Advanced Fantasy Dungeons 0.22 Pages
Advanced Fantasy Dungeons 0.22 Pages
Advanced Fantasy Dungeons 0.22 Pages
2
Writing, Cartography and Layout by Idle Cartulary
Assistance by Marcia B
Editing and proofreading by J. Tucker White
Proofreading by Thaddeus G. Moore
Art by HODAG with colour by Idle Cartulary
Thanks to the readers of Playful Void who encouraged me for years to finish this
project and to the members of the Advanced Fantasy Dungeons discord for their
ongoing playtesting, curiosity and support.
John, Ty, Brendan, Nick, Alex, Warren, Brian and everyone else in the blogosphere
whose ideas are incorporated here.
Thanks to Aruman, Orbot and Justin, who inspired the design of some of the
monsters.
Advanced Fantasy Dungeons is CC BY-SA 4.0
All rights to the art in Advanced Fantasy Dungeons are reserved by HODAG
Published by Idle Cartulary
ISBN 978-1-4461-5177-8
Version 0.22, February 2024
3
Table of contents
Table of contents Psionic Duels 35
Foreword Vision 37
Having an adventure 3 Journeying 38
The basic procedure 3 Dungeoneering 39
Ability scores 3 Roll to return 39
Checks 3 Rest 40
Fortune rolls 4 Hazards 40
Clocks 4 Traps 43
Timekeeping 4 Hirelings, followers & lieutenants 43
Filling out your character sheet 6 Reaction & reputation 44
Fighter 7 Languages 44
Paladin 7 Strongholds 54
Ranger 8 Domain events 54
Thief 8 Domain actions 54
Bard 9 Building a stronghold 54
Priest 11 Lieutenants 55
Wizard 15 Domain economics 56
Monk 16 War 56
Psionicist 19 Allegiance 58
Dual classes 20 Starting a campaign 60
Proficiencies 20 Running a session 60
Heritages 22 Preparing for a session 62
Ethos 25 Stocking dungeons 66
Equipment 26 Treasure 67
Station 28 Factions 67
Patrons 28 Non-player characters 70
Experience 29 Parley 70
Class followers 29 Fantasy economics 71
Surprise 32 Special damages 71
Initiative 32 Monsters 71
Attack 32 Converting and creating monsters 72
Positioning 33 Monster list 75
Defences 33 Spells, psionic powers and magical
Hit Points 34 items 110
Flight and retreat 34 Wizardly spells 111
Morale 35 Priestly spells 125
Magical duels 35 Psionic powers list 136
1
Foreword
I went into re-reading Advanced Dungeons and Dragons: 2nd Edition with a smirk.
It was a game I loved as a child, but I recognised even then it was full of needless
complexities. I found a challenging text, full of inconsistencies and implications.
There were fascinating subtexts in the examples of play, revealing gaps left
between mechanics and intended play-style. Ethos appeared to be intended to
play a significant role in replacing alignment, into which Planescape folded the
precursor to Fifth Edition’s inspiration. Proficiencies and Birthright’s politics
interacted with downtime reminiscent of modern classics like Blades in the Dark.
I saw in these glimpses of a game that I wanted to play, one fallen between cracks
caused by the weight of legacy. Advanced Fantasy Dungeons already existed, but
was never published here in this reality and no trace of it remained until its ghost
visited me. A paraclone, not a retroclone. It’s a weird, wonderful thing, and one I
discovered rather than created.
I never had the chance to playtest it, though. I’m beginning to doubt that I will.,
so I’m biting the bullet. This is Advanced Fantasy Dungeons. A sketch of a ghost
from another world. It’s for you to play, because I haven’t. For you, at cost. In
exchange, every few months, I’ll post on socials asking for feedback, and you can
join my discord where we can discuss the revisions and the original posts.
Whenever we reach critical mass with updates, I’ll update the digital and print
copies. We’ll finish Advanced Fantasy Dungeons together.
Idle Cartulary
2
Basics
3
Basics
4
Creating a player character
6
Classes
Paladin
Gain proficiency in a weapon of your
choice ,proficiency in an armour of
your choice, and proficiency in horse
riding at first-level. Take two
advancements from the following list
at first-level and an additional two at
each level. You have advantage on
7
Classes
8
Classes Classes
9
Classes
10
Classes
11
Classes
(although you may find other means If the targets saving throw against
to obtain it than purchasing). turning is less than 1, if you succeed,
you are locked in battle with them
This spell must be the next spell you until a second turn undead is
cast, until your next priestly completed. The powerful undead is
devotions, unless you expand piety to staggered, and only rolls against half
get the spell you want. There is no their the score (round down) of the
limit on the amount of spells you can first round, in the second.
cast in a day.
For example, Gareth, second-level
d20 Result priest, turns a 4 HP skeleton, a 13
HP ghul, and a 50 HP lich. Gareth
1-2 Unreceptive. You gain access rolls 1d20 and subtracts 2 for his
to an inconvenient spell at a level, for a result of 8. The
random level. skeleton (saving throw against
3-6 Suspicious. You gain access to turning of 10–1) flees. The ghul
a random or inconvenient and lich (saving throw against
spell at a similar level. turning of 10–3 and 10–11) are
7-15 Uncertain. You gain access unaffected.
bro a similar spell at a similar
level. Sir Chard, a third-level paladin,
15-19 Deliberating. You gain access faces the same three undead. Sir
to the spell you want. Chard rolls a natural 1 on the
19-20 Receptive. You gain access to d20, both the skeleton is
a similar spell, at a higher level destroyed, the ghul flees, and
than you can usually cast. Gareth is locked in battle with the
lich. Gareth rolls 1d20 the second
Turning Undead attempt and subtracts 1 (half the
modifier of a priest), for a result
To turn undead, roll 1d20 and of of 8. The lich (saving throw
subtract your level, or half your level against turning of 10–5 now)
rounded down, if you are a paladin. licks its lips and begins to chant
You must roll under the undead arcane vocalisations.
creatures’ defy turn score.
12
Classes
13
Classes
14
Classes
15
Classes
16
Classes
19
Proficiencies
The body and mind can only sustain At first-level, you have 5 proficiency
so much. Unless you roll a full slots. The first proficiency slot you
success, subtract a psionic power’s spend on a skill gains you proficiency,
cost from your psi pool when you use and for each slot spent thereafter, you
it. If your psi pool is empty, you can gain a mastery bonus of 1.
instead subtract it from your HP.
Because of this limitation, psionicists For example:
often spend as much time perfecting Lyre; Leather Armour (1); Fluent
their body as their mind. Your psi (frostwood elfish); Inscribe scroll
pool returns to its full amount when (2)
you rest uninterrupted. As an advancement, a PC can choose
to gain a proficiency slot. During
Focus psionics downtime, a PC can use that
Spend a rest action meditating on proficiency slot to gain a proficiency
focusing your psionic power and by taking the training downtime
gathering your energy, and make a action. By default proficiency slots are
fortune roll. On a failure, gain 1d6 psi empty, and you need to train with a
pool above your usual total; on a teacher to gain proficiency.
partial success gain 2d6 psi pool
above your usual total; on a full Proficiency is required to use most
success gain 3d6 psi pool above your equipment: Armour, shields,
usual total. weapons, lock picks, musical
instruments or games of chance. You
Dual classes cannot use something to perform an
ability check without proficiency.
If you find a teacher and train with Proficiencies always include the use
them as if you are trying to gain an of relevant equipment. For example a
proficiency for 1 month, you can take lock picking proficiency includes use
your next level in a new class. You do of lock picks, and a blacksmithing
not gain any of the starting abilities proficiency includes use of a forge.
of your new class, and you can
henceforth take advancements in If you spend a second or more
either class, as you choose. For ease proficiency slots on the same
when using spells and other abilities, proficiency, you gain mastery. For
20
Heritages
22
Heritages
You can choose one of the below fool would ever fight fair. When one
heritages, but it is better to make your requests a harfoot for assistance, they
own unique heritage, such as a must always accept in exchange for a
frostwood elf, a southern reach golden coin.
dragonborn, or a deepcove dwarf.
Murkwood elf
Chimerian Rough-and-tumble, these elves keep
These humans of the chimerian their feelings close to their chest. The
foothills are hardy and proud folk of a murkwood isn’t a place for
noble lineage. A chimerian gets no vulnerability. Magic resistance
heritable traits, but no foibles either. (charm), proficiency (hide in foliage),
A chimerian will never flee. Thunder ultravision. Protect the borders of the
is the sign the gods are angry; we Forest of Murk from outsiders. Each
must avoid repeating what we did this month when the Maiden and Full
day. Moon are together in the sky, we must
celebrate by drinking honey wine with
Starshine elf our family, and take no rest.
Fragile and quick, starshine elves live
a playful existence on Starshine Wolf-touched
Mount, a labyrinth of magic, secrets Many grandfathers ago, the wolf-
and riddles. Choose two of: touched were infected with a foul
proficiency (sense secret doors), curse. Their descendents dwell
magic resistance (sleep) or together in Moonshade Glade, living a
ultravision. Never leave a riddle life of hard work and hard play. Daily
unsolved! Starshine elves only polymorph self at HP cost of 4d6,
remove their greystone cloak when vulnerable to silvered weapons. I
assured of safety.
Hillock dwarf
Harfoot halfling
These kind-hearted folk enjoy pipe-
smoke and rich breakfasts. They live
on the hills in manicured villages.
Proficiency (hide in foliage), magic
resistance (fear), too small for
common armour and clothing. Only a
23
Heritages
cannot leave shelter when the moon 18. Powerful leap (unencumbered
is full. When the moon is new, we only)
celebrate with drinks for all! 19. Prehensile appendage (tail,
tentacle, etc.)
Devil-marked 20. Natural attack (1d4 melee)
Communities of devil-marked are
close-knitted, largely because Major heritable traits
outsiders often reject them; but they
are kind and protective of any they Major heritable traits are more
adopt as their own. Magic resistance specific but powerful and all spell-like
(devilry), always recognisable (due to abilities last until sunrise and can
horns and vestigial bat-wings). Never only be used on self.
set foot in a god’s holy space. If a bat
comes near, I must repeat the phrase 1. Daily Invisibility or other spell
“Protect me from His eyes” thrice, to cast at second-level at HP cost of
avoid the attention of the devil 2d6
Agremach. 2. Daily Monster Summoning I or
other spell cast at third-level, at
Minor heritable traits HP cost of 3d6
Minor heritable traits are typically 3. Daily Polymorph Self or other
limited or low-level. spell cast at fourth-level, at HP
cost of 4d6
1. Magic resistance (sleep) 4. Natural armour against non-
2. Magic resistance (charm) silvered weapons (7)
3. Magic resistance (fear) 5. Natural armour against slashing
damage (7)
4. Proficiency (weapon)
6. Natural armour against piercing
5. Proficiency (language) damage (7)
6. Proficiency (favoured enemy) 7. Natural armour against crushing
7. Proficiency (speak to a specific damage (7)
species of animal) 8. Immunity (charm)
8. Proficiency (hide in foliage) 9. Immunity (sleep)
9. Proficiency (hold breath) 10. Immunity (fear)
10. Proficiency (mimic sound) 11. Advantage on saving throws
11. Proficiency (track by scent) (poison)
12. Proficiency (sense slope, direction 12. Advantage on saving throws
or depth) (wands)
13. Proficiency (sense tunnel safety) 13. Advantage on saving throws (ill-
14. Proficiency (sense secret doors) fortune)
15. Daily Control Fires or other spell 14. Magic resistance (priestly)
cast at 1st level at HP cost of 1d6 15. Magic resistance (wizardly)
16. Natural armour against fire (7) 16. Magic resistance (devilry)
17. Natural armour against cold (7) 17. Natural attack (2d4 melee)
18. Natural attack (1d4 reach)
24
Ethos
25
Equipment
Potential ethos
d6 Ethos
1 Mercy must be given to all beings
2 Violence is never the answer
3 Stealing is always wrong
4 Merchants are always dishonest;
therefore, they may always be
swindled If you are heavily encumbered, any
5 Gods are evil; therefore, priests movement or combat under duress
must not be tolerated cannot be performed.
6 We are all monsters; therefore, all
monsters should be treated with General equipment
kindness Most equipment simply does what it
does. Climbing gear is for climbing.
Equipment Wagons cannot be used off roads.
When in doubt, discuss your
You have five slots for worn gear equipment with the referee.
(head, hands, feet, body) and a belt
pouch in which to hold 50gp or If equipment is not listed with
similar small items. If you fill only mechanics in brackets next to it, it
these six slots, you are grants a success in a relevant
unencumbered. challenge, facilitates the use of a
proficiency, or is subject to a general
You have additional equipment slots rule.
equal to your strength in your pack
(or equivalent). If you fill up to six • Ale (1gp per round)
slots of these slots, you are lightly
encumbered. If you fill over six slots • Blacksmith’s tools (heavy, 50gp)
of these slots, you are heavily • Ball bearings (1000 for 5gp)
encumbered. If your equipment is in • Bell (light, 1gp)
these pack slots, you can cast your
pack off, and cease to be encumbered • Bear trap (heavy, 5gp)
until you pick it up again. • Block and tackle (1gp)
• Book (25gp)
If you are lightly encumbered, any • Caltrops (light, 20 for 5gp)
movement (for example run, jump or • Candle (light, 10 for 1gp)
swim) or combat check suffers
disadvantage. If you’re wearing a • Chain (heavy, 10 feet, 5gp)
heavy item, you are always lightly • Chalk (light, 10 for 1gp)
encumbered. • Climbing gear (25gp)
• Fishing tackle (heavy, 5gp)
26
Equipment
27
Station & patrons
28
Experience, followers, magical duels
29
Experience, followers, magical duels
Combat
32
Combat
A major consequence is two of these, to hit allies if firing into ranks with
or anything else. their allies in them.
When you threaten injury, roll your Movement takes a character between
damage dice to find out how much HP adjacent ranks, or from ranged rank
your target must spend to avoid into an adjacent battlefield.
injury, or how much damage their
armour suffers. Areas of effect always affect an
entire battlefield.
NPC attacks
On an NPC’s turn, the referee declares Defences
who is threatened with damage. The
PC makes a saving throw, and the If you are attacked, make a saving
referee rolls the NPC’s damage dice. throw by rolling 1d20. Roll with
Once the damage is known, the PC advantage if your class has advantage
spends HP and armour as they see fit. in that type of saving throw.
33
Combat
35
Combat
expend all their piety, and the final deflects the attack, and something
spell cast in offence against them nearby explodes or is thrown to the
takes effect as if it were a critical floor.
success.
Strong Weak
Ability check Saving Thrusting Crushing Blasting
throw inquiry intellect will
Critical -3 AD Whipping Thrusting Mental
success voices inquiry blockade
Full -2 AD Nil effect Blasting Whipping Crushing
success will voices intellect
Partial -1 AD -1 AD Mental Blasting Thrusting
success blockade will inquiry
Failure Reduce own -2 AD Crushing Mental Whipping
AD by 1 intellect blockade voices
Critical Nil effect Reduce own
failure AD by 1
All damage is deducted from one’s psi
pool before it is deducted from HP. A
psionicist can yield when their psi
Psionic Duels pool is exhausted, or continue to
death. If they yield, Contact is
If two psionicists engage in a psychic automatically made with them if the
duel, they are both at the end of the psionicist has the Contact power.
initiative. If either of them act during
the round prior to participating in the
psionic duel, they become vulnerable
to psionic assault.
36
Exploration
37
Your eyes glow, and under your gaze listen, taste as well as sight) to
white items glow as well. Magic items provide them with more information
and spells are visible to you at a if they agree to follow the prompt.
stone’s throw.
38
Exploration
39
Exploration
40
Exploration
them advantage. Drey the giant A pit trap either imprisons or has
uses his massive strength to pull a spiked floor
the bridge taut, steadying it A poison needle instantly kills or
further. The party cross the puts to sleep
bridge without harm.
For example, the floor ahead of 4. Balances the trapper’s protection
the party is clearly identifiable as and convenience
a trick floor, but there are no Never in the main access
seams. This hazard requires 1 tick hallways unless there’s secret
each to cross. Sera the thief access; always in the chest in the
throws a grappling hook into the high priest’s quarters.
rafters, and swings across the
floor; the rafters crack, and they 5. Simple actions can avoid or
are unlikely to take the weight of disarm them
another. Her grappling hook is
lost. Garrius the wizard uses “I stand on a box and pinch the
levitate to hover across the floor. wire so I can set the door slightly
Choosing not to use the ajar. Glorax, you’re slim enough
compromised grappling hook, to to slide through the slightly
Drey attempts to leap across, and open door. Once you’re on the
fails his dexterity, causing the other side, you can cut the wire.”
floor to collapse.
Hirelings, followers &
Traps lieutenants
When the referee creates a trap, the A hireling is any NPC who will do a
trap must be: job for the PC in exchange for a wage
or a fee plus room and board. An
1. Easily identified or easily unskilled hireling is easy to find, and
anticipated a hireling with rare skill requires a
A pit covered in leaves. Find Someone downtime action to
find.
The safe of a master poisoner has
a needle.
Hirelings are considered zero-level,
2. Foreshadowed or gives the PCs a and hence have 1d6 HP, ability scores
chance to react of 10 with one exception (an 8, 12 or
14), and one, two or three
A collapsed pit with two skeletons proficiencies depending on age (these
in it. may be mastery spent on one skill).
“The poisoner is paranoid as
known to trap her most treasured A follower is any NPC who joins a PC
belongings” for reasons other than a wage or a fee.
You hear a click and the flagstone They can have levels in a class, and
moves under you. What do you are usually attracted by a PCs fame
do? when the build a stronghold for the
follower to stay at a meagre to
3. Goes either for a kill or a capture. comfortable lifestyle.
43
Exploration
Languages
Languages are heritage-based — not
all elves speak the same language but
all elf languages are related to elvish
and sylvan.
Ur-language Languages
Ur-elvish Elvish, Sylvan
Reaction & reputation Ur-dwarvish Dwarvish, Giantish,
Gnomish, Goblinish
When you encounter a new NPC or Ur-human Various human,
group of NPCs, the referee makes a Halfling
reaction check, modified by your Ur-primordial Devilish, Angelic,
reputation. If you have bardic Primordial, Sylvan
influence, roll with advantage, and if
the NPCS are predisposed against you When you encounter a new language,
or are not of your station, roll with you may make an Intelligence check if
disadvantage. Their reaction is you have any language slots available.
determined by the result.
44
Exploration
Secret languages
Some groups have secret languages —
druids have their own script, thieves
have their own signs and symbols —
and monsters often speak their own
unique languages too. Magical
45
Downtime
48
Downtime
Cultivate Relationship:
Relationships are always consecutive
branching clocks, with at least four
ticks per clock. For friendships, these
clocks are Acquaintances, Associates,
Friends, and Intimates. For romantic
relationships, these clocks are
information relevant to the topic at Attention, Flirtation, Flings, Lovers,
hand, for example, a specialist library. Paramours.
The referee will create a clock out of
sight, and tell you when and if your The referee can create clocks for
trove is exhausted. specific relationship or relationship
goals, for example “Prove My Worth
to Captain Urutangi” might be
Spiritual Devotion: If you have the Suspicious, Neutral, Deliberating,
Spiritual Devotions proficiency, you Receptive, reflecting Captain
may seek connection with a greater Urutangi’s disposition when first
power. Specify a goal and a spiritual encountered. Because Captain
or mystical method through which it
will be achieved (meditation, Uturangi is starting as hostile to the
PC, the first clock may be eight steps
pilgrimage, service, flagellation, or be walled with a specific quest
fasting, alms, gardening, ceremony, before it can progress. Relationship
poetry, etc.). The referee will create a often have walls that cannot be
clock out of sight, and be cryptic advanced past without a specific way
regarding your progress. If a to deepen the bond. One might also
significant milestone is reached, and
49
Downtime
take a free tick for something that the goods and services available
occurs outside of downtime that through the institution free of charge.
deepens the bond. To advance the Typically developing an institution
clock on a relationship, the player takes 6-ticks and cost varies by how
says how their character is significant the institution is. An
strengthening the bond between inconsequential institution costs
them. The referee will judge if this 250gp per roll, minor 1000gp,
makes sense. middling 2500gp, major 5000gp,
influential 10 000gp, and famous 25
Invest in an Institution: To support, 000gp. You can spend half this much
invest in, or develop an institution again as often as you wish for a
(for example a business, temple, or cumulative +1 bonus to your
guild), state how you invest in the downtime check.
institution, and if this investment
requires expenses, spend sufficient Find Someone: When you need to
gold to do so at the referee’s find a someone hard to find, state
discretion. On a failure, progress your what skills you require from them and
clock 1-tick, you hit a wall and how you will approach finding them.
describe a complication. On a partial The referee will create a 3-tick clock.
success, progress your clock by 2- When you complete the clock, you
ticks, and you hit a wall and a find them. If you need them with
complication occurs. On a full urgency, you can take whoever you
success, progress your clock 3-ticks. find. On 1-tick, they may not be who
Generally, speaking, robust support they say they are, and are double
for the institution gives one access to market price and in a hard to reach
50
Downtime
place. On 2-ticks they may not be who Spend 300gp per downtime roll to
they say they are, and are double procure required materials. The
market price or are in a hard to reach downtime clock is equal to the spell’s
place. The referee will provide you level. Scrolls are light items and are
with details regarding the NPC. expended on use.
Find Buyer: When you need to find a Charge Wand: If you have the
buyer for something hard to sell, state charge wand proficiency, you may
what item you want to find a buyer for imbue arcane syllables into a wand
and how you will approach finding such that it might cast a spell you
them. The referee will create a 3-tick know. You must have a wand in which
clock. A buyer will buy a certain to imbue to spell. Spend 500gp per
category of items only (for example, downtime roll to procure required
magic items, antique furniture, or materials. The downtime clock is
gemstones). When you complete the equal to the spell’s level. Once you
clock you find a buyer who will buy at have charged a wand with a spell, you
a generous price, or one whom you can attempt to charge it with
will be able to utilise again for a additional castings of the spell, at one
similar category without having to additional casting per tick. On a
search for another buyer. If you need failure, the wand cannot hold any
them with urgency, you can take more castings.
whoever you find. On one tick, you
find a seller, but they offer an Create Spellbook: A wizard can
insulting price and only buy such a create a spell book as their magnum
specific niche that they will never buy opus. It costs 1000gp per downtime
from you again. On two ticks you find roll, and will take at least 20 ticks to
a seller, but they offer an insulting be completed, at the discretion of the
price or only buy such a specific referee. You can choose which spells
niche. The referee will provide you to place in the spell book and give it
with details regarding the NPC. an appropriately pompous title.
Study Spellbook: If you have the Instill psionics: If you have the
study spell book proficiency, you may Instill Psionic Power proficiency, you
study a spell book to understand one may instill a psionic power you know
of its spells. You can’t cast the spell into an item of fine quality of your
until you have studied it; the referee choice. If you wish to splice two
will tell you when the spell is learnt. psionic powers together (for example,
Spend 300gp per downtime roll to Contact and Empathic Projection),
procure required materials. The you must buy a Fine (2) item. You
downtime clock is equal to the level must first purchase the items. The
of the spell you are studying. The downtime clock is equal to the initial
number of spells in the spellbook will plus maintenance cost. The psionic
remain a mystery until there are no powers triggers when you use the
further spells to learn. item for its intended use, so choose
your item wisely. You may instill up to
Inscribe Scroll: If you have the your psi pool each week into a fine
inscribe scroll proficiency, you may gemstone of your choice, and use
create a scroll for a spell you know. these points by holding it aloft.
51
Downtime
52
Strongholds & domains
54
Strongholds & domains
stronghold. Each attempt costs 12 000 If you have a secretary, you can
GP. provide patronage to someone of
lesser station or to an artist. You can
Type Holdings Ticks also issue decrees or enact laws
Moat house or 3 15 within your domain.
tower
Keep 4 30
Small Castle 5 45
Concentric Castle 6 60
55
Strongholds & domains
If you have a marshall, you can raise If your domain is in debt either
battalions to send to war. A marshal appease your creditors, peculate, or
can also be used to take control of a face the consequences. See
holding in or adjacent to your domain lieutenants for details on peculating
to gain access to a unique asset that or appeasing your creditors.
someone else possesses – when this
clock is complete, gain credit each Favour
week and access to a unique asset. Your domain has a diplomatic
standing with every other domain:
When raising battalions, you must Either they owe you favour, or they do
have access to any neccesary not.
resources, and the size of the domain
clock and debt are relative to the type You may spend all your favour with a
of battalion. domain to have them do something
for you for free. Once your favour with
Battalion Debt Ticks a domain is spent, you must earn it
Rabble 1 2 again.
Regulars 2 4
Holdings & unique assets
Elite 4 8
A holding is a location or faction that
Engine 6 12 possesses a unique asset. A unique
Strike force 8 16 asset is a named thing that can be
traded or used, such as an air
shipyard, a lake of acid, a portal to
Domain economics another dimension, or battalion of
griffon-knights.
Your domain earns credit each season
for each unique asset it can trade Unique assets can be used in war, as
along a trade route and for holdings bargaining tools in negotiations, for
in the domain. trade to generate credits, or whatever
else makes sense for those assets.
Debt & credit
Engaging in or succeeding at certain
domain actions increases your War
domain's debt. War is waged primarily through
sending battalions of soldiers into
Track your credit and debt on your battle for you.
character sheet. At the end of each
season, balance your books: subtract When you issue an order to a
debt from credit. If the difference is battalion, tell your general. They will
negative, you're in debt; if positive, report back to you when the order has
you're in credit. been resolved. Orders are usually
along the lines of “Send Eagle and
If your domain is in credit either Falcon Battalions to take Saint
peculate or keep the remaining credit Garifods”. The battalion will follow
for next season. the order as best it can.
56
Strongholds & domains
Types of battalions
There are several types of battalions:
rabble, regulars, elites, strikeforces
and engines.
57
Strongholds & domains
Allegiance
If you do not wish to be lord of a
domain, you may offer allegiance to a
lord – either a PC or NPC – and if they
accept, become their lieutenant. You
will be given a role such as marshall
or spymaster, and be offered missions
just as any other lieutenant is, which
you will have to play out during game
sessions, perhaps with an alternate
party.
58
Running the game
60
Running the game
61
Running the game
62
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Running the game
PCs will not be aware of the outcome NPCs negotiate based on their
of a faction or NPC action until it has desires.
been achieved.
1d20 What the NPCs want
Non-player characters 1 Grovelling
To sketch a walk-on or one-note NPC, 2-3 The PCs to leave now
give them A-DNA: An asset the PCs 4-6 The PCs to come with them
want, a distinguishing trait, what 7-10 Information
they need from the PCs, and an
11-14 Treasure
agenda.
15-17 Help
To portray a significant NPC, add A- 18-19 Entertainment
VOW: A preferred approach, a visage 20 Violence
they falsely present to the world, an
obsession they cannot let go and a
weakness that will always defeat If the PCs dally or there's a stalemate:
them.
1d20 Impatient or stalemated?
Parley 1-3 Attack
4-6 Switch the demands for
If the PCs have to negotiate with higher stakes
NPCs, they are entering a parley. 7-10 Agree to leave each other
Some parleys are straightforward to alone, perhaps until an
roleplay. If a parley promises to be exchange later
contentious, follow the five principles 11-14 Retreat, but will be back and
of parley, and use the three tables to fulfil their threat
assist you when you’re stuck. 15-17 Switch the demands for lower
stakes
Five principles of parley 18-20 Capitulate, and later betray
1. The consequences of a failed
parley should be obvious. NPCs who don't attack you, don't
2. The traits of the NPCs that are attack for a reason:
relevant to the parley should be
obvious and not hidden from the 1d20 Why they don’t attack
PCs.
1 They want something
3. There should be more than one
solution to the parley. 2-3 Unequipped
4. These solutions should be 4-6 Wounded or weakened
challenging, and require coming 7-10 Untrained and uncertain
back, giving up something
important, physical or related to 11-14 Unmotivated or disloyal
the PCs' beliefs. 15-17 Stupid or making an error
5. NPCs leverage their power if they 18-19 Unconfident
outnumber the PCs or have 20 Curiosity
something the PCs want.
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Running the game
Special damages
Fantasy economics There are many special damages that
There are five principles of fantasy are worth mentioning in brief.
economics. Follow these principles to Falling causes 1d6 damage for every
keep shopping interesting. It’s worth 10 feet fallen, with half on a
acting out shopping because successful save vs. poison. Energy
shopkeepers have mouths to feed, and drain reduces a statistic (usually
they’ll routinely charge double or Constitution), which effects future
triple price, or offer a tenth of the ability checks but does not require
value of an item, because their job is any items on the character sheet to be
to squeeze the PCs for all they’re rerolled. Note your original score for
worth. when you recover. Poison has a
strength, an effect, methods and
1. Shopkeepers are people. Give latency. The strength is the number of
them at least A-DNA, and A-VOW d6 damage it causes. The effect is
too if they’re a local who will be whether it debilitates, paralyses, or
met regularly. Shopkeepers can’t slows. The method is whether it
afford to buy things that they requires contact, ingestion, or wound
can’t sell to the people already in The latency is if it occurs in 1d6
their town. If they could afford a minutes, hours, or days. If it is a
1000 GP diamond, it’s at a tenth latent poison, you’re always
the price, and they leave town to debilitated until the final effect
sell it and retire in the city. occurs. Always name poisons.
2. Shopkeepers can’t afford to
give discounts. If they like your Monsters
chances, though they might just Monsters can be categorised as
take a percentage of the treasure natural — simply animals in the
you bring back. campaign world — or mythic — they
3. Shopkeepers can tell if you’re follow story-book rather than
desperate. If you walk into town ecological rules. A giant spider is
looking like adventurers, climbing considered natural; a dragon could be
gear and torches are going to be considered either. It is your choice
at a premium. how you categorise a monster or
4. Shopkeepers sell rare items at whether you want any of a certain
category in your game world.
high prices. The shorter the
supply, the more expensive it is. If
71
Running the game
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Running the game
Hit Dice are in d8s. If you choose, you ▪ Add magical for creatures
can use the average rather than roll to that possess magical items
generate hit points, by adding the (Types S, T, and V)
number of HD times 4.5 (rounded
down). Secondly, calculate the value of its
treasure, which is equal to 6gp per HP,
To convert a monster’s “save as” or or 3540gp if their treasure is in a
saving throw to a “Safe zone”, choose horde.
relevant areas where the monster has
special strength, and give that a safe Thirdly, ascertain magical items. If it
zone of half their hit dice. This is best is a horde, the creature's treasure will
used analogously so they can be have 1d6 magical items in it. If an
interpreted by the referee easily individual has magical treasure type,
(“mind-powers”, or “breath- roll 2d6 and take the lowest for the
weapons”, or “metabolism”). Safe number of magical items it possesses.
zones always include other things The roll taken, if it's 3 or less, will
that are alike to the description: consist of consumable magical items
“breath-weapons” includes fireballs, such as potions or scrolls. If it is 4 or
or webs, and “poison” includes higher, any additional magical items
diseases and drunkenness, for will be permanent
example. To generate a defy turn
score is calculated as HP, divided by 5, Finally, assign a third of its total value
subtracted from 10. to coins, a third to gems and a third to
art objects. Detail the treasure and
To assign a monster treasure, firstly, any magical items as per the Treasure
assign a treasure type according to its section.
kind (equivalencies to advanced
adventure games are in parentheses): Typically, number of attacks relate
to monster size. Human-sized
▪ Leavings for monsters who creatures get one attack, huge
simply leave a pile of their creatures get two, and giant creatures
victims (Types A to F) get three.
▪ Belongings for large groups of
humanoids, largely consisting The nature of a monster's attacks and
of their everyday livings the size of their attack dice can be
(Types G, I , O, P, R, or W) translated directly, but for the most
▪ Hordes for dragons and other part relates to theme and weapon
similar creatures (Type H) type.
▪ Collections for creatures who Include the monster’s special
collect sparkly things (Type
Q) powers. These can often be related as
spells to be cast per day, or watch, or
▪ Incidental for stuff found on per round. If they are unique, it is best
odd bodies (Types J to N) to give their special powers a chance
▪ Bosses for unique, high-level on a six-sided dice (e.g. a 1-in-6
monsters (Type U) chance).
73
Monster list
Aberrant, many-eyed
A ball of roiling tentacles and eyes,
with one great baleful eye in its
centre, hovering three feet from the
ground.
# 1
Attacks Nil
Defences Nil
Armour 18 mundane (body).
HP 25 (body); 12 (central eye);
2 (each eyestalk)
Morale 18
Treasure Magical
Special Dispelling Ray: All magic
within melee range of the Annis
abberant is negated, unless Witches, twisted and strengthened by
cast from behind the their devotion to power. Disguised
aberrant. often as harmless old ladies, they are
giant, able to crush a gobling in one
Random ray: The abberant hand, are spry and cruel. They often
shoots a prismatic ray from live in covens of three and take
a random eyestalk. If one is minions they can easily cow. They eat
destroyed, randomly cross flesh, and their skin is black as if it
one off the list: 1. Charm; were melted by hellfire. Their eyes are
2. Sleep; 3. Telekinesis; 4. green like the deepest ocean.
Flesh to stone; 5.
Disintegrate; 6. Fear; 7. # 1d3
Slow; 8. Cause serious
wounds; 9. Death ; 10. Attacks 2 x 2d4 (talons) + 2d8 (iron
Laughter. teeth)
Defences Safe zone 8 (devilry)
Armour Nil
HP 80
Morale 15
Treasure Magical
Special Change self at will.
Coven: A coven can cast
control weather, dream,
animate dead, curse, and
polymorph other once per
day. They use these to
weave wicked plots, rather
than for combat.
75
Monster list
Bear, cave
Huge, aggressive, grey-furred and can
see well in dim light. They’ll never
stop tracking you if you invade their
home.
# 1d2
Attacks 2 x claw (1d3), 1 x bite
(1d6)
Defences Safe zone 3 (steel)
Armour 12 bludgeoning (hide)
HP 27
Morale 9
Treasure Leavings
Special Bear hug: If a victim is hit
by both paws in the same
round, the bear hugs for an
extra 2d8 automatic
damage.
Last Stand: When reduced
to 0 HP, continues to attack
for 1d4 rounds.
Bearblin
Hulking, yeti-like, with red, bristling
fur. They have a bearlike snout and
long, upright ears.
# 2d4
Attacks 2d4 fists or by weapon
Defences Nil
Armour 14 mundane (chain mail)
HP 16
Morale 12
Treasure Belongings
Special Infravision
76
Monster list
Brain-hound
A brain, with four, scaly lacertine
limbs. They "see" psychic activity and,
if well fed, make excellent watchdogs.
When left hungry, they're known to
feed on their masters, so keep one at
your own risk.
# 1d2
Attacks 4 x 1d4 (claws)
Defences Safe zone 3 (psychic
intrusion)
Armour Nil
HP 33
Morale 17
Treasure Collection
Special Shrink: Can psionically
shrink self and crawl up Cerbereus
the target’s nose while Shaggy, blood-red fur; glowing, red
they sleep, devouring their eyes; brimstone breath. Their
brain from within and pawprints burn into stone, and their
replacing it. They then baying sets fear into any heart. They
animate the body from hunt cleverly for prey they are
within. summoned to kill; they play with
their prey whether or not they have
Manifest powers as a been summoned.
fourth-level psionicist,
once per watch. # 2d4
Attacks 2d4 bite. On a critical hit,
they grasp onto their
target and breathe fire
(+3d6).
Defences Safe zone 3 (fire, devilry)
Armour Nil
HP 25
Morale 13
Treasure Leavings
Special Breathe flame. Once per
day, they can breathe flame
in an area of effect for 3d6
damage.
3-in-6 chance of locating
invisible creatures by nose.
77
Monster list
Cobold
Cunning, child-sized beagle-folk,
smell like wet dog. Their diminutive
size and relative fragility means they
rely on kowtowing, ambush, traps,
trained or trapped animals and
alliances to survive. Never a fair fight.
# 5d4
Attacks 1d4 (club) or 1d6 (blade)
Defences Nil
Armour 12 piercing & slashing
(leather and hide)
HP 2
Morale 8
Treasure Belongings
Special Winged boggarts are
occasionally born of cobold
mothers; they appear as
cobolds, but are winged
and scaled. These children
of dragons are holy and
upstanding members of
the cobold community.
Cyclops
Eight feet tall, with deep blue hair, a
rough voice, and a single, bloodshot
eye.
# 1d4
Attacks 1d6 + 1d6 (club) or 6d6
(hurl boulder)
Defences Nil
Armour Nil
HP 58
Morale 16
Treasure Leavings
Special Disadvantage on boulder
throws due to poor depth
perception.
78
Monster list
Dendrobate
Human-sized bipedal, multicoloured
frog-folk.
# 1d8 x 10
Attacks 1 x by weapon (+1d6
venom)
Defences Nil
Armour 14 mundane (Scale)
HP 4
Morale 10
Treasure Belongings
Special Leaping strike: Gain
advantage if striking after
a leap between ranges.
Poison: Slimy sweat is
poisonous if ingested (3d6
damage, 2d6 hours latency,
hallucinations). Demon
Six-armed, snake-tailed giants of
apocalyptic renown, arrive at
battlefields at the turn of the tide, to
wreak
havok.
# 1
Attacks 6 x 1d8 (or by weapon)
Defences Safe zone 6 (steel)
Armour Can only be harmed by
magical weapons;
Resistance (wizardly
magic)
HP 72
Morale 18
Treasure Magical
Special Constrict: Save vs. steel or
be wrapped in a
constricting tail, causing
4d8 damage per round.
Can cast comprehend
language, detect
invisibility, polymorph self
and telekenesis at will.
79
Monster list
Devil
Humanoid, red-skinned, well-dressed.
Their suit hides giant bat wings and
their smile reveals shark-sharp teeth.
Their tail is tipped with spines and
their claws are razors. They come to
fulfil your greatest wishes.
# 1
Attacks 1d4 +1d4 (claws) +2d4
(bladed tail)
Defences Safe zone 3 (steel);
resistance (wizardly magic)
Armour +1 or better weapons to hit
HP 36
Morale 11
Treasure Nil
Special Dive: If flying, dive from a
height to inflict double
damage with both claws.
Regenerating: Recovers 1
HP each round,.
Dimensional dingo
Dingo-like, highly intelligent canines.
# 4d4
Attacks 1d6 (bite)
Defences Nil
Armour Nil
HP 13
Morale 11
Treasure Nil
Special Blink: On a failed PC attack
roll, they disappear and do
not reappear until their
next attack.
80
Monster list
Doppelganger
Hairless, grey, eyes pupilless and
huge. When stressed, change their
form instinctively and emotionally.
# 3d4
Attacks As weapon
Defences Immunity (charm, sleep)
Armour As armour
HP 18
Morale 13
Treasure Collection
Special ESP at will.
Mimic: Can imitate its
target with incredible
accuracy, even to their
closest loved ones.
Dragon, crimson
Covetous and greedy, bloated and
obsessive, exceptionally vain, their
scales glossy scarlet and their eyes
intelligent. They make their lairs in
ruined dungeons atop mountains or
great hills.
# 1
Attacks 1d10 + 1d10 (claws) + 3d10
(bite)
Defences Safe zone 7 (steel);
immunity (fire).
Armour 67 mundane (scaly hide)
HP 37
Morale 17
Treasure Horde
Special Fire breath: 12d10 +6 to all
in area of effect, save vs.
ill-fortune for half damage.
Has two first-level and one
second-level wizardly
spells memorised.
81
Monster list
Dragonisle
The shell of a dragonisle resembles a
small, rocky island, often complete
with tropical flora. They float in the
ocean, sleeping for long periods of
time, only waking to feed on huge sea
creatures, or more often, ships.
# 1
Attacks 2d6 + 2d6 (claws) + 4d8
(bite)
Defences Safe zone 7 (Steel)
Armour 57 magical (shell only)
HP 57
Morale 17
Treasure Horde
Special Capsize ship: 3-in-6
chance to capsize ship on
an attempt.
Scalding breath: 20d6 heat
damage in area of effect,
save vs. Ill-fortune for half.
(can use again on 2-in-6). Drisheen
A human-sized mass of reddish black
cells, moving slowly but inexorably
towards the heat generated by
animals or plants. Cutting one splits
it into two of half the size.
# 1
Attacks 3d8 (pseudopod)
Defences Immune to acid, cold, and
poison
Armour Nil
HP 45
Morale Nil
Treasure Nil
Special Dissolves 2 inches of wood
in 1 round, 2 inches of
light metal or chain in 2
rounds, and 2 inches of
thick metal or plate in 3
rounds.
82
Monster list
Elemental, flame
Fierce, vaguely-humanoid bonfire.
Resentful, direct and savage when
pulled from their flame-world. Their
eyes are white-hot.
# 1
Attacks 3d8 (flame whip)
Defences Safe zone 6 (steel), safe
zone 3 (magic); immunity
(fire)
Armour Nil
HP 70
Morale 17
Treasure Nil
Special Unable to cross bodies of
water.
Hypnotise: Their dance is Fishlord, elder
alluring and their form Loathsome, ancient, precursor
appears as whatever the sucker-walking fish with vile
watcher most desires. Save intelligence and psionic powers.
vs. domination or stand in
awe for 1d4 turns, # 2d4
oblivious to the burning
carnage around you. Attacks 3 x d8 (tentacles)
Defences Safe zone 4 (psionic)
Armour 16 slashing & bludgeoning
(slime)
HP 27
Morale 13
Treasure Magical
Special Poison tentacles: Save vs.
transformation or your
skin transforms into a
slimy membrane that must
be kept damp or suffer 1d4
damage per turn.
Illusory lures: Can create a
realistic, multisensory
illusion at will.
Dominate: Can dominate a
creature in reach range
three times per day.
83
Monster list
Flail jaguar
Huge, black jaguar. They have
tentacles with tooth-like growths
extruding from the ends. They
shudder in your vision as it snarls.
# 1d4 +1
Attacks 2d4 + 2d4 (tentacles) or
bite at claws (1d4 +1d4 +
1d8)
Defences Safe zone 3 (steel)
Armour 14 mundane (hide)
HP 13
Morale 13
Treasure Leavings
Special Illusory position: 3-in-6
chance the flail jaguar is
not actually there when
you strike it.
Fungoid
Shrunken humanoids with leaf-like
tendrils and thorn-like claws. The
product of a mahogany mold
infection. They communicate in a
language of drumming, having no
speech.
# 6d4
Attacks By weapon or 1d4 (thorn-
claws)
Defences Safe zone 3 (fungus);
immunity to electricity and
charm.
Armour 13 piercing (sturdy plant-
flesh)
HP 13
Morale 8
Treasure Belongings
Special Camouflage: In their
chosen habitats, they are
coloured to blend into
their surroundings, gaining
advantage on hiding.
84
Monster list
Gargouiille
Stone-skinned imps, collectors of
shinies, most often found squatting in
ruins or acting as guards or
messengers. They are ambush-
predators: Disguised as sculptures,
then swooping down from above or
behind.
# 2d8
Attacks 1d6 (claws) + 1d6 (bite)
Defences +1 magical weapon to hit
Armour 16 slashing, piercing (stone
carapace)
HP 19
Morale 11
Treasure Collection
Special Swoop. Double damage if
attacking from above.
Ghul
Living humans: infected with a
disease of undeath, their minds
instilled with the guile of pack
animals, and a thirst for marrow. If
you’re bitten and survive, you become
a ghul yourself.
# 2d12
Attacks 2d3 (claws) or 1d6 (bite)
Defences Defy turn 8
Armour Nil
HP 9
Morale 11
Treasure Leavings
Special Paralysing claws: Save vs.
poison or be paralysed for
2 +1d6 rounds.
Infectious bite: Save vs.
poison if bitten; on a fail,
you will become a ghul at
next new moon.
85
Monster list
Gobling
Child-sized, big-eared, gleeful, green-
skinned, squeaking things with a
nasty and clever humour. They live in
huge extended family networks,
where they make all they need from
everything they can steal.
# 4d6
Attacks 1d6 (short sword) or as
weapon)
Defences Nil
Armour 12 slashing & piercing
(leather armour)
HP 3
Morale 10
Treasure Belongings
Special Infravision. They prefer the
dark.
Golem
A perfect ceramic sculpture. Often
painted, although usually faded by
age. Human-sized or a bit larger, they
move carefully. Their clothes are part
of their flesh.
# 1
Attacks 3d10 fists
Defences Safe zone 5 (domination);
immunity (sleep, charm,
anything that would not
affect clay)
Armour Can only be harmed by
blunt or magical weapons
HP 49
Morale 19
Treasure Nil
Special Cast haste on self, once per
day.
Not prone to shattering by
normal means, but
vulnerable to magical
shattering.
86
Monster list
Gorgo
Beautiful, snake-haired woman. Her
eyes are a pale grey, as if they were
made of stone...wait, what’s
happening to me? A gorgo’s home is
full of statuary and flickering lights;
they live a life of luxury, masked such
that they have the care of servants
who fear them for what their
vengeance will be.
# 1
Attacks As weapon + 1d4
(snakebites)
Defences Nil
Armour As armour
HP 27
Morale 13
Treasure Belongings
Special Gaze: The gorgo reveals
their eyes, and the target
must make a save vs.
transformation or be
turned to stone.
Hobknoblin
Red-skinned, richly-dressed,
gluttonous and arrogant, these
mercenaries live only to fight.
# 2d10
Attacks By weapon
Defences Nil
Armour 14 mundane (chain mail)
HP 5
Morale 11
Treasure Belongings
Special Nil
87
Monster list
Hrimavolk giant
Ivory-skinned, blonde-haired hunters,
wear chain mail decorated with beast
horns, feathers, or pelts of past
quarries. They adore anything gilden
or bejewelled
# 1d8
Attacks 2d8 + 9 (great axes or
mighty hammers) or 2d10
(boulder hurl)
Defences Safe zone 7 (steel);
immunity (cold)
Armour 14 mundane (chain mail)
HP 47
Morale 13
Imp
Treasure Belongings
Two-feet tall, winged, humanoid with
Special Catch: 2-in-6 chance goat horns and scorpion tails, formed
they’ll catch a boulder of elemental matter. They are born of
thrown at them. ice, lava, mist, smoke or steam.
Mischievious and wicked, but in banal
ways. Often familiars, but their
powers make them good domestic
servants or spies.
# 1
Attacks 1d4 + 1d4 (claws)
Defences Safe zone 1 (devilry);
immunity (attacks based
on the substance from
which they were born, i.e.
cold for an ice imp)
Armour Nil
HP 13
Morale 8
Treasure Collection
Special Shapechage to the form of
a raven, rat, or goat.
Invisibility at will.
Elemental burst: When
struck, a burst of their
matter causes 1d4 damage
to their attacker.
88
Monster list
Jelly scavenger
Giant amoebas of transparent jelly,
they slide down corridors absorbing
carrion and trash. They leave a slimy
trail, but cannot climb walls or cling
from ceilings. Usually visible due to
indigestibles stuck in them, which
appear as if levitating: Swords, wands,
and the like.
#
Attacks 2d4 damage per round
while inside
Defences Nil
Armour Nil Jinn
HP 18 Richly dressed giants, their steps and
Morale 10 gestures like heat rippling on the
horizon. They live in their world of
Treasure Leavings magical sculptures and floating
islands. Some visit our world while
Special Paralysing touch: Save vs adventuring. When bound, will grant
poison or be paralysed for three wishes.
5d4 rounds.
# 1
Attacks 2d8 (absurdly large
scimitar)
Defences Safe zone 3 (steel)
Armour 21 magical
HP 31
Morale 13
Treasure Nil
Special Whirlwind, at will. Obeys
commands, can be ridden
as a horse for up to six
people, and attacks for 2d6
damage per round.
Create food, water, wine,
soft goods, wooden items,
metal or illusions at will.
If captured will grant three
wishes. Upon the third
wish they must be freed, or
else a battalion of jinn will
ride to free them.
89
Monster list
Jotun
Swollen, red-skinned, two pig-like
bickering faces. Highwaymen that
feed on their victims.
# 1
Attacks 2d8 + 3d6 (two spiked
clubs)
Defences Nil
Armour As armour
HP 45
Morale 14
Treasure Collection
Special Never surprised. Kraken
A squid whose entire body constitutes
many battlefields, that crushes 60-
foot ships with impunity, that wields
wicked intelligence and summons the
storm.
# 1
Attacks 2 x 3d6 (barbed tentacle) +
7d4 (gaping maw) + 6 x 2d6
(grasping tentacles)
Defences Safe zone 10 (steel)
Armour 14 mundane (carapace)
HP 81 (body) 18 (each
tentacle)
Morale 18
Treasure 1d6 entire sunken ships
Special Crush: On a failed save
against grasping tentacles,
you are constricted for 3d6
damage per round and are
carried with the Kraken
(perhaps underwater).
Ink cloud: If 3+ tentacles
are severed, they will
retreat, releasing an ink
cloud Any in the cloud
cannot see, and recieve 2d4
damage each round they
remain in the cloud.
90
Monster list
Lacertite
Very tall, bipedal Komodo dragons.
Isolationist. Religious. Foreigners
must be kept out, to protect the
hatchlings.
# 1d8 +7
Attacks 1d6 (bite) + as weapon
Defences Nil
Armour As armour
HP 11
Morale 14
Treasure Belongings
Special Nil
Leech, giant
Bloated, many-toothed, sucker-
mawed slime-slug. They live in fetid
and dark swamp-water and sewers.
# 4d4
Attacks 1d4 (maw)
Defences Nil
Armour Nil
HP 13
Morale 7
Treasure Leavings
Special Sucker: After a successful
attack; latches on;
thereafter, it sucks 3HP per
turn of blood. There is only
1-in-6 chance of the target
noticing due to
anaesthetising saliva,
although they may notice
the huge weight of the
leech as they try to move.
91
Monster list
Laughing folk
Hyena-faced, spotted, and maned.
Their language sounds like your
laughter, but crueller. A society built
on betrayal will never prosper, but
they will come together for payout or
a feed, in a fearful swarm that deafens
the land with their foul cackling.
# 2d6
Attacks 2d6 (polearm, battle axe, or
morning star)
Defences Nil
Armour 14 chain mail (mundane)
HP 9
Morale 11
Treasure Belongings Lich-drake
Special Deafening cackle: If 5 or A rotting dragon-corpse, with
more Laughing Folk are galaxies for eyes. Sometimes,
near, none within area of desperate dragons seek the same
effect can communicate power evil wizards do through
verbally due to the lichdom; they become something
cacophony of their more empty, colder, and
laughter. crueller.
# 1
Attacks 2 x 1d6 (claws) + 3d6 (bite)
Defences Safe zone 6 (steel); defy
turn -1; immunity (charm,
sleep, anything else for
which it would not make
sense to affect the dead)
Armour 16 magical (imbued scales)
HP 54
Morale 19
Treasure Horde
Special Immune to all magic of
fifth-level or lower.
Fear aura: As fear spell,
affects entire battlefield.
Flesh-rotting breath: Save
vs. poison or lose half your
hit points; lose one quarter
on a success.
92
Monster list
Lichknight
A knight built like an ogre, its face a
blackened skull and its eyes glowing
coals. Its armour is burnt black and its
death echoes as if in a cavern. It can
always speak your language.
# 1
Attacks 2 x d10+2 (magical two-
handed sword)
Defences Safe zone 6 (wizardly
magic, steel); defy turn -1
Armour 18 mundane (full plate)
HP 49
Morale 17
Treasure Magical
Special Aura of fear: When you
come within melee range
of the Death Knight, there
is a 5-in-6 chance that you
will flee uncontrollably.
Power word, Blind, as spell,
once per day.
Fireball: 10d6, as spell,
once per day. Manscorpion
Noble, rigid scorpion-centaurs, living
in great inverted cities and citadels.
# 4d4
Attacks As weapon + 1d4 (tail)
Defences Nil
Armour 14 mundane (carapace)
HP 18
Morale 13
Treasure Belongings. Almost always
have a magical munane
tool on their belt (e.g. a
magical, wall-shattering
hammer).
Special Tail sting: Any hit from the
tail must save vs. poison or
die in 2d4 rounds. On a
success, they lost 2d4 HP
and convulse for 1 round.
93
Monster list
Minotaur
Big, bull-headed men, erudite and
bluff. In the distant past they were
imprisoned in labyrinths for sport,
but now they are known as sailors and
pirates.
# 4d4
Attacks As weapon + 2d4 (horns)
Defences Safe zone 3 (Being lost)
Armour As armour
HP 27
Morale 13
Treasure Belongings
Special Nil
Mold, dungeon
Some molds pose a deadly threat, but
are more hazards than monsters.
Mole-mantis
Borrowing monstrous insect, with six
hooked burrowing legs and yellow
chitinous shell. Sensitive antennae.
# 1d6
Attacks 3d6 (crushing bite) + 1d4
(acid)
Defences Nil
Armour 18 mundane (not on belly)
HP 16
Morale 9
Treasure None
Special Enzyme spray: Spray acidic
stomach enzymes as a
ranged attack, 8d4 damage.
Save vs. poison for half.
Tremor sense: Can feel
vibrations of prey half a
mile away.
Mole-orca
Blue and brown orca with clawed feet,
and a rocky dorsal fin that mimics a
stone when at rest. They rely on
vibrations to sense their prey up to a
mile away, but often sit still with their
fins above ground, waiting to ambush.
# ½ x d4
Attacks 4d8 (bite)
Defences Safe zone 4 (steel)
Armour 40 mundane (back only)
HP 10
Morale 11
Treasure Scraps
Special Crushing leap. Leap
between ranges to inflict
3d6 crushing damage;
pinned beneath the Mole-
orca
95
Monster list
Ocypete
Beautiful, lovely haired girls with
sparrow wings. They dance upon
storm winds, stealing food and
trinkets. If threatened, their faces
twist, their bodies become as vultures,
and their eyes drip with hateful tears.
# 2d6
Attacks 2d6 (claws)
Defences Nil
Armour Nil
HP 30
Morale 10
Treasure Collection
Special Song: Any who hear an
ocypete’s song becomes
calmed, and approaches
the ocypete in awe. The
charm ceases if the ocypete
attacks.
Ogre
Nine-feet tall, heavily muscled
humanoids built like brick outhouses.
They are typically characterised as
greedy brigands or mercenaries,
although there are rumours of ogre
civilisations with great beauty and
magic.
# 2d10
Attacks 1d10 (club)
Defences Nil
Armour As armour
HP 22
Morale 11
Treasure Belongings
Special Nil
96
Monster list
Orq
Pig-faced folk, with glinting red eyes.
A people like any other, but weighed
down with a reputation for violence
after a great war many centuries ago.
# 3d10
Attacks 1d8 (axe) or as weapon
Defences Nil
Armour 14 mundane (scale)
HP 5
Morale 11
Treasure Belongings
Special Nil
Ore-eater
A giant blind crickets with a raised
tail that resembles a television
antenna. They sense the vibrations in
metal and oxidise it for sustenance.
They are not aggressive unless
provoked, but are the bane of miners.
# 1d2
Attacks Special
Defences Safe zone 2 (steel)
Armour 14 mundane (carapace)
HP 11
Morale 9
Treasure Nil
Special Oxidizer: Sprays a mist at
someone or something in
melee range, causing steel,
iron or alloys that rust to
rust.
Single-minded: 2-in-6
chance it will stop to eat
rusted metal even during
combat.
97
Monster list
Phanin
Giant snakes with human heads and
prismatic scales and spined crests
that rise up when angry. Long-lived,
studious and never-sleeping, they
often serve as oracles and sages.
# 1
Attacks 2d4 (bite)
Defences Safe zone 5 (wizardly
magic or devilry)
Armour 12 piercing & slashing
(scales)
HP 42
Morale 15
Treasure Collection
Special Poison spit: On a failed
save vs. poison, die in 1d4
rounds.
Psimole
Small, white, star-nosed moles that
burrow through stone and dirt. They
feed on psionic energy, using their
innate psionic powers.
# ½ x d6
Attacks Nil
Defences Nil
Armour Nil
HP 1
Morale 5
Treasure Nil
Special Psychic drain: Can drain a
creature they touch of
their psi pool, at a rate of
10 psi pool per round. This
is painless, and occurs
typically during sleep. No
sign is left beside not
recovering your psi pool
during a rest, and a star-
shaped mark on your
forehead.
98
Monster list
Skeleton
Battered or rotting flesh hanging off
them, or polished and in suits, they
are still just cackling bones with no
speech and few wits.
# 3d10
Attacks 1d6 (as weapon)
Defences Defy turn 9; immunity
(sleep, charm, hold, and
cold)
Armour 18 bone,(piercing and
slashing)
HP 3
Morale Follow orders without
question.
Treasure Nil
Special Revivifying: If their skull is
not smashed to dust after
they are reduced to 0 HP, Spider, giant
they will rise again in a A red-crested spide that could wrap a
bony clatter the next turn. full-sized human in its arms. They
spin webs around their paralysed prey
to let them ripe before drinking their
flesh.
# 1d8
Attacks 1d8 (bite)
Defences Nil
Armour Nil
HP 23
Morale 13
Treasure Leavings
Special Venom: Save vs. poison or
be paralysed for 2d4 turns.
In this time, the spider will
wrap you in webs that will
restrain you with a Safe
zone of 5 to break out of
(although they can easily
be cut by another). This
web is acidic; while
trapped suffer 1d4 damage
per turn.
99
Monster list
Spider, phase
Pale, almost transparent in places,
long-limbed spiders that spin
invisible webs and hunt in packs.
# 1d4
Attacks 1d6 (bite)
Defences Nil
Armour Nil
HP 22
Morale 15
Treasure Leavings
Special Phase: Disappears at the
end of every round, and
reappears at the beginning
of their next round
Transparent webs: Once
per turn, can spin a
transparent, sticky web big
enough to entrap a human.
If anyone steps into it is
trapped until they are cut
free. Tesh-tesh (Griffon)
Rooster-faced, lion-bodied
carnivorous monstrosities. Hunting
prides of the skies, for horse-like prey.
Defend their hatchlings and eggs with
a spiteful rage. Eagle-faced breeds
have been trained as steeds by the
foolish.
# 2d6
Attacks 1d4+1d4 (claws)
Defences Safe zone 3 (breath
weapons)
Armour Nil
HP 31
Morale 11
Treasure Leavings
Special Ambush: 2d8 damage
when surprising their
opponent.
100
Monster list
Treant
Indistinguishable from trees at first,
until their arms, face and legs
delineate themselves from the shape
of the tree. The leaves of treants
never fall. Treants are slow to act but
fearful in anger.
# 3d6
Attacks 3d6
Defences Safe zone 5 (plants)
Armour 14 mundane (bark)
HP 29
Morale 16
Treasure Collection
Special Vulnerable to fire.
Treesister
Elegant, look as if chiseled from
wood. Skin and hair the colour of the
seasons; clothes as leaf-fall and floral
hair. Spirit of their own tree, bringing
blessing to their forest.
# 1
Attacks 1 x 1d4 (knife)
Defences Safe zone 2 (magic)
Armour Nil
HP 9
Morale 12
Treasure Collection
Special Enchant person, thrice per
day.
Portal through any tree
into her tree.
Speak with plants.
101
Monster list
Trogdolyte
Axolotyl-folk, typically living simple
lives in upper subterranea, benefitting
from the leavings of cities and towns
above them, but avoiding commerce
or friendship with the surface-
dwellers.
# 3d10
Attacks As weapon
Defences Nil
Armour As armour or 12 slashing,
piercing (scales)
HP 9
Morale 11
Treasure Belongings
Special Water-breathing
Troll
Infra-vision.
Ogre-sized humanoids with rubbery,
off-colour skin. Their hair is a mass of
thick, black tendrils that float, like
weeds in the water. They are featless,
ravenous, and often wander into new
lands causing havok as they eat until
their belly is swollen and then fall
asleep at the bottoms of lakes, in a
bridge's shade, or in a dead bear's
cave.
# 2d4
Attacks 2 x 2d4 (claws) + 2d6 (bite)
Defences Nil
Armour Nil
HP 63
Morale 14
Treasure Leavings
Special Weird life: Regenerates 3
HP per round. 1-in-6
chance severed limbs
continue to fight. Lost
body parts regrow in a
week. They are vulnerable
to fire and acid,.
102
Monster list
Tyrannosaurus
Fast, giant, two-legged apex predator.
It is fiercely stupid, and will defend its
territory to the death.
# 1d2
Attacks 5d8 (bite) or 3d8 (bash)
Defences Nil
Armour 12 mundane (hide)
HP 81
Morale 16
Treasure Leavings
Special Bash: Sweeps its tail or
head, knocking all in the
area of effect to the
ground. Must expend their
next movement to climb
back to their feet.
Vampyr Lord
No reflection, no shadow, completely
silent. Otherwise, just people. They’re
masterminds that assume positions of
power, or socialites who manipulate
the powerful at night.
# 1d4
Attacks As weapon
Defences Safe zone 4 (magic, steel);
defy turn -2
Armour Can only be harmed by
magical weapons.
HP 60
Morale 16
Treasure Horde
Special Gaze: save vs. domination
or become enchanted.
Can become a bat or a
cloud of gas at will.
Can climb upon walls.
Cannot die unless their
coffin is destroyed or their
heart is pierced by a stake.
103
Monster list
Ursastrix
Giant owl-faced bear, with an
armoured crest and horned beak.
Solitary creatures.
# 1
Attacks 2 x 1d6 (claws) or 3d4
(horned beak)
Defences Nil
Armour 14 mundane (crest: not
from behind
HP 33
Morale 11
Treasure Leavings
Special Bear hug: If both claws hit,
squeeze the target for 2d8
damage per round.
Vulture-wyrm
Massive centipedoid with writhing
snout-tentacles. Scraps of rotting
flesh hang from its carapace, emitting
a fetid odor.
# 1d6
Attacks 1d4 bite
Defences Nil
Armour 12 mundane (hide)
HP 23
Morale 6
Treasure Leavings
Special Tentacles: 1 target in reach
range. Save vs. poison or be
paralysed.
104
Monster list
Were-folk
Afflicted with a curse that forces
them to shapechange during the full
moon. With training, may
shapechange at will. Many groups of
were-folk have formed communities
with their own cultures and folkways.
Common were-folk include wolves,
jackals, ravens and bears.
# 1d12
Attacks 2d4 (teeth or claws)
Defences Nil
Armour Can be hit only by silver or
magical weaponry.
HP 21
Morale 12
Treasure Belongings
Special Shapechange: Either at will
or at full moon, become a
giant version of their
designated beast.
Wraith
A cloud of black anti-matter, vaguely
humanoid with glowing, red eyes. The
soul of a cursed, powerful human,
whose will to consume lives on.
# 1
Attacks 1d6 (touch)
Defences Defy turn 2
Armour Can only be harmed by
silver or magical weapons.
HP 37
Morale 15
Treasure Leavings
Special A successful hit drains 1
constitution from the
victim.
105
Monster list
Wyvern
Two-legs, two wings, and a scorpion
stinger on its tail. Resembles a scaled
and horned falcon more than a
dragon. Growls like a bull crocodile
and hisses like a quenched blade.
# 1d6
Attacks 2d8 (bite) + 1d6 (stinger)
Defences Nil
Armour 12 mundane (scale, back
only)
HP 80
Morale 14
Treasure Leavings
Special Poison: On a successful
stinger attack, save vs.
poison or fall to the ground
limp for 1d4 rounds.
Drop: Will carry poisoned Xandrian
prey away from a fight, or Octopus-faced, mauve-skinned
drop them from a height psionic overlord. Guarded by
after flying directly dominated servants. Not cruel, but
upwards for 1 turn, for 6d6 punish any who question their place
damage. at the centre of the world. They suck
the brains out of stunned victim’s
skulls, absorbing their ideas.
# 1d4
Attacks Nil
Defences Safe zone 4 (psychic
intrusion)
Armour Nil or as armour
HP 68
Morale 15
Treasure Magical
Special Mind blast: All within area
of effect save vs. wands or
are stunned and unable to
act for 3d4 rounds.
Manifest psionic powers as
an eighth-level psionicist.
106
Monster list
Zombie Bandit
Animated corpses, desperate to Thieves who prey on travelers and
devour brains. If they manage to isolated dwellings.
devour enough, they will develop
intelligence and regenerate their # 4d4
rotten flesh. Attacks 1d6 (sword) or 1d8 (bow)
# 3d8 Defences Nil
Attacks 1d8 (bite) Armour 12 slashing & piercing
(leather)
Defences Defy turn 8; Immune to HP 4
charm, sleep, hold, poison
and cold Morale 9
Armour Nil or as armour Treasure Leavings
HP 9
Special Nil
Morale 14
Treasure Leavings
Special Infectious: If killed by a
zombie, rise again as a
zombie.
Knight
Armoured, mounted, questing or
serving their lord.
# 1d4
Attacks
Defences Nil
Armour 16 mundane (plate)
HP 9
Morale 14
Treasure Belongings
Special Charge: Double damage if
attacking on horseback.
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Monster list
Soldier
Armed and organised militia in
defence of their home.
# 10d10
Attacks 1d6 (sword)
Defences Nil
Armour 14 piercing & slashing
(scale)
HP 4
Morale 10
Priest Treasure Belongings
On a mission from their god, usually
in priestly raiment fit for travelling. Special Nil
# 1d8
Attacks 1d6 (mace)
Defences Safe zone 1 (death magic)
Armour Nil
HP 14
Morale 10
Treasure Belongings
Special Priestly spells at fourth-
level, once per watch.
Wizard
Enrobed and entitled, these wise folk
are often too busy to notice the
common folk.
# 1d2
Attacks Nil
Defences Safe zone 2 (wizardly
magic)
Armour Nil
HP 10
Morale 10
Treasure Magical; possesses a
spellbook.
Special Wizardly spells at fourth-
level, memory of 6.
108
Spells & powers
110
Wizardly spell list
111
Wizardly spell list
112
Wizardly spell list
Roll twice on this table to determine a All those within a 60 foot radius of
familiar's personality, then its type the caster act as if the caster has 1
based on animals suitable to the area reputation per level of the caster, for
where it was summoned: the purpose of reaction rolls. When
the spell wears off, the creatures
realize they have been influenced,
and react accordingly.
113
Wizardly spell list
Featherbones Illuminate
Level 1 Level 1
School Alteration School Evocation
Range Ranged Range Melee
Duration 1 round / level Duration 1 turn / level
Casting 1 Casting 1
Time Time
Affected creatures or objects assume An object or creature within melee
the mass of a feather; affecting their range (such as a staff, or arrow) glows
falling speed and negating fall as brightly as a torch. If cast at a
damage. The spell affects all in a 10- creature’s eyes, it must save vs. Wands
foot cube. or lose vision for the duration,
suffering disadvantage on all rolls.
Ghoulish hands
Level 1 Incanted costume
School Conjuration Level 1
Range Melee School Illusion
Duration 3 rounds + 1 round / level Range Self
Casting 1 Duration 2d6 rounds + 2 rounds /
Time level
Casting 1
An aura of ghoulish hands surround Time
the wizard. Any creature coming
within melee range of the wizard Caster alters their clothes and
must save or take 1d4 damage and equipment, appear a little shorter,
disadvantage on all checks for 1 hour. taller, bigger, or smaller, as if wearing
a costume and makeup. The caster
cannot duplicate a specific individual,
Hold door but may pass as one to someone who
Level 1 doesn’t know them well. If there is no
reason to disbelieve the costume,
School Alteration anyone interacting with the caster
Range Ranged believes it. The caster feels the same,
so someone touching them won't
Duration 1 round / level believe the illusion.
Casting 1
Time
A door is held closed or open, as the
wizard chooses, for the duration.
Another wizard or magical creature
(such as a demon or elemental) of 4
levels greater than the caster can
shatter the spell. The door can still be
broken down or collapsed.
114
Wizardly spell list
115
Wizardly spell list
116
Wizardly spell list
117
Wizardly spell list
118
Wizardly spell list
119
Wizardly spell list
120
Wizardly spell list
Dig Fear
Level 4 Level 4
School Evocation School Illusion
Range Ranged Range Reach
Duration 1 round / level Duration Special
Casting 4 Casting 4
Time Time
Excavate 125 cubic feet of earth per All in area of effect save vs.
round. If a tunnel or hole is deeper domination or flee from the caster in
than 20 feet, there is a 1-in-6 chance panic. There is a 4-in-6 chance they'll
of it collapsing. If used on rocky drop whatever they hold.
creatures, cause 4d6 damage, or save
for half. Firewall
Level 4
School Evocation
Range Ranged
Duration Special
Casting 4
Time
A wall of fire 20 feet square per level
of the caster springs up vertically.
Enchant weapon One side of the wall causes 2d4
damage to creatures within 10 feet
Level 4 and 1d4 damage to creatures within
School Alteration 20 feet of it. It inflicts 2d6 damage + 1
per caster level on any passive
Range Ranged through it.
Duration 5 rounds / level
Casting 1 turn Flesh to beast
Time
Level 4
The ordinary weapon touched School Alteration
becomes a +1 magical weapon, for the
duration. Range Ranged
Duration Permanent
Casting 4
Time
Transform target into any corporeal
creature from wren- to
hippopotamus-sized. Of slain, they
revert to their original form (still
dead). Their equipment also
121
Wizardly spell list
122
Wizardly spell list
123
Priestly spell list
124
Priestly spell list
125
Priestly spell list
126
Priestly spell list
128
Priestly spell list
129
Priestly spell list
130
Priestly spell list
131
Priestly spell list
Silence
Level 2
Sphere Guardian
Range Ranged
Duration 2 rounds / level
Casting 5
Time
Sacrifice A silver bell
132
Priestly spell list
Break curse
Target is immediately cured of any
Level 3 disease, infection, or affliction such as
Sphere Protection magical blindness.
Range Touch
Duration Permanent
Casting 6
Time
Sacrifice None
133
Priestly spell list
134
Priestly spell list
135
Priestly spell list
Part or lower water Through the pool, you can view any
Level 4 place you wish. You cannot hear, and
it is too vague to read.
Sphere Water
Range Ranged
Duration 1 turn / level
5th level priestly spells
Casting 1 turn Grow animal
Time
Sacrifice Dust Level 5
Sphere Animal
Water in an area sinks to a minimum Range Ranged
depth of 1 inch, and is held away on Duration 2 rounds / level
either side.
Casting 8
Time
Sacrifice None
136
Priestly spell list
137
Priestly spell list
138
Priestly spell list
139
Priestly spell list
Firestorm Restoration
Level 7 Level 7
Sphere Elemental Sphere Necromancy
Range Ranged Range Touch
Duration 1 round Duration Permanent
Casting 1 round Casting 3 rounds
Time Time
Sacrifice None. Sacrifice 3 years of the caster’s life
An area equal to a 20 foot cube per Completely heal the target, restore
level is shot through with sheets of any lost ability points, and cure any
roaring flame, causing 2d8 damage + diseases or other ill effects.
2d8 damage per level of the caster,
taking half on a successful save vs. Resurrection
wands.
Level 7
Gate Sphere Necromancy
Level 7 Range Touch
Sphere Summoning Duration Permanent
Range Ranged Casting 1 turn
Time
Duration Specal Sacrifice Three years of the caster’s
Casting 5 life
Time
Sacrifice 5 years of the caster’s life. Restore the target creature to life.
They can have been dead for 10 years
per level of the caster. They are
Create a gateway between the caster’s immediately restored to full hit
plane of existence and the plane in points and suffer no ill effects. The
which dwells a named being of great caster cannot cast any further spells
power, drawing the attendtion of the until they have rested.
being and beseeching they come to
the caster’s aid. Something will step
through the gate; make a reaction roll
to determine how they respond. The
being wither returns immediately or
remains to take action.
140
Psionic powers list
142
Psionic powers list
143
Psionic powers list
144
Psionic powers list
145
Psionic powers list
Dreamwalking
Type Devotion
Discipline Psychoportation
though. On a critical success, the
Ability Wisdom effect lasts up to a day.
Cost 1 / 3 watches of travel
Range 500 miles Empathy
Meditation 0 Type Devotion
Discipline Telepathy
The psionicist sleeps and dreams they Ability Wisdom
travel from their present location to
another location within range. They Cost - (1)
may take a number of passengers Range Unlimited
equal to their level, but the ability Meditation 0
check is made with disadvantage. On
a full success, the psionicist and their
passengers arrive a their destination Sense basic needs, drives and
when they wake. On partial success, emotions in any mind within range.
they fall short. Dreamwalks take This includes thirst, hunger, fear,
about eight hours to complete, fatigue, pain, rage, hatred,
regardless of success. uncertainty, curiosity, hostility,
friendliness and love. The psionicist
can identify the subject of the
Ectoplasmic Form emotion (i.e. Who is loved, or who is
Type Devotion hated) in a contacted target, or in all
Discipline Psychometabolism within range on a critical success.
Ability Constitution
Empathic projection
Cost 9 (9)
Type Devotion
Range Self
Discipline Telepathy
Meditation 1
Ability Wisdom
Become ghostlike. The psionicist is Cost - (4)
visible as a wispy outline and moves Range Unlimited
normally, but can pass through solid Meditation 1
material easily. The psionicist's
backpack does not become ghostlike,
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Psionic powers list
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Psionic powers list
148
Psionic powers list
149
Psionic powers list
Manipulate flesh
Type Devotion
Discipline Psychometabolism
Ability Constitution
Cost 6 (1)
Range Self
Meditation 0
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Psionic powers list
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Psionic powers list
The psionicist's needs for food, water, The psionicist or individual they
and sleep are suppressed in exchange choose becomes invisible to all
for an hour of meditation each day. contacted targets, but remains visible
They can survive a number of days to everyone else.. On a critical
equal to their level or 5 days, success, the invisible person is cannot
whichever is higher. Afterwards, they be heard, touched, or smelt.
must rest for one day for every two
they were deprived. Sight link
Type Devotion
Retrospection
Discipline Telepathy
Type Devotion
Ability Constitution
Discipline Clairsentience
Cost - (5 / turn)
Ability Wisdom
Range Unlimited
Cost 120
Meditation 1
Range Ranged
Meditation 10
The psionicist can see through a
contacted target’s eyes for the
The psionicist delves into universal, duration. There is a variation of this
pervasive memory to find the answer devotion that allows hearing rather
to one question. On a full success, than sight to be linked. On a critical
they receive a complete but vague success, both sight and hearing are
answer. On a partial success, the linked.
answer is vague or incomplete. On a
critical success, the answer is specific Steelskin
and complete. Any memories the
psionicist draws from bear marks of Type Devotion
the personalities that created them. Discipline Psychometabolism
Memories can have personalities of
their own, and may be angered by an Ability Constitution
intrusion after centuries of peace, or Cost 4
delighted at the chance for the truth
to be known. Range Self
Meditation 0
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Psionic powers list
153
Psionic powers list Psionic powers list
not require magical weapons, and it is attack randomly or not at all, and
killed permanently if reduced to 0 HP. cannot cast spells for 1 round.
154
Psionic powers list
Clairvoyance
Psionic sciences Type Science
Discipline Clairsentience
Autometabolism Ability Wisdom
Type Science Cost 7 (4/round)
Discipline Psychometabolism Range See description
Ability Constitution Meditation None
Cost 20
Range Self The psionicist sees images from a
Meditation 24 hours distant area as if they were standing
there. They can scan the area as if
turning their head. The psionicist can
The psionicist enters a trance for 24 easily send their clairvoyance a
hours, healing themselves of all number of miles equal to their level;
wounds and diseases. This trance can anything beyond this gives
only be broken with 5HP or more of disadvantage on their check. On a
damage. On a critical success, the critical success, they may hear as well
healing occurs in just one hour of as see. Variant: "Clairaudience"
trance. grants hearing rather than sight.
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Psionic powers list
A wispy and intangible, but otherwise Any energy attack such as electricity,
identical, copy of the psionicist steps fire, cold, and sound is absorbed into
out of their body. The psionicist sees the psionicist's body. They glow
and hears only what the clone sees brightly for a number of rounds equal
and hears, but can still smell, taste, to the damage absorbed. On a critical
and touch from their own body. While success, they may redirect this energy
the clone is manifested, the psionicist at a target within ranged rank for 2d6
cannot move or act, but must do so damage.
through the clone. The clone is
impervious to all forms of attack. On Enpocket
a critical success, the clone can travel
through walls and other solid objects. Type Science
Discipline Psychoportation
Dominate Ability Intelligence
Type Science Cost 30 (10)
Discipline Telepathy Range Ranged
Ability Wisdom Meditation 0
Cost - (5 / target)
Range Ranged The target is trapped in a featureless,
Meditation 2 benign pocket dimension for the
duration, after which they reappear
where they were previously. The
A contacted target is forced to do target can try to return by other
anything the psionicist wishes; they means, however. On a critical success,
know what is happening but cannot the target cannot return of its own
resist. Commands are telepathic. The accord, but must wait until it is
target must save vs. domination to allowed to return.
avoid being affected, and must make
another save whenever forced to do
anything contrary to their nature.
Dominate up to five contacted
targets. On a critical success,
maintenance cost is halved.
156
Psionic powers list
Harness latent energy inside a non- All contacted creatures cannot see,
creature object and release it hear or smell the psionicist. If the
explosively. This can affect inanimate psionicist touches a target or makes
objects, corporeal undead, living an attack, contact is broken and
plants, or constructs. nyone in melee contacted targets see the psionicist.
range of the explosion must save vs. On a critical success, the psionicist
poison or suffer 1d10 damage, or half cannot be detected even by touch or
that on a success. Up to 8 cubic feet of attack.
the exploded object are completely
destroyed. On a critical success, the
explosion causes 2d10 damage and
effects everyone in reach range.
Psychosurgery
Type Science
Discipline Telepathy
Ability Intelligence
Cost - (10)
Range Touch
Meditation 10 rounds
157
Psionic powers list
Mindwipe
thoughts in a language they do not
already speak. Type Science
Discipline Telepathy
Metamorphosis Ability Intelligence
Type Science Cost - (8)
Discