeon turn (10
in melee range. On a success, you minutes) tending to the incapacitated player,
and the target are prone (melee removing one random condition from them,
attacks made against prone targets and restoring them to consciousness. This is
are enhanced, ranged attacks are not a short rest. If left untended for 6 turns (1
impaired). hour) they die.
 Taunt. Make a WIL save, the target
must be within line-of-sight and
earshot. On a success, the target
must attack the taunter on their
next turn or have their next attack
impaired.
The call to adventure is not limited to the
upper echelons of society.
11 Archon (leader) 41 Fire (brilliance)
12 Champion (reveler) 42 Loom (creative)
Each character has 4 attributes that measure 13 Maiden (beautiful) 43 Pearl (pure)
the character’s strengths and weaknesses. 14 Saint (wise) 44 Skull (reserved)
 COR (coordination) 15 Student (curious) 45 Tower (rebellious)
agility, melee skill, riding, balance 16 Warlord (belligerent) 46 Wheel (industrious)
 SEN (senses) 21 Eagle (proud) 51 Ivy (mysterious)
reflexes, aim, accuracy, empathy
22 Hound (loyal) 52 Juniper (usurper)
 VIT (vitality)
athleticism, endurance, constitution 23 Ox (stubborn) 53 Oak (steadfast)
 WIL (willpower) 24 Serpent (venomous) 54 Water Lily (graceful)
courage, spellcasting, charisma 25 Swine (humble) 55 Wildflower (joyful)
For each attribute, in order, roll 3d6. Ignore the 26 Warhorse (powerful) 56 Willow (depressive)
lowest roll and add the two remaining dice 31 Coronation (noble) 61 Basilisk (intense)
together for the value.
32 Festival (merry) 62 Dragon (passionate)
Add up all your attributes together. If the total 33 Harvest (generous) 63 Kraken (unrelenting)
is less than 32, you may reroll your lowest one.
34 Ill-Omen (unlucky) 64 Phoenix (adaptive)
You may swap any two values. 35 Prophecy (lucky) 65 Unicorn (selfless)
Roll on the born under the sign of… and 36 Sacrifice (martyr) 66 Wyrm (secretive)
physical details tables to get a few more
character details at random. (roll twice)
11 Athletic build 41 Bright eyes
12 Portly frame 42 Eye patch
Roll 1d6 for your starting resolve.
13 Scrawny build 43 Narrow eyes
Roll 1d6 for your starting crowns (gold coins).
14 Shorter than most 44 Spectacles
15 Slender frame 45 Tired eyes
16 Taller than most 46 Wide-set eyes
Cross reference your starting resolve and
crowns on the Backgrounds table to gain your 21 Balding 51 Foreign clothes
background and starting items. 22 Braided hair 52 Hooded cloak
Your background represents what you used to 23 Cropped hair 53 Multiple tattoos
be before you took up adventuring. You 24 Curly hair 54 Patchwork clothes
weren’t particularly good at it, otherwise you 25 Shaved head 55 Stylish clothes
would’ve stayed.
26 Wild hair 56 War paint
Then add the following to your inventory: 31 Broken nose 61 Cold voice
 Torches 32 Button nose 62 Heavily accented
 A weapon of your choice (and the 33 Perfect teeth 63 Lightly accented
appropriate ammo if it is ranged) or a
34 Rosy cheeks 64 Raspy voice
shield
35 Scarred face 65 Soothing voice
Bold and italicized items in the Backgrounds
36 Sneering grin 66 Strong voice
list replaces a player’s starting torches.
1 1 Occultist Grimoire Holy symbol, wood
1 2 Noble Noble Clothes 100 extra crowns
1 3 Officer ( ! ) Heavy Armor Follower: Loyal soldier
1 4 Messenger Horse Lantern
1 5 Pilgrim Holy symbol, silver Bottle of holy water
1 6 Burglar Lockpicks 20 extra crowns
2 1 Courtier Noble Clothes 30 extra crowns
2 2 Brigand Light Armor Follower: Lacky
2 3 Mercenary Light Armor Polearm
2 4 Far Traveler Traveler’s Cloak Lantern
2 5 Lamplighter Lantern ( ! ) Lamp stick (6ft pole)
2 6 Merchant 20 extra crowns Follower: Bodyguard
3 1 Poor Knight ( ! ) Heavy Armor Horse
3 2 Physician Healing Salve Holy symbol, wood
3 3 Blacksmith Lead Apron (light armor) Hammer (tool)
3 4 Librarian Lantern Book, forgotten lore
3 5 Oil Squeezer Oil, flask Cooking pots
3 6 Chef Cookpots Latest creation (rations)
4 1 Militia Light Armor Shield
4 2 Stable Hand Horse Saddle
4 3 Hunter Bow Quiver, arrows
4 4 Prison Guard Shield Manacles and key
4 5 Fisher ( ! ) Fishing Gear Net, man-sized
4 6 Bard Instrument, regular Follower: Backup Singer
5 1 Ranch Hand Horse Whistle
5 2 Woodcutter ( ! ) Lumber Axe (heavy) Tub of Lard
5 3 Sailor Grappling hook, hook ( ! ) Rope spool, 30ft
5 4 Carpenter Crowbar (tool) Hammer and nails
5 5 Brewer Cookpots Bottle of Ale
5 6 Trapper Traps, small game Sling
6 1 Miner Lantern Pickaxe (tool)
6 2 Street Thug Heavy weapon Bottle of ale
6 3 Bricklayer Sledgehammer (tool) Bucket, wooden
6 4 Swineherd ( ! ) Crook (6ft pole) Follower: Stubborn pig
6 5 Farmhand Tub of Lard Dried crop (rations)
6 6 Scribe Book, forgotten lore Chalk
( ! ) takes up 2 slots
Bold and italicized items replace a player’s starting torches
Adventurers carry items in their inventory slots
(one item per slot). Items are 1” squares, that are
printed and cut out on thick paper. If playing
online, write down the different items on paper.

The inventory is split into two sections: supply counters and inventory slots. Supply counters
are for matches, rations, and an adventurer’s bedroll, to keep track of these common items.
Inventory slots come in three types: hand slots, worn items, and pack slots.
 Items in hand slots are carried in the character’s hands, and may be used on their turn
 Items that are in worn slots are carried on the character (in pockets, scabbards, on the
back, etc.) and can be swapped into their hands freely on their combat turn
 Items in the character’s pack slots are tucked away and require more time to retrieve
in combat. A character can spend a main action to swap any items in their hands or
worn into their pack, as well as pull items out of their pack.

Most items have three dots. Sacks and lockable caches Conditions are placed in a
Exceptions to this rule are work the same as pack slots, character’s pack slots (the
specifically noted in the Prices taking a main action to specific slot is chosen by the
for Gear section. When all rummage through during player). One condition/item
three dots are marked the combat. per slot, conditions must stay
item is either depleted or in pack slots. Conditions can
Open caches can be accessed
destroyed. A dot can be only be removed when their
as part of a quick action.
erased (repaired) from clear condition is met.
weapons/armor/shields by
See Taking Damage when a
paying 10% of the item’s
pack is full of only conditions
original cost (minimum of 1c). Items larger than one slot
may be stored however the
Most items mark dots when
holder wants. Whether
used in a way that could wear
sideways or up-and-down. Banks & goldsmiths in
them down or use its
settlements can store crowns
resources. If unclear if an item Characters can push/pull
and other treasure.
would be depleted by use, roll items that take up to their VIT
a die. Some items have in inventory slots. Such as See Full Rests and
special rules for marking dots. sacks of loot or heavy stones. Settlements for more.
In combat, you can mark a Ranged weapons require the
dot on the weapon you are appropriate ammo to be worn
using to reroll an attack roll. to fire them. Ammo can be
refilled from other ammo
items, on a dot per dot basis.
Always mark a dot after
using this in a fight
Deals d6 damage Each slot can hold up to 200
crowns. The first 100 crowns
Main hand
are kept in a coin purse, and
do not take up a slot.
Can be thrown up to VIT * 3ft
Deals d6 damage
Mark a dot anytime the
Main hand/ Off hand holder gets messy. Nobles
When a melee weapon, don’t start with a Reason to
armor, or ammunition is used Doubt someone wearing this.
Deals d10 damage
in combat, roll a 1d6. On a 5-
6, mark a usage dot. Both hands
Anytime you sleep outside
roll a 1d6. On a 5-6, mark a
Melee range is considered dot on your bedroll. Doing so
You can mark a dot on armor
10ft for the wielder, and they without a bedroll causes you
you are wearing (or shields
have -2 to-hit while indoors to wake up with 0 resolve.
you are wielding) to reduce
incoming damage by 2. Deals d10 damage
Both hands
When lighting a light source,
Increases SEN by 2 when mark a dot on your matches.
defending in combat Deals d6 damage Light sources mark a dot after
Worn 120ft range 6 turns (one hour) of use.
Torches must be relit after
Requires stones, pouch marking a dot, while lanterns
Reduces all incoming Main hand do not need to be relit.
damage by 1 Lanterns can be worn while
still providing light.
Worn Deals d8 damage
300ft range
Increases SEN by 2 when Requires arrows, quiver Undead, fiends, and unholy
defending in combat monsters must make a MOR
Both hands save to willingly enter within
Main hand/ Off-hand
30ft of a character
holding/wearing a holy
Deals d8 damage, +5 to-hit,
symbol. If it is made of silver,
Only has one usage dot two main actions to reload
their save has -5. Mark a dot
Increases SEN by 2 when 240ft range for each successful save. Deal
defending in combat 1d4 damage to the unholy
Requires bolts, quiver
Main hand/ Off-hand monster for every save, use
Both hands the wielder’s WIL to wound.
When someone holding a grimoire in their
hand speaks the grimoire’s power word it
unleashes the spells inside, causing magical
effects.
See Spells for a list of example spells.

Before anything else the player must decide


the spell power, a number up to the grimoire’s
unmarked dots. For each point of power being
used the player rolls a d6.
For every 4-6 rolled mark a dot.
At this point, the spells effect occurs.

If the spell is performed within 60ft of the


spell’s source (noted in the spell’s description),
the spell’s strong effect occurs.

If all the power dice rolled result in 1s then the


Grimoires are large, ancient tomes that can
spell miscasts, performing its miscast effect.
contain hundreds of pages. Each page is
The caster gains the crazed condition.
covered in eldritch incantations, runes, and
sigils that lure and trap multi-dimensional
spirits inside of them. These spirits are called
spell spirits (or spells for short). In future context the number of dice rolled is
[DICE], the highest individual number rolled
Spells are elemental hosts that cause much of on the dice is the [HIGH], and all the dice
the laws of nature to function. Containing added together is the [SUM].
them in this way gives the wielder the ability
to bend the laws of space-time, temporarily.
Each grimoire is unique in nature, with two When a character first finds a grimoire, its
grimoires built to hold the same spells secrets will be unknown to them. They can
potentially looking totally alien when make inferences based on its appearance,
compared. perhaps its otherworldly aura, but it cannot be
The art of making grimoires has been lost to utilized until they learn the power word.
time, residing only with the most insane of The power word (as well as all other
spellcasters, locked away in the tallest and information about the grimoire) can be
most remote of arcane towers. obtained by paying a temple or abbey during
a full rest to identify the grimoire (see Full
Rests).
When a grimoire is fully depleted it cannot be Alternatively, locations that hold these ancient
used to cast spells. The dots on a grimoire can texts, usually have secret writing or riddles
only be recharged by completing the recharge around the grimoire that reveal the power
condition, which allows one to erase one word. One could also learn the power word by
marked dot every time it is performed. hearing someone else say it.
Experience points may be spent, as part of the
The party earns 1 experience point (xp)
Prepare & Train full rest action (see Full
(divided between the players) for every
Rests), on feats (see Feats). Feats are either
crown’s worth of treasure they bring back to
passive or active boosts to your character that,
the safety of a settlement from the
once bought, cannot be lost or refunded. In
“wilderness”, not including those gained
the fiction they are talents, skills, or fighting
through selling non-treasure items (stolen
styles you honed while resting.
weapons, armor, etc).
Some feats may be rewarded by the GM for
You can earn additional xp by spending your
completing important tasks, or the GM may
treasure selflessly (donating it to the church,
allow for some feats to be trained into
the poor, or on improving the whole
characters by masters of their craft.
community) or wastefully (parties, binge
drinking, visits to the local brothel). For every
4 crowns spent this way gain 1 xp.
A common question is, “How much
experience (treasure) is a good amount?” And
When the total amount of experience a the answer is simple.
character has earned in their lifetime reaches Think of experience (treasure) in terms of
certain milestones they level up. experience milestones. Ask yourself, “If my
players loot EVERYTHING, should this
dungeon level them up?” If the answer is yes,
1 0 5 5500 then you know much you need. Note, players
2 500 6 9000 will often not “loot everything”.
3 1500 7 13500
4 3000 8+ +6000
A third of the treasure is just lying around. This
When a character reaches the next level, they rewards players for just showing up to play.
gain 1d3 more resolve (to a maximum of 15)
Another third is guarded and is rewarded for
and roll a d20 for each of their attributes. If
outsmarting/ fighting monsters or traps.
they roll over their attribute, they may
increase that attribute by one, to a maximum The last third is behind secret doors and
of 15. If they fail to roll over 3 or more saves, puzzles that is rewarded for exploration and
they may increase any one attribute by 1, investment. This isn’t mandatory, just advice.
even an attribute that was already increased
this level.
These followers are not prepared for combat.
Sometimes the party needs a little help.
Followers have character sheets like player
characters, with attribute scores, resolve, xp, Torchbearer 1d6 3c
and inventory. A human follower’s inventory Laborer (miners,
has 2 hand slots, 2 worn items, and 2 pack 1d6 5c
teamsters, etc.)
slots. Animal followers have 2 worn items, 2
Specialist (artisans,
pack slots, and 4 more pack slots that can 1d3 8c
guides, smiths, etc.)
only be used if their wearing saddlebags.
Rare specialist
A follower’s wages per day already considers (doctors, scholars, 1 30c
food and housing. Payments are made at the interpreters, etc.)
end of a week or task (whichever is first).
All torchbearer attributes’ maximum is 9.
Specialists have 10 or higher (if rolled) in their
In most settlements, you can spend the full relative attribute.
rest action Hire Help (see Full Rests) to ask
Rare specialists have a 15 in their relative
around for people in search of work.
attribute.
To Hire Help, roll the number die for the type
of help followers you were looking for. The
result is the number that can be found in the Oxen, large swine, donkeys, horses, camels,
settlement. This number is doubled in cities are beasts of burden. Roll 2d6 for the number
and has -1 in small hamlets (this can result in that are up for sale, 30c to purchase. They use
0s). monster morale rules, they have 9 MOR.
The average follower will have a random 2d6
in all their attributes, and 1d6 resolve.
Followers who are willing to fight in combat.

When a follower is placed in a stressful


situation, such as going without food or pay, Local Toughs 1d3 5c
being potentially bought out by another party,
Men-at-arms 1d2 10c
or doing something more dangerous than
what they signed up for, they make a WIL Lieutenants 1 25c
save. On a failure, the follower deserts the Knights 1 30c
party at their next opportunity. Perhaps
Local toughs suffer -2 to all loyalty saves,
formally, perhaps silently in the night.
come with light weapons or a sling and ammo.
Men-at-arms have light armor, a light weapon,
When a follower receives a bonus in treasure, and a shield. Alternatively, they could have
they gain 1xp per crown they are given above light armor and a polearm, or only a heavy
their daily wages. When a follower reaches ranged weapon and ammo.
their next milestone, they increase their Lieutenants always have 12 WIL. When an ally
attributes and resolve as a player would, to a within 30ft and earshot makes a loyalty roll,
max of 12 for attributes and 10 for resolve. they can use the lieutenant’s WIL instead of
their own. Lieutenants have light armor and
medium melee weapon.
1 0 3 1000
Knights always have 12 COR and 12 VIT. They
2 500 4+ +1000 also have heavy armor and heavy weapons.
New equipment can be bought for warbands
Some adventures require a large team to (weapons, horses, etc.) just like individuals.
accomplish. In these situations, it may be best Multiply the purchase price by 20.
to rally together a warband.
By spending a week training (or perhaps
naturally after a handful of battles) your
A warband is made up of 20 or more fighters, warband will veteranize. As combat veterans
plus a handful of non-combatants (squires, they gain +3 MOR. As veterans they also
cooks, armorers, leatherworkers, etc.). demand more pay, asking to be paid 250c
more a week.
A character can form a warband by
performing a Hire Help full rest action (see Spending two weeks constructing siege
Full Rests). In addition to this, they will need equipment, allows for all damage to
to spend 100c on schmoozing, and fortifications to be enhanced. Siege
succeeding a WIL save. If you fail the save, equipment reduces warband movement to 3
you can spend an additional 200c to make up miles per watch, even with mounts. If the
for the lack of personality with more drinks. warband routes, the siege equipment is lost.

The warband starts with 2d6 Resolve, 9 MOR,


and d6 damage (slings and light weapons). It
Fortifications act like warbands that can’t
costs 500c a week for upkeep and wages.
Failure to pay may result in desertion or attack. Fortifications must be destroyed
before the warbands using them can be
mutiny, this is checked by performing MOR
targeted by attacks. When the resolve of a
saves at every day without pay.
fortification is reduced to 0, the defenses
crumble.

Battles between warbands, or monsters large Some strongholds are made up of multiple
enough to threaten an entire warband on their layers of fortifications. However, a stronghold
own (such as dragons or krakens) work the cannot have more than one of the same type
same as battles between individuals (including of fortification, except towers.
utility actions for warbands led by players). A tower may be added to any fortification,
Attacks made by warband-scale entities to a doubling that fortification’s resolve, and
non-warband scale targets are enhanced and costing double that fortification’s cost. It takes
are considered quick actions. Any damage half the number of days to build.
done to warbands from non-warband scale
creatures is ignored unless it is particularly
destructive or large scale (like a fireball). Barricade 1d6 250c Resolve
Lumber walls 2d6 1000c 14
Stone walls 4d6 3000c 56
When a warband takes critical damage, their
Tower * * *
leader must make a WIL save (or MOR save if
the leader is not a player) with the damage
they are taking in this attack acting as a
negative modifier. On a failure, the warband is Repairing a hurt or destroyed fortification, or
routed, they disperse (due to casualties or restoring an ancient one, requires laborers
fleeing), and gain the injured condition. equal to half the fortifications maximum
resolve, and restores 1 resolve per day.
Warbands recover resolve and shake off
Oftentimes the defending warbands act as the
conditions like individuals do with short, long,
repairmen during days without enemy attack.
and full rests.
The GM should only ask for saves when the
The following are best practices for GMing players are trying to avoid the possible
Crowns. consequences for their actions.
 COR saves. Avoid consequences
While the players are off on adventure, the through coordination or stealth
world they behind progresses. Threats  SEN saves. Avoid consequences
develop, schemes come to fruition, and NPCs through reflexes or empathy
get married and have kids. See Factions.  VIT saves. Avoid consequences
through strength or endurance
 WIL saves. Avoid consequences
through force of will or charisma
Players normally should not need to roll for
social interactions unless they are trying to
avoid consequences. See Social Encounters.
The consequences players suffer or that they
will be rewarded by should be telegraphed
SEN saves to view a room are not necessary and partially explained before they roll.
unless the players are trying to avoid Create multiple failure states. Maybe if the
consequences. For example, an adventurer players fail a roll, what they want still happens,
making a SEN save to not be ambushed. but so does an additional consequence.
 Damage. d4 damage is minor, d6 is
Give the players warnings when danger is dangerous, d8 could wound a level
near, through sounds, smells, or sight one character, anything above is
deadly
A potentially fun moment is the players  Conditions. The exhausted or panic
admitting, “we’re walking into an ambush” conditions are good-old reliables
before getting ambushed and losing the fight.  Lose time. Waste a turn in the
A potentially upsetting moment is the players dungeon, causing torches to burn
getting ambushed without warning and then low and wandering monsters to
losing the fight. make visits
 Mark dots. Mark 1-3 dots on an item
Do not pull punches, but don’t shoot chickens
 Make noise. If in a dungeon, roll a
with buckshot. Get a feeling for what your
wandering monsters check
players can and can’t handle.

If the players lose a fight, but you do not want


Do not make the players perform a save that, to kill them, try kidnapping them instead.
if the players fail, will utterly halt progression.
If success is mandatory to progress, don’t If the threat is human, maybe they want to get
leave it up to chance. information from the players, sell them as
slaves, or ransom them off.
If the threat is a monster, maybe it takes them
If the players get smart and solve your puzzle back to eat them later or to feed them to its
or kill the big, bad, evil, boss monster, reward babies, or to sacrifice to its dark overlord.
them. There will be other, probably easier,
puzzles and battles where they struggle for no There are some monsters (such as golems or
conceivable reason, let them enjoy this small undead) that are mindless and will kill
victory. See Treasure and Selling Special wantonly. Telegraph this to the players so
Items. they are not surprised when it happens.
Once the players have decided they’ve spent
In Crowns, parties of characters go on enough time spending their money in town
adventures to find dungeons they can loot to and want to make money, they move on to
advance their goals. These adventures and exploration. This stage includes going to
dungeons are found out in the wilderness, locales and raiding the dungeon.
beyond civilization.
Locales are micro-dungeons that, when
Adventures have roughly three phases: explored, gives hints to puzzles, the layout,
 Investigation and the inhabitants in the dungeon. Locales
 Exploration should also hold treasures, secrets, and
 Extraction dangers of their own.
Some example locales are:
 Minor shrines and tombs in the
The investigation process usually starts with an
same style as the dungeon
adventure seed being planted from an item
from a previous adventure (such as a  Bandit outposts or campsites that
mysterious, unexplained item or phrase) or have notes of the main fortress
from the players looking into local rumors.  Sacred barbarian sites and caves
Both can be done as a full rest action (Do with markings depicting the dark
Research/ Dig For Leads). ritual

This action should lead to a few things: Once the players reach the dungeon, they can
begin the final descent (see Dungeoneering).
 Some locals, either in town or out in
the wilderness, that can be
interviewed for more information The extraction phase is very important, it
 Some documents (from the local involved the difficulty of getting the treasure
temple/abbey), artwork/artefacts out of the dungeon.
(from the local tailor/artist or a
noble/aristocrat), or a story from The dungeon should still be dangerous, but a
oral tradition different kind of dangerous. If there was a final
 Another place to get better research climatic situation (such as a boss fight, or a
 An interesting locale that requires ritual that was stopped) perhaps these
exploration monsters/traps only become activated post
climax (such as newly risen undead, bandit
The amount of information needed to further reinforcements, falling rocks, ect).
the plot should given after the first full rest
action, however, try to have more This phase could be used to clean out the
information on hand in case they do want to dungeon, turning it into a base-of-operations
do more research or multiple players research for the players. In this case, the original threat
simultaneously. will have been squashed, but a new (or
changed) threat will have taken its place.
A good investigation should always lead to
more questions that the players can only Alternatively, the climax may have caused the
answer through exploration. dungeon to wither and a timer is set (the floor
is crumbling into nothingness, a fire is
Questions like: spreading, oxygen is low this far underground,
 What’s causing the dead to rise? ect) creating a race for the exit.
 What kind of treasure lies inside? Whatever the case, the players will have to
 Why isn’t it used anymore? make decisions as to what to bring with them,
 Why is this place so important? they cannot take everything.
When exploring a dungeon, roll a d6 for a
Dungeons are areas of the world where wandering monsters every three turns. On a
treasure is stashed, hazards persist, and 6, an encounter occurs. On a 5, an omen
adventure awaits. See Social Encounters for occurs (signs or hints of an enemy, roleplayed
greater encounter diversity in your dungeon. as if an encounter were about to occur). This
They are made up of rooms (distinguished encounter could involve traps or monsters.
areas) which come in 4 sizes, which are You can either roll to determine which it is or
referred to in some dungeon actions. do what’s best for the situation.
 Small Room (around 15ft x 15ft) Monsters start 2d6 x 15ft away from the
 Medium Room (around 30ft x 30ft) players, headed their direction. Roll 2d6 on the
 Large Room (around 50ft x 50ft) table below to know the enemy’s disposition.
 Huge Room (anything bigger than a
large room)
2-3 Actively hunting down the players
4-6 On alert, but not actively hunting
When exploring a dungeon, a player can
perform one dungeon action per turn. Non- 7-9 Wandering and not suspecting trouble
player party members (unless they are 10-12 Mostly oblivious in pursuit of a task
specialists doing their specialty) cannot
perform dungeon actions.
Dungeon actions take about 10 minutes, and Unless the players are moving recklessly,
different party members can perform traps should be hinted at during exploration.
different dungeon actions at the same time. Traps are best used as puzzles and hazards.
While performing dungeon actions, characters When a trap is triggered, roll a d6. Only on a 5-
hands must be free, placing their items on the 6 does the trap go off.
ground or in their pack. Because of this, it is
suggested some players stay on-guard, not To disarm a trap the players can make a COR
performing actions as to keep their weapons save with +2 if they have helpful tools. The
ready. Most actions can be performed by trap goes off if they fail. This takes a turn.
multiple players at the same time.
After (or before) performing a dungeon
If the players become reckless in their actions
action, the party can move one small room for
(such as making excessive noise, running or
free. This does not apply to turns spent
sprinting in the dungeon, or doing something
moving the whole time.
to bring unwanted attention to themselves)
Some common dungeon actions are: they are more likely to encounter resistance.

 Disarming a Trap While acting recklessly, traps cannot be


 Fighting a Combat Encounter detected while reckless.
 Lifting a Portcullis
 Moving up to 3 Small Rooms (or
120ft) A player can search a 15ft x 15ft area (or a
 Moving up to 5 Small Rooms (or small room) in one turn. Whether or not they
200ft, this action is reckless) are in a place that hides a secret, have the
 Nailing a Door Shut player roll a SEN save. If they succeed, and
 Searching a 15ft x 15ft Area there is a secret, they find it. If there are no
 Taking a Short Rest secrets, the players learn that on a success.
 Tending to an Incapacitated Ally On a failure, they learn no new information.
 Working an Opening An area may be searched indefinitely.
If the players are out of line-of-sight of Dungeons are often places with cracks in the
monsters, and there is a place to hide, they walls, or doors that have become sealed shut
can hide. If a non-oblivious or otherwise due to rockfalls, overgrowth, or because they
occupied monster enters the room, have each have just always been that way. In these
hiding player make a COR save. situations, it is good to give the opening a
If the monster is not particularly on alert, the WORK value which represents how much
players have +2 to the save. If the monster is work needs to be done to get it usable.
hunting them, they have -2 to the save.  1-3 WORK. A door overgrown with
A group that is carrying lit light sources old vines, or a loose brick wall with
cannot ambush their enemies or hide. something behind it.
 4-6 WORK. A door blocked by
heavy debris or rockfall, or a crack in
Lighting anything on fire costs the player one a stone wall that needs to be
dot of their matches. If players attempt to enlarged to get through.
perform any saves in the dark, they have -5 to  7+ WORK. A massive, ancient stone
that save and are travelling recklessly. Light door, sealed for centuries.
sources give off roughly 15ft radius of light or If a player with a useful and relevant tool
enough to fill a small room, matches only give succeeds a VIT save, they can reduce the
a 1ft radius of light. Lanterns can be set on the WORK value by 1. One character can only
ground or worn. Wall sconces and braziers attempt one of the saves per turn. If it is ever
can be lit as quick actions during combat. reduced to 0, the opening has been made
open. This may or may not cause a wandering
monsters roll, depending on the job.
Secret doors can be spotted if a player has
successfully searched a room with one in it.
Locked doors can be unlocked by a character
with lockpicks, and successful COR save. On a
fail, mark a use on the lockpicks. This can be
attempted indefinitely. If there is a lock, there
is also a key. Locks can be forced open.
Some doors are just stuck and must be forced
open. To force open a door, have the player
make a VIT save, and (succeed or fail) make a
wandering monster roll. On a success, the
door is open. This takes a main action in
combat and can be attempted indefinitely.
Small portcullises, roughly the size of a door,
can be attempted to be lifted, requiring at
least two people (up to 4) to attempt a VIT
save. Two simultaneous successes are needed
to continue. This takes one turn to attempt; a
second attempt can be tried in the same turn.
Doors can be barricaded or nailed shut by
using a dot of a hammer and nails. This takes a
turn. If a monster attempts to get through, it
must succeed a MOR save to break down the
door/barricade, or 2 saves if they both apply.
After marking down the result, where, and
what kind of dice each landmark is on the
paper, drop 1d4+1 coins onto the paper as
Grab a handful of dice of all sizes. Drop them well. These are your settlements.
onto two blank sheets of paper, side-by-side.
Each die represents a landmark, a place where If a settlement lands inside of a landmark, the
paths convene, and decisions are made on landmark is part of the settlement.
where to turn. They represent potential If a settlement lands inside of a complex, it
dungeon locations, locales, or places of can only be found by exploring the complex.
refuge. The locals are changed by their environment.
Use this table to determine the landmark: Draw lines between each settlement and 2-4
of its closest neighbors. Now draw lines
between other landmarks and their neighbors
1 Natural bridge 15 Lost lodge (every landmark should get one). Lines may
2 Massive tree 16 Crumbling mine not cross one another. These are routes.
3 Outcropping caves 17 Deep quarry Roll a 1d6 for each, on a 5-6 it starts hidden.
4 Large lake 18 Abandoned village The length of each route should be about 6
5 Overgrown ruins 19 Ancient canal miles at the shortest. Anything smaller can be
a part of the landmark.
6 Collapsed tower 20 Forgotten fort
7 Silent graveyard 30 Low stone walls Use the table below, and what kind of dice the
route is between, to define the route. Here, “c”
8 Barrow mounds 40 Hot springs
means complex and settlements are d10s.
9 Fallen chapel 50 Rushing waterfall
10 Rustic shrine 60 Standing stones
11 Fairy circles 70 Ancient battlefield 4/4 Game trail 8/10 Crumbling stone
12 Decrepit castle 80 Hidden temple 4/6 Creeping caves 8/12 War-torn path
13 Sprawling farmland 90 Fungal grove 4/8 Dead grass 8/20 Viable stream
14 Old Lumberyard 00 Fossilized trees 4/10 Cart path 8/c Eyrie silence
4/12 Rocky path 10/10 Old stone road
If dice end up touching one another, they
become a complex. Essentially, this is more 4/20 Babbling brook 10/12 Pilgrimage trail
than a landmark. It is a dungeon, who’s reward 4/c Overgrown path 10/20 Manmade canal
is in part the loot, but mostly the benefit of 6/6 Lost tunnels 10/c Untraveled road
traveling quickly. It can’t be explored all at
once (ancient locks, cave-ins, etc.) 6/8 Ancient tombs 12/12 Hangman’s path
6/10 Paved ground 12/20 Strong river
Use the table below, and what kind of dice
make up the complex, to help define the 6/12 Dug trenches 12/c Old ramparts
complex. Here, “x” means “more than one”. 6/20 Sub-aqueduct 20/20 Rushing rapids
6/c Eldritch tunnels 20/c Ancient canal
8/8 Ossuary tunnels c/c No suitable path
1d4 Natural features xd4 Corrupt Nature
1d6 Ancient ruins xd6 Eldritch ruins
1d8 Undead activity xd8 Real Infestation Players can discover new routes by talking to
NPCs or doing research. However, there is a
1d10 Religious site xd10 Demented site
reason they are not often spoken of or used.
1d12 Military aspect xd12 Ruined citadel Perhaps they been overtaken by monsters or
1d20 Civilian element xd20 Lost city are blocked by some large obstacle.
Players can go off the beaten Roll 2d6 for weather each day. Thunder
2 Rainstorm
path, traveling between storm
Each watch spent traveling in
points without the use of 3-5 Drizzle Very hot
rough weather causes every
routes. This is very dangerous. 6-8 Overcast Clear, hot
player to make a VIT save or
If they do this, draw a new gain the exhausted condition. Bright and Pleasantly
9-11
route as a dotted line, sunny sunny
If you sleep outside without a
between where they wat to Wonderfully
bedroll & Firestarters while in 12 Clear, warm
go, and where they are, then warm
bolded weather, you
secretly roll a 1d6.
automatically gain the
exhausted condition. 2 Wild winds Snowstorm
1 Half the total distance Gain +5 to saves against rain, 3-5 Heavy rain Hail
2-3 Twice as dangerous thunder, and wind with a 6-8 Overcast Bitter Cold
traveler’s coat.
4-5 Double the total distance 9-11Cool rain Overcast
Twice as dangerous and Gain +5 to saves against snow, 12 Clear, warm Clear, crisp
6 sleet, and cold with a winter
double the total distance Bolded weather is “rough”
coat.

When exploring the wilderness, the GM rolls a


d6 for encounters in secret at the start of
every Sunrise and Sunset. On a 6, an
encounter occurs. On a 5, an omen occurs
(signs or hints of trouble, have a few on hand).
On a 1-4 nothing happens.
Roll a 1d12 to find out what hour the
encounter/ omen occurs in.

If the players encounter a creature whose


disposition is not obvious, roll 2d6.

2-3 Hostile
4-6 Unfriendly
7-9 Unsure
10-12 Talkative

For each local area prepare a 1d6 tables of


encounters. 1-3 should be the encounters
Tip for Creating an Immersive Map! relating to the route itself, 4-5 should be
encounters relating to the local area, and 6
I recommend giving the players access to a
should be a very exotic encounter (possibly a
fully realized map of their local area (like the
new dungeon, a lead to one, or a new path).
one above) but with several inaccuracies.
Allow them to write on it and correct it! Make sure to have extra omens on hand.
In the past, language was not the same as it is On their turn, Monsters can perform a 30ft
now. Peoples a few weeks distance away may move and one full action (or two quick
sound very alien to one another. People can actions). They cannot perform utility actions.
find ways to communicate in most situations.
Monsters replace all saves with MOR (morale)
 People living within roughly 60 saves. If a monster fails an attack, they still
miles of each other speak the same deal half damage to the player. If a player
language successfully defends against a failed monster
 People living within roughly 240 attack, the damage dealt is reduced to 0.
miles can communicate with some
If a monster has “critical damage” in their stat
difficulty
block, it details an effect that occurs when the
 People living within roughly 720
monster deals critical damage to a character.
miles need to make a WIL save to
see if they can communicate Monsters can get over or through obstacles
 Beyond that, people cannot (cliffs, stuck doors, etc.) without needing a
communicate using spoken language save, unless the players actively try to stop
them. In which case, have the player make a
Many languages can trace their words back to
roll to delay the monster’s inevitable advance.
ancient dialects. Players with 10 or higher WIL
can make spend 10 minutes and attempt a In the case of nailing a door, barricading a
WIL save to read a blurb of ancient text. If a path, or doing something else that relies more
player fails, they cannot attempt to read that on the method than the user, the monsters
blurb again. On a success, they read the blurb. succeed a MOR save. See Dungeoneering.

Monsters’ resolve works the same way the


player’s does. When a bloodied monster takes
critical damage, and the attacking player
succeeds on a VIT save plus the amount of
damage dealt over the monster’s resolve, the
monster loses 1 defiance (DEF).
Anytime a monster would gain a condition,
instead loses 1 DEF. When reduced to 0 DEF,
it is defeated (it flees, surrenders, or dies).

Whenever one of the following situations


occurs, monsters that are not immune to peril
must make a rally save (using MOR). On a
failure, the monster must flee or surrender.
Monsters can only make one rally save a turn.
Leader monsters allow allied monsters within
45ft to use their MOR for rally saves.
 This monster takes critical damage
for the first time
 An ally stronger than it is defeated
 This monster realizes its horribly
outgunned or outnumbered
Warband Scale
12 Resolve, MOR 15, DEF 3, Armor 2
3 Resolve, MOR 12, DEF 2 Attacks: swipe d6, once every 3 turns uses
Attacks: shortsword d6, sling d6 breath weapon d10 ignores armor
Wants treasure and glory Wants to sleep undisturbed on its gold hoard
Rival Adventurers (d6) Dragon Color (d6)
1 Horst, a rogue knight with a temper 1 Black, wrathful, breathes acid
2 Kendall, starving for anything magical 2 Blue, slothful, breathes lightning
3 Jackie, a smart, charismatic con artist Dracolich, undead, breathes necrotic
3
4 “Mayfly”, living a short life of glory energy, immune to peril and exhaustion
5 Winston, trying to buy back their farm 4 Green, envious, breathes poison gas
6 Yessica, a foreign tough that fights dirty 5 Red, prideful, breathes fire
6 White, gluttonous, breathes frost

3 Resolve, MOR 9, DEF 2


Attacks: hand axes d6 (dual wielding) 3 Resolve, MOR 9, DEF 1
Wants to capture fresh sacrifices Attacks: bites d6
Critical damage: webbed, VIT save or become
Barbarian Clans (d6)
immobile, all attacks made against them are
1 Beastmasters, animals fight for them enhanced, all attacks they make are impaired
Fallen, deformed, mutated by magic, led Wants to feed its babies
2
by an innate spellcaster
Spider Species (d6)
3 Firstborn, wear light armor on horseback
1 Architect, creates mazes of webbing
Ironskins, wear heavy armor and wield
4 2 Mammoth, massive, warband scale
shields
Swarm, non-area-of-effect attacks made
5 Spiritmasks, unearthly resilience, DEF 3 3
against this enemy are impaired
Waywatchers, stealthy ambushers with
6 4 Trapdoor, sets up ambushes for its prey
bows and traps
5 Widow, poison bite d10 ignores armor
6 Wolf, hairy, hunts in packs of d6+1
Leader
7 Resolve, MOR 12, DEF 2
Attacks: brutal mace d6 12 Resolve, MOR 12, DEF 3, Armor 1
Holds a fully charged grimoire Attacks: slam d8
Wants to bring forth their dark god Immune to peril and exhaustion
Cultist Powers (d6) Wants to obey its master’s last orders
Enthrall, the player’s NPC allies may turn Golem Materials (d6)
1
on them during the fight 1 Bone, can shoot shards d6 30ft, DEF 2
2 Fateseer, gets a free reroll each roll 2 Clay, molded clay, hardened by fire
3 Ghoulcaller, commands the undead 3 Flesh, stitched flesh, can go berserk
Mindwarp, as an action, cause a player to Iron, armor 2, non-magical weapon
4 4
make a WIL save or not be able to attack attacks are impaired, DEF 4
5 Regrowth, heal allies 2 resolve each round Stone, non-magical weapon attacks are
5
Unholy Champion, wears heavy armor impaired
6
and wields a great sword d10 6 Wood, carved wood, flammable
Leader
3 Resolve, MOR 15, DEF 2, Armor 1
Attacks: rapier d6
Wants to serve their commanding officer to the
best of their ability
Known Lieutenants (d6)
1 Daedalus, intelligent, anxious, trustworthy
2 Ichabod, cold, calculating, efficient
Kord, a reveling champion, straight-
3
forward, brutal to his enemies
4 Leland, bold, courageous, inspiring
5 Queue, energetic, driven, unorthodox
6 Sive, manipulating, scheming, traitorous

3 Resolve, MOR 9, DEF 1


Attacks: metal club d6, sling d6
Usually come in packs of d6 local toughs
Wants to intimidate and rob their next target
Local Gangs (d6)
1 Cultists, wants to further the cults goals
Deserters, wear light armor and wield
2
shields
3 Highwaymen, ambushers and trappers
Local Militia, wear light armor with
4
polearms
Pillagers, salt and burn while on
5
horseback
6 Squires, loyal to their noble masters

Leader 3 Resolve, MOR 12, DEF 2, Armor 1


7 Resolve, MOR 15, DEF 2, Armor 2 Attacks: warhammer d6 and shield or bow
Attacks: longsword d10 d8
Usually comes with a retinue of d6 men-at- Considered “veterans” if a warband
arms Wants to care for their family and to go home
Wants to honor their oath at the end of the day
Knights Oath (d6) Man-at-Arms Heraldry (d6)
1 Crown, protect their liege lord 1 Dragon with a shield and sword
2 Glory, earn glory in any way 2 Knights with a flaming sword
3 Oathbreaker, has taken up banditry 3 Lion with a bird’s wings
4 Purge, slay all evil creatures in the land 4 Roses wrapped around a castle tower
5 Reconquest, take back stolen property 5 Skull with the fleur-de-lis in its eyes
6 Vengeance, enact revenge on another 6 Three headed wolf on a full moon
3 Resolve, MOR 9, DEF 1, Armor 1 3 Resolve, MOR 9, DEF 2
Attacks: ancient sword d6, worn sling d6 Attacks: claw d6
Undead, immune to peril and exhaustion Undead, immune to peril and exhaustion
Wants to protect its burial place Players have -2 in VIT saves to deal critical
damage to this monster
Skeletal Forms (d6)
Wants to feed on the flesh of the living
1 Blazing, throws fireballs d8 60ft
Zombie Strains (d6)
2 Bone Horror, warband scale
1 Armored, wears torn chainmail armor 1
3 Defender, wields a shield and has DEF 2
Flaming, is on fire, starts with 0 resolve,
Inscribed, a spell is infused into its skull 2
4 its attacks ignore armor
which it uses in combat
3 Rotten, only has DEF 1
5 Warlord, leader, MOR 12, DEF 2
Runner, base movement of 40ft, and
6 Warrior, broken longsword d10, MOR 12 4
capable of complex movement
5 Shredding Claws, d10
3 Resolve, MOR 12, DEF 1 6 Shrieking, calls in d6 allies when alerted
Attacks: bite d6
Usually come in packs of d6 wolves Optional Rule: Zombie Infection
Base movement of 40ft Critical damage: the zombie bites, possible
Wants to feed its pups infection, the player gains the panic
condition, and the GM rolls a VIT save for the
Wolf Breeds (d6)
player in secret. On a failure, the player will
1 Dire, poisonous bite d6 ignores armor turn into a zombie over the course of 1d6+1
Grave, undead, immune to peril and days, a process that is easy to hide at first,
2
exhaustion but halfway through becomes debilitating.
3 Hell, breathes fire d10 once per battle
4 Timber, white fur, ignores the cold
5 War, wears light armor
6 Warg, massive wolves, DEF 2, bite d10

Leader
7 Resolve, MOR 15, DEF 2
Attacks: soul devour d8 ignores armor
Critical damage: give player panic
Intelligent undead, immune to exhaustion
Only hurt by silver or magical weapons
Wants to feed on the souls of the living
Wraith Powers (d6)
1 Commander, wears spectral plate armor 2
Doom, players must succeed a WIL save
2
or gain panic
3 Rally, can summon 1d3 shadow skeletons
4 Rot, mark a dot when attacking this wraith
5 Sorcerer, innately knows one spell
6 Wraithblade, d10 ignores armor
Requires -
Feats are passive abilities that are bought by Costs 500xp (500xp) (750xp)
player characters by using experience. This May be bought three times
can be done during the Prepare & Train full As a new long rest action, this character can
rest action (see Full Rests). spend time repairing a single weapon, armor,
Some feats can be bought multiple times, the shield, or ammunition. The item cannot be
price of these subsequent buys will be put in magical, silver, or a masterwork. They may
parenthesis next to the original price in order. erase one dot from the selected item.
These feats are clearly marked. If bought twice:
Spending current experience in this does not You may erase two dots from a single item or
detract from the character’s lifetime erase one dot from two separate items.
experience. Lifetime experience can only ever If bought three times:
go up, and it used to measure your level. Instead of erasing two dots from a single item
Some feats grant more abilities as their holder or one dot from two separate items, you can
increases their attributes, either by levelling erase one dot from a silver or masterwork
up or by using magic items, potions, etc. item.

Feats can also be rewards that the DM can


bestow upon the party for completing Requires 10 COR or 10 VIT
exceptional tasks. Costs 500xp (750xp)
Feel free to come up with more feats, maybe May be bought twice
some that are specific to your setting, this is It the character’s COR is 10 or above:
just a starting list. You may have feats that When this character performs any gymnastic,
require having other feats first to obtain. acrobatic, or any other form of non-combat
physical exertion that uses COR gain +2 to that
roll.
Requires 10 SEN
Costs 750xp If the character’s VIT is 10 or above:
When climbing, swimming, sprinting,
This character cannot be ambushed, and jumping, kicking down a door, or any other
instead rolls initiative as normal. They may form of non-combat physical exertion that
perform a SEN save anytime they or their uses VIT, gain +2 to that roll.
nearby allies would be ambushed. On a
success, they give the party a warning such as, If bought twice:
and the party is not ambushed, but still must All bonuses given increase to +5.
roll initiative as normal. This character also
gains +2 to avoid traps they did not know
about. Requires -
Costs 750xp (1000xp)
May be bought twice
Requires 10 WIL If this character is tending to an incapacitated
Costs 500xp (750xp) character, they can choose to mark a dot on a
May be bought twice healing salve. Instead of rolling to remove a
When casting a spell and rolling the power condition, the revived character can choose
dice, the player rolls an extra die, and ignores one condition they’d like to remove.
one die roll of their choice. If bought twice:
If bought twice: The revived character can still roll (once) to
Player rolls 2 extra dice, ignoring two rolls. lose a condition randomly when they awake.
Use this chart to skim through all 36 feats quickly, to see which ones might be available to you.

11 Alert 10 SEN 750xp - -


12 Arcane Conduit 10 WIL 500xp 750xp -
13 Armorer - 500xp 500xp 750xp
14 Athletic 10 VIT or 10 COR 500xp 750xp -
15 Battle Medic - 750xp 1000xp -
16 Big Game Hunter - 500xp - -
21 Blood Frenzy - 750xp 750xp -
22 Carpenter - 500xp - -
23 Close Grip - 500xp - -
24 Crusader - 750xp 500xp 750xp
25 Detective 10 SEN 500xp 500xp -
26 Dual-Wielder 10 COR 500xp 500xp -
31 Escape Artist - 350xp - -
32 Empath 10 SEN 500xp - -
33 Gourmand - 500xp 500xp 1000xp
34 Grounded 10 WIL 1000xp - -
35 Ironskin 10 VIT 1000xp - -
36 Inspiring 10 WIL 500xp 750xp 750xp
41 Juggernaut - 500xp 750xp -
42 Lancer - 500xp 500xp 750xp
43 Locksmith - 500xp 1000xp -
44 Manhunter - 750xp 500xp 1000xp
45 Parry & Riposte 10 COR 500xp 750xp 750xp
46 Pommel Strike - 350xp - -
51 Quick Draw 10 SEN 350xp - -
52 Scavenger - 500xp - -
53 Scout - 350xp - -
54 Shieldbearer - 500xp 750xp -
55 Shieldbreaker 10 VIT 350xp - -
56 Spell Cage 12 WIL 1250xp - -
61 Stalwart 10 WIL 750xp 1250xp -
62 Trapmaker - 500xp 1000xp -
63 Warlord 10 WIL 500xp 500xp 750xp
64 Weatherproof - 350xp - -
65 Weapon Master - 500xp 750xp -
66 Witch Hunter - 500xp 350xp 750xp
Requires - Requires -
Costs 500xp Costs 750xp (500xp) (750xp)
This character can make attacks against May be bought three times
warband scale monsters (but not warbands) When this character attacks undead, fiends,
as if they were normal monsters, but all eldritch, or an otherwise unholy creature they
attacks made are impaired. If the character gain +1 to-hit and +1 damage.
has access to equipment or abilities that allow
If bought twice:
them to do more than impaired damage to a
They also gain +1 on WIL saves to ignore panic
warband scale creature, it is enhanced.
and peril caused by unholy things and on VIT
saves made to wound unholy creatures.
Requires - If bought three times:
Costs 750xp (750xp) All bonuses increase to +2.
May be bought twice
While this character is bloodied, they gain +2
on all melee weapon to-hit and damage, and
throwing weapon to-hit and damage, rolls as
well as on WIL saves to ignore peril.
If bought twice:
While this character is bloodied, gain +2 on
saves performed in order to injure monsters,
and on WIL saves to fall incapacitated.

Requires -
Costs 500xp
This character always builds barricade
fortifications that has 6 resolve and can do so
in 2 days, or a barricade fortification that have
3 resolve in 1 day. Gain +5 when performing
saves that involve carpentry, creating
barricades, or nailing doors shut.
If the character’s COR is 10 or above:
Building a lumber wall fortification with 12
resolve takes 10 days, or a lumber wall with 6
resolve takes 5 days. A lumber wall tower can
be constructed in 10 days.

Requires -
Costs 500xp
This character can ignore polearms having -2
to attack indoors.
If the character’s VIT is 10 or above:
They can also wield heavy melee weapons in
one hand if their other hand does not have a
shield, light weapon, or grimoire.
Requires 10 SEN Requires -
Costs 500xp Costs 350xp
Gain +5 on SEN saves involving searching a When attempting to break out of restraints,
room for secrets and detecting traps, as well such as ropes, chains, manacles, or from being
as other detective actions. held by another being, gain +5 to that roll. This
feat can apply to other similar situations as
well, although only physical situations and not
Requires 10 COR social situations. Having this feat may allow
Costs 500xp (500xp) you to attempt things that non-Escape Artists
May be bought twice can’t.
When making a dual-wielding attack, this
character can roll the damage dice twice and
keep the highest number. Requires 10 SEN
Costs 500xp
If bought twice:
Gain +5 on SEN saves involving trying to read
If both the initial roll and the reroll in a dual-
someone else’s emotions (they must be
wielding to-hit save would hit, the attack is
human) or when trying to determine how
enhanced.
someone really feels about a specific subject.
On a success, this character does not get a
specific answer, but multiple clues (at least 2)
that can lead them to the right answer.
If the character’s SEN is 15:
You have reached an expert level of reading
people and can directly tell if a human is lying
or not. You even expanded into the world of
demi-humans, gaining the previous ability
when interacting with sapient demi-humans.

Requires -
Costs 500xp (500xp) (1000xp)
When cooking during a long rest, as well as
removing 1 wounded condition from
themselves or another character, they can
mark an additional ration dot (that is 2 ration
dots in total) to remove 1 wounded condition
from another the character including
themself. Always succeed the COR save or
SEN save associated with cooking.
If bought twice:
Instead of removing 1 wounded condition
from two separate characters, you can remove
2 wounded conditions from one character.
If bought three times:
This character can choose to spend an extra
ration (that is 3 ration dots in total) to remove
1 wounded condition from a third character.
Requires 10 WIL Requires -
Costs 1000xp Costs 500xp (750xp)
You are a natural “heat sink” for arcane power. May be bought twice
If a spell miscasts, you get one chance to When this character would mark a dot on their
reroll one of the power dice. If you are armor because they are reducing incoming
targeted by a hostile spell, you may reroll any damage by 2, they roll a 1d6. On a 6, the dot is
amount of its power dice once. not marked.
If bought twice:
On 5-6, the dot is not marked.
Requires 10 VIT
Costs 1000xp
Gain +2 on VIT saves this character makes Requires -
when to avoid gaining the wounded condition Costs 500xp (500xp) (750xp)
due to taking critical physical damage. May be bought three times
When this character is mounted and attacking
unmounted targets who are smaller than the
Requires 10 WIL
mount, they gain +1 on to-hit and damage
Costs 500xp (750xp) (750xp)
rolls.
May be bought three times
If bought twice:
Gain +2 on WIL saves involving your
This bonus extends to attacking other
follower’s loyalty when you’re around and on
mounted targets and targets that are as large
WIL saves performed to form a warband.
or larger as the mount as well.
If bought twice:
If bought three times:
All previous bonuses increase to +5, and this
All bonuses increase to +2.
character gains +2 on WIL saves involving
keeping their warband from becoming routed.
If bought three times:
All bonuses increase to +5.
Requires - Requires 10 COR
Costs 500xp (1000xp) Costs 500xp (750xp) (750xp)
May be bought twice May be bought three times
Gain +2 on COR saves to pick locks with lock If this character is attacked in melee, they
picks. succeed in defending, and they have a melee
weapon in their hand, they can attempt to
If the character's COR is 10 or above:
riposte. To do this, after taking damage, they
This character may also now attempt a bust
perform an impaired attack against their
the lock roll, this is a VIT save. If they succeed,
attacker. This can only be done successfully
the lock is broken, and not enough sound is
once per round.
made to warrant a wandering monsters roll,
and the goods inside are not hurt (if the lock is If the character's COR is 15 or above:
on a cache). On a successful riposte, this character rolls
their weapon’s normal damage die.
If bought twice:
Lock picking bonus increases to +5, gain a +2 If bought twice:
bonus for busting the lock (if eligible). Gain +2 to perform the riposte COR save.
If bought three times:
Increase the riposte bonus to +5.
Requires -
Costs 750xp (500xp) (1000xp)
May be bought three times
Requires -
When this character attacks humans or Costs 350xp
generally humanoid creatures, they gain +1 to-
If this character is holding a melee weapon,
hit and +1 damage.
they can perform an impaired melee attack (a
If bought twice: quick jab or a hit with the weapon’s pommel)
They also gain +1 on WIL saves to ignore panic by spending a quick action. This can only be
and peril caused by humanoid schemes and done successfully once per round.
on VIT saves made to wound humanoids.
If the character's COR is 10 or above:
If bought three times: If a pommel strike defeats their target, this
All bonuses increase to +2. character gain back their quick action.
Requires 10 SEN
Costs 350xp
This character always acts first in combat if
they are not ambushed and they gain +2 to
initiative saves permanently.

Requires -
Costs 500xp
The following use of “on their person” refers
to items being held or worn by the character.
This character can move one item from their
pack onto their person, swap one item from
their pack with one on their person, store one
item on their person into their pack, or do any
of those with items in/on caches, bodies, or
the environment without it costing an action.

Requires -
Costs 350xp
When off-roading the GM rolls with -1. When
travelling the wilderness or a complex (not
dungeons), the party cannot be ambushed.

Requires -
Costs 750xp (750xp)
May be bought three times
When you successfully defend from an attack
with a shield, you can reduce the incoming
damage by 1.
If the character’s SEN is 10 or above:
If an adjacent ally is targeted by an attack that
you can see coming, you can make a SEN save
to get in front of them with your shield, forcing
the attack to target you instead of your ally.
If bought twice:
Increase the bonus to SEN defense saves to 3
while wielding a shield.

Requires 10 VIT
Costs 500xp
If this character deals critical damage to an
enemy with armor while wielding a melee
weapon, their armor is reduced by 1.
Requires 10 WIL Requires 10 WIL
Costs 1250xp Costs 500xp (500xp) (750xp)
During the full rest they gain this feat, this May be bought three times
character can transfer the power of a grimoire When commanding a warband, the warband
into a spell cage. Through a process of gains +1 to-hit and damage.
memorization, alchemy, ritual, and sheer
If the character’s WIL is 15 or above:
willpower, they create a cage in their minds to
This character is an expert commander,
trap spell spirits like that of a grimoire (called a
pushing their fighters onwards to take on
spell cage). The grimoire they worked with’s
overwhelming odds. Give the warband this
spell may now be cast from this character’s
character is commanding +2 to perform all
mind, by shouting the power word, with the
utility actions.
same rules as normally casting a spell.
If bought twice:
To recharge the spell, this character must do a
The warband also gains +1 on WIL saves to
version of the spell’s recharge condition as
ignore peril and on VIT saves to injure targets.
decided between them and the GM. If this
condition would deal them damage (such as If bought three times:
bathing in fire), it doesn’t until the spell is fully All bonuses increase to +2.
recharged (high intensity exposure, such as
from a dragon’s breath weapon, may recharge
the spell faster). Requires -
This character permanently gains the Costs 350xp
unhinged condition, which reduces all of their Gain +5 on VIT saves to ignore the effects of
WIL saves by 2. They also gain strange the weather while traveling.
mannerisms dealing with the spell spirits
dwelling in their head. This is permanent.
Requires -
Costs 500xp (750xp)
Requires 10 WIL May be bought twice
Costs 1000xp (1250xp)
When this character would mark a dot on their
May be bought twice
weapon because they are rerolling an attack,
Gain +2 to WIL saves to resist peril and panic. they roll a 1d6. On a 6, the dot is not marked.
Gain an additional +1 to those same WIL saves
for every condition you have that is not panic, If bought twice:
peril, or crazed. On a 5-6, the dot is not marked.

If bought twice:
Starting bonus increases to +5. Requires -
Costs 500xp (350xp) (750xp)
May be bought three times
Requires -
When attacking an enemy that is holding a
Costs 500xp (1000xp)
grimoire or innately knows magic, gain +1 to-
May be bought twice
hit and damage.
Gain +2 to saves involving disarming and/or
building traps, with an additional +2 if you If bought twice:
have relevant, useful tools. Gain +1 on WIL saves to ignore panic or peril
manifested by spells, magic, or magic effects.
If bought twice:
All bonuses increase to +5. If bought three times:
All bonuses increase to +2.
Magic items are imbued with supernatural Magic items do not lose dots due to use in
powers, either due to their construction, or combat (unless they are ammo). They cannot
enchantments placed on them. There are be repaired by mortal means. Instead of
multiple types of magic item, as seen below. marking a dot when they are overused (such
The requires section shows what kinds of as armor reducing more damage by marking a
items can have that magical effect. dot) they roll a 1d6. Only on a 5-6 mark a dot.

Requires armor, cloak, Requires armor, cloak, shield Requires melee weapon
arrows, bolts, holy symbol, Body armor sewn of dragon This weapon thirsts for the
holy water, weapon scales, a sign of power blood of its enemies
A relic, fallen from heaven, once This item gives the wearer When this weapon’s wielder
wielded by angels immunity from a damage deals critical damage to an
This item will glow like a light type relative to the color of enemy, they regain resolve
source when within 120ft of the scales (red is fire, blue is equal to the damage dealt
an undead, fiend, eldritch, or lightning, etc.). If shield, the over the enemy’s resolve.
otherwise unholy creatures. If immunity is given whether or
armor, cloak, or a holy not the user successfully
symbol, unholy creatures defends. If cloak, the wearer
who attack the wearer are also gains an additional +2 to Requires melee weapon
impaired. If a weapon or SEN defense saves in combat. Legend says, nothing bites
ammo, attacks against unholy harder than a vorpal blade
creatures are enhanced. When this weapon
Requires bolts, crossbow, successfully deals critical
heavy armor, melee damage to an enemy, that
Requires arrows, bolts, weapon, shield enemy must succeed a rally
heavy armor, melee save or else take double
Masterfully crafted in the lost damage.
weapon, shield forges of the dwarf lords
A metal, forged using the spell This item never marks dots
spirits of primordial fire unless put under extreme
Immune to damage through stress or if a 6 is rolled when
heat or fire. If armor or shield, overused. If heavy armor, the
the wearer shares that wearer gains +2 to VIT saves
immunity. If a weapon or to resist becoming wounded
ammo, the wielder can use a after taking critical damage.
quick action to have the item
light on primordial fire,
making attacks enhanced.
Requires arrows, bow, cloak,
melee weapon, light armor
Perfectly balanced, silent as a
Requires arrows, bolts, thief in the night
melee weapon
If armor or a cloak, the wearer
The strange metal of the faerie
gains +5 to stealth or hiding
This item is treated as if it is related COR saves. If a
silvered but does not suffer weapon or arrows, gain +2 to-
silver’s problems with dots. hit enemies.
Potions are bottles (sometimes glass, Potions can be drank as a quick action, giving
sometimes clay or metal) with alchemical the drinker the potion’s effects. Every potion
fluids inside. The creation of these potions is has about three uses in it. Each use can be
complex, and the art has been lost to time, used individually or drank all at once to
save for a handful of hermitic alchemists lengthen the effect. Every potion (even two of
spread across the entire globe. the same kind) is unique in color and taste.

11 Healing Regain 2d6 resolve, and clear up to two wounded conditions


12 Reinvigoration Regain 3d6+3 resolve, and clear all panic conditions
Remove all conditions that take a short rest to clear, and remove one
13 Restoration
condition that takes a long rest to clear
For the next 10 minutes you clear all panic, peril and exhaustion
14 Heroism
conditions you have or are given and are immune to the same
For the next 10 minutes gain +5 on VIT saves to not become wounded
21 Stoneskin
due to critical damage
For the next 10 minutes gain +10 on VIT saves to not become wounded
22 Steelskin
due to critical damage
For the next 30 minutes, you glow like a light source and cannot hide.
23 Glowing This potion is constantly glowing, and can act like a light source when
worn, a character wearing this item cannot hide
24 Nightvision For the next 20 minutes, ignore the negative effects of darkness
31 Dexterity For the next 20 minutes, gain +5 to COR saves
32 Focus For the next 20 minutes, gain +5 to SEN saves
33 Strength For the next 20 minutes, gain +5 to VIT saves
34 Intellect For the next 20 minutes, gain +5 to WIL saves
For the next 20 minutes, instantly pass all saves relating to hiding,
41 Lightstep sneaking, or avoiding notice and enemies automatically fail all saves to
find you or notice your existence if you are attempting to be hidden
For the next 10 minutes, you can move 50ft in combat, and an
42 Quickness
additional 40ft if you would like to sprint
For the next 10 minutes you do not need to immediately mark a dot on
43 Weaponskill your weapon when you want to reroll an attack. Instead, roll a 1d6. On a
5-6, mark a dot
For the next 10 minutes you are immune to all magical effects including
44 Dispelling
those caused by grimoires, magic items, and other potions
You can roll on this table to get a random spell. Use these as examples to create your own.

Burnt exterior, always Shoot a fireball up to 300ft. Deal [SUM] +


11 Fireball
shedding ash and embers [DICE] damage to all creatures within 15ft
Looks as if it was struck by Fire a bolt of lightning up to 450ft away. Deal
lightning, cracked like glass, [SUM] x [DICE] damage to one target. For
12 Lightning
always generating static on every 12 damage dealt in this way,
your arms automatically wound the target
Almost weightless, bound in Shoot three prismatic bolts of light. Deal [SUM]
13 Missiles
refracting glass + [DICE] damage to three targets up to 300ft
Always cold to the touch, Give the Frozen condition to [HIGH] targets.
14 Freeze sometimes too stiff to open, Frozen: Moving counts as performing a main
drops snowflakes action, clears after a short rest
Dark black, blood red ink Heals a target you can tough [SUM] + [DICE]
21 Heal
inside, skull on the cover resolve, and remove one injured condition
Covered in vines, fungus, Cause a 30ft square area to become
22 Grow
and flowers overgrown and impassible for [HIGH] turns
Angelic cover, heavenly Remove all exhausted, panic, hungry, or
23 Restore choirs are heard when crazed conditions from [DICE] + 1 creatures
opened you are touching
Cover is reflective and has Force [DICE] creatures to make a WIL save or
24 Light metal apparatuses for lose their next turn. Alternatively generate a
candles to be held floating, following orb of light for [SUM] turns
Covered completely in
Make your meaning clear to [DICE] creatures
31 Understand random tales and musings,
and understand them for [DICE] turns
written in 1000 languages
Cover a 30ft square area in slippery, flammable
Slippery, slimy, and smells
32 Grease grease, causing a COR save to not slip when
like gasoline
crossing
Seems like a normal book, Turn invisible for [HIGH] turns, or until you are
33 Invisibility
written in invisible ink hurt in some way or attack someone
Wrapped in several broken Open a door or container without touching it as
34 Knock
locks and chains, very heavy if your VIT was 10 + [SUM]
Movement under the pages,
41 Fear Give the Peril condition to [HIGH] creatures
whispers from within
Pitch black cover, pages are Create a [SUM] x 2ft sphere of penetrable
42 Darkness
black written with white ink darkness for [HIGH] turns or until dismissed
[DICE] creatures must succeed a WIL save or
Gilded, highly illuminated
43 Command be forced to obey a one-word command you
cover, perfect handwriting
give them for [HIGH] rounds
Bound in human flesh with Raise an intact human corpse or any complete
44 Raise
the face on the cover skeleton as your personal servant for 1 week
(one dot)
Heart of a Deal [SUM] + [DICE] damage to Center fireball on the Place in the heart of a
fire all creatures within 30ft caster fire for a day
[DICE] bolts strike out
Storm Have it get struck by
Deals [SUM] x ([DICE] + [HIGH]) at the closest targets,
overhead or lightning, full recharge;
damage to the target dealing [SUM] damage
tesla coil book attracts lightning
to each target
Sunlight or Shoots 5 bolts, and can target up Only one bolt is fired, Place between two
a prism to 5 creatures hitting only one target mirrors for a day
Snow, or
Apply the Frozen condition to Caster gains the Frozen Keep it below 0°F for
strong
[HIGH] + [DICE] targets condition a day
winds
Pools of Remove all injured and wounded Caster takes [SUM] + Have it absorb all the
blood conditions from the target [DICE] damage blood of a fresh kill
Plentiful Affected area become impassible Nearby plants explode Bury in very fertile
natural life for [HIGH] hours/ until dismissed loudly, no real effect ground for two days
Holy Glows brightly, then Respect the memory
Remove listed conditions from
symbol or fizzles out, nothing of a loved one while
[DICE] + [HIGH] creatures
sunlight happens carrying this grimoire
Sunlight, All are affected by the
It affects [HIGH] creatures with 2 Bathe it in sunlight for
Sparks, or a spell; all the lights
to their WIL saves a day
fire within 120ft all go out
Dictionary, Caster uncontrollably Tell it a true story no
Affects [HIGH] + [DICE] creatures
thesaurus, a babbles (unable to one has ever heard
for [HIGH] + [DICE] turns
lot of books hide) for [DICE] turns before
Oil, fat, or Caster is covered in Feed the grimoire
Creatures have -5 to COR saves
combustible grease; COR save to 50lbs of animal fat or
not to slip in the grease
gases move without slipping a 10 gallons of oil
Total Turn invisible for [HIGH] + [DICE] Only caster reflects all Carry without opening
darkness turns, same rules apply light for 1 minute your eyes for a day
Constrained Open as if your VIT was 10 + Caster flies back as if hitLock it in a box, in a
walls ([DICE] x 6) by [SUM] damage box, in a box, for a day
Caster is Give the Peril condition to [HIGH] Caster gains the Panic Cause great fear to
bloodied + [DICE] creatures condition others while carrying
Sunlight or Darkness’ shape can be changed Caster goes blind for Place in a pitch-black
bright lights to another with the same volume [DICE] rounds space for three days
The caster is
Targets obeys your command for Only the caster obeys Do not speak for two
a noble of
[DICE] turns the command days while carrying
some kind
The target is Undead gains +1 DEF and +1d6 The raised dead do not Capture someone’s
very fresh resolve obey the caster last breath
If a settlement is at least medium sized, it has
Settlements are flickers of civilization, a bank or goldsmith that can store items and
scattered around the world. When players crowns for players while they go off on
enter a settlement, they are awarded adventure. The players are issued paper IOUs
experience for the crowns and treasure they from the bank they can use to pay for things in
have brough back from the wilderness. town. Upon leaving town, IOUs are returned.
Settlements are necessary for the players to Banks and goldsmiths have records of their
adventure. They provide places to spend clients.
experience, heal conditions, improve
characters, and find new adventures.
If a settlement is on a coast or major riverway,
it probably has a dock or shipyard. Here,
See Food & Lodging (front inside cover) to Transportation By Ship, as well as ship
see the prices for bunkhouses and inns (see themselves can be bought for the right coin.
Rest & Healing as well). If a character stays the
night in proper lodging, they may may erase
all marked dots on their rations, bedroll, and Some settlements are large enough to earn
matches by performing a little maintenance the stay of nobles, aristocrats, and other
and refilling a few essentials. bourgeoisie. Players can sell grimoires, magic
items, potions, as well as any other unique
items they find along their journey to the rich.
In a settlement, players may buy and sell Perhaps they will use it as a mantle-piece.
goods at will. However, not all settlements
have access to all services. This is up to the
GM to decide. If a settlement is home to a master
metalworker or armorer, they can accept
All settlements have a general store. Here commissions for masterworks (see Full Rests).
players can find most of the items on the
General Items, Weapons, Armor, Clothes,
Lights, Mounts, and Caches item lists as well
as get those items repaired. Some more
specialist items can’t be found here however,
such as warhorses, silver holy symbols, etc.
If a settlement is passed through often (even
if it is relatively small) then there is a good
chance a stable or teamsters office has set up
shop in the area. They provide Transportation
services, as well as sell warhorses to those
who can afford them. The more traveled the
area, the greater the services provided.

If a settlement has multiple nobles or many


wealthy people, they will most likely have
tailors and artists to serve them. Tailors sell
noble clothes to anyone who can afford them.
Artists can create instrument, masters that
can create almost unearthly music. Both must
be Commissioned, see Full Rests.

Not all churches are temples or abbeys.


Players can sell grimoires and magic items to
If a player wants to own a storefront, choose a
temples and abbeys, which are then locked
service from the chart below that their
away to keep the magic contained. Players
storefront will perform. The player pays the
may also buy silver holy symbols, holy water,
cost and waits the days for the store to be
and silver weapons, and can have magic
built/stocked. They roll 1d6 for each day the
items, potions, and grimoires identified (see
store was open while the player was away or
Full Rests).
7d6 after a full rest, it gains that many crowns
in profit (no experience gained).

As players adventure, they will bring wealth to If the new service was not already in the
the settlements they visit. To represent this, settlement it is now and is treated like any
settlements should grow bigger overtime, other. Although they cannot have special
gaining new services, and creating new links to items, grimoires, treasure, potions, etc.) Once
adventure. New interesting characters can join the cost has been made in profit, the business
the cast, and foreign rulers seek to control the “settles in” and all services it provides to
power of the settlement. players are half priced from now on.

*Bank / Goldsmith 500c 21


If a player wants to buy a house (a basic wood
and stone one, not too shabby), they can do Dock / Shipyard 100c 14
so for 150c. This will reduce the cost of them General Store 60c 7
staying in the settlement to 10c a week. Inn / Bunkhouse 60c 14
If a player wants to buy a homestead (that’s a Smith / Armorer 100c 7
house with some workable land), that will cost Stable / Teamster 120c 7
400c. It gives the same benefits as a house,
Tailor / Artist 300c 14
but it allows for a new full rest action, Attend
to Mundane Matters. Performing this action **Temple / Abbey 500c 28
gives the player 30c (no experience gained), *Banks and goldsmiths roll 3d6 for profits
which helps counteract the cost of living.
**Temples and abbeys do not make profits
Assets can be exhausted to give certain
Factions are any non-player groups that can effects during the faction turn. Each asset can
exert power over the local area and are looking only be exhausted once per faction turn. They
to make big moves. A single area should have can be used on any faction’s turn, not just the
around 3-4 factions operating in it. holder’s turn (except economic assets).
Each faction starts with a theme, 1-3 assets, a Military assets may be exhausted to give +1
goal, and 1-2 tags. when a faction attacking or defending.
Intelligence assets may be exhausted to reroll
Factions are ran without player input, any one die (including the resource die) during
however, the players actions may still effect a faction turn (theirs or someone else’s).
the outcomes of a faction’s goals. Economic assets may be exhausted to un-
Whenever players assist a faction pursue their exhaust other assets. Economic assets may
goal, mark 1-3 progress dots on that goal. only be exhausted on the holder’s turn.
Likewise, whenever players hinder the pursuit
of a goal, erase 1-3 progress dots.
Every faction starts with a goal. There are four
types of goals, and with each goal the
performing faction must make clear which
asset (or what kind of asset in the case of
Every faction should have a theme. This is a earning a new one) is being targeted.
basic idea the faction is built around.  Earn a new asset
Some examples are:  Destroy an enemy asset.
 Commandeer an enemy asset
 A band treacherous of bandits  Repurposing an asset
 A holy order of knights
 A single, evil necromancer Earning a new asset takes 2 progress dots + 1
for every asset this faction already has. The
In the game, all the factions’ actions should be faction may expend resources on its turn on a
contextualized with changes to the world. one-for-one basis to mark progress dots.
Such as war-torn landscapes, new leaders, the When all dots are marked gain a new asset.
replacement of old horrors by new threats.
Destroying an enemy asset is done in a series
of attacks and takes 3 progress dots to
complete. After each successful attack, mark a
Every faction starts with between 1 and 3 progress dot. When all dots are marked gain
assets. This represents the scope of the +1d3 resources and remove the targeted asset.
faction’s reach and influence. Each one is
designated as military, intelligence, or Commandeering an enemy asset is done
economic. Some assets may seem to fit more exactly like destroying an asset, except when
than one category, in these cases, try to all dots are marked, instead of gaining a
narrow it down to one. resource, gain their asset. It cannot be
exhausted until it is repurposed.
Some examples are:
Repurposing an asset is only done to assets
 A racketeering ring (economic) you have commandeered. It takes 5 progress
 A mighty castle (military) dots which are marked by expended resources
 Access to a pit of souls (intelligence) like earning an asset. When all dots are
marked you can use the repurposed asset as
For every 2 assets a faction has it can field a
normal.
warband or warband scale monster.
For each faction, choose 1-2 tags that
represent that factions modus operandi. If you want to string together a chain of
adventures that ultimately lead to an epic
final confrontation or mega-dungeon, then
you may be looking to create a campaign.
One of this faction’s assets can
Deep Roots
never be targeted by goals Over the course of the campaign, the game
This faction has a free warband it world should be changing as the narrative
Militant progresses. Things like:
can always field
If this faction declares an attack  New paths are found, old paths are
as stealing, before rolling, and lost
Piratical
they follow through they gain +1  New dungeons are created, old
to the roll dungeons need to be re-explored
Military assets exhausted to  New factions are founded, old
Resilient
defend from attack give +2 factions are annihilated
Start a repurpose action with 2
Scavengers
progress dots
This faction’s warbands Sandbox campaigns are worlds that have a
Scheming
successfully scheme on a 3-6 status quo, (or more likely, several status
To target this faction with a goal quos) that the players interrupt through their
Secretive that faction must spend 2 actions. This relies heavily on the faction
resources mechanics (see Factions) and can sometimes
struggle with a lack of direction.
When destroying another
Zealous faction’s asset, gain +1d2 However, in Crowns that lack of direction can
progress dots instead of just 1 be fixed through a nice spread of rumors and
investigatory options from the beginning.
It is recommended the players begin their
The faction with the least assets goes first, campaign either investigating or exploring a
rolling off on ties. On its turn, the faction first dungeon. This first dungeon sets up the
performs warband actions (attacking or players with experience, treasure, and leads
scheming) up to the number of warbands they that connect them to the rest of the game
can field. world if they choose to explore it.
Then the faction gains 1d3 resources and can
spend as resources to progress goals. Finally,
they can create a new goal (up to a maximum For games where you want to lead the players
of 3 at once). to a climactic battle, world ending event, or
final mega-dungeon, try a plot-point game.
This is like a sandbox narrative, but there are a
Attacking is done by both sides rolling a d6 to few pre-planned adventures that the players
see who gets the higher number (attacker encounter, that shape the whole of the
winning ties). If the attacker wins, they can narrative. In-between these adventures, the
either mark a progress dot on one of their players do other more “normal” dungeon-
destroy or commandeer goals or steal 1 runs, building up experience and treasure for
resource from the defending faction if they the big, important, narrative runs.
have one to steal.
An example plot-point campaign would be
Scheming allows the faction to roll a 1d6. On a most procedural paranormal TV shows. A
4-6, they generate an extra resource this turn. mixture of monster of the week and narrative.
1 Aidan 2 Aislev
3 Atol 4 Anna
Players will sometimes want to convince other 5 Banning 6 Ashley
creatures to their point of view. Normally a 7 Brogan 8 Bliss
conversation should play out between the 9 Bryce 10 Bodicia
characters, it is not necessary to save. A save 11 Camden 12 Brigette
should only occur if the player is trying to 13 Chapman 14 Catarina
avoid consequences. 15 Daegal 16 Cate
17 Dalton 18 Catherine
In this case, the players make a WIL save. Use
19 Derian 20 Chelsea
the chart below to decide what disposition the
21 Desmond 22 Clover
conversing target is in, and what the best
23 Devon 24 Courtney
outcome of the roll could be.
25 Douglas 26 Daisy
27 Earl 28 Darlene
29 Edgar 30 Dawn
Might leave the players 31 Edmund 32 Devona
Openly Hostile
alone (emphasis on might) 33 Edric 34 Easter
Players get some of what 35 Edward 36 Eda
Reason to Doubt they want, but not all, and 37 Elliot 38 Edith
at a heavy cost 39 Fairfax 40 Edme
41 Felix 42 Elda
The players get some of
43 Fleming 44 Elswyth
what they want, but not all,
Confused About 45 Freeman 46 Engel
and if pushed further this
the Situation 47 Fugol 48 Erin
character might begin to
49 Garrett 50 Esme
doubt
51 Geoffrey 52 Freya
Thoroughly 53 Gildas 54 Hildi
Players get what they want
Intimidated 55 Godric 56 Hilda
No Opinion / No 57 Gordon 58 Ida
Players get what they want
Reason to Doubt 59 Graham 60 Julia
Players get what they 61 Grimm 62 Juliana
Proactively 63 Holt 64 Kendra
want, and maybe some
Friendly 65 Hrothgar 66 Kim
more
67 Kendrick 68 Linni
Nobles and aristocrats are always assumed to 69 Landry 70 Lora
have a Reason to Doubt non-nobles. 71 Lucian 72 Loretta
73 Mann 74 Lynn
75 Maxwell 76 May
If the players want to intimidate an enemy for 77 Oswald 78 Meghan
information, the GM should determine how 79 Pendragon 80 Mercy
the enemy treats the information. It can either 81 Perry 82 Mildred
be easily affordable (they’ll give it up quickly), 83 Pierce 84 Odelia
close to heart (the players need a successful 85 Putnam 86 Ora
save to be intimidated), or beyond them 87 Ripley 88 Paige
(they’ll never give it up, no matter what). 89 Russell 90 Rheda
91 Shepard 92 Rowena
93 Tovar 94 Shelley
95 Wallace 96 Whitney
Prices at the market, are non-negotiable,
97 Wright 98 Winter
unless the players have a previous friendship
99 Wulf 100 Yirra
with one of the vendors.
In the darkest of dungeons,
full of monsters and brigands, 1 Amber
there is always treasure. 2 Andar Not all items can be
3 Carnelian exchanged for gold at the
Treasure items, when first
local general store. Whether
brought back to a settlement, 4 Moonstone because of rarity, value, or
gives experience like crowns. 5 Obsidian relatively specific uses, these
6 Tiger eye items can only be sold to
special buyers.
If one of these items is not
1 Beautiful statuette 1 Amethyst sold to a special buyer, it sells
2 Silk banner 2 Citrine for one tenth its original price.
3 Silk vestments 3 Coral
4 Silver ring 4 Garnet
A fully charged grimoire can
5 Silver bracelet or necklace 5 Jet
be sold to nobles and
6 Silver dishes 6 Pearl aristocrats or at temples and
abbeys for 1d6 x 100 crowns.

1 Aquamarine The price is halved for each


1 Ceremonial gold chalice dot marked.
2 Cloth of gold vestments 2 Jade
3 Gold, gemstone necklace 3 Peridot
4 Gold, gemstone ring 4 Rose quartz Magic items can be sold to
5 Gold, silk crown 5 Topaz nobles and aristocrats or at
6 Turquoise temples and abbeys for their
6 Silver or gold idol item’s base value times 40c.

1 Cloth of gold banners 1 Alexandrite


Potions can be sold to nobles
Cloth of platinum 2 Emerald
2 and aristocrats for 1d6 x 50c.
vestments 3 Fire opal
3 Gold, gemstone chalice 4 Lapis lazuli
4 Gold, gemstone idol 5 Star pearl Treasure items can be
5 Platinum, gemstone ring 6 Sapphire exchanged for their value in
gold at banks and goldsmiths
6 Platinum, silk crown
or nobles and aristocrats.
1 Black pearl
Inspiration taken from
Ceremonial gold chest 2 Black sapphire Mausritter (Game), Darkest
1
plate 3 Diamond Dungeon (Game), Into the
2 Cloth of platinum banners 4 Jacinth Odd (Game), Questing Beast
3 A holy relic (YouTube), Steven Lumpkin
5 Ruby (Twitch/ Youtube), Esoteric
4 Platinum, gemstone idol 6 Piece of a fallen star Enterprises (Game), Goblin
Platinum, gemstone, silk Art takes up 1 inventory slot. Punch (Blog), Torchbearer
5
crown (Game), Last Gasp Grimoire
6 Spider silk vestments 3 gemstones can be grouped (Blog), and My Dad (Person)
into a single inventory slot.

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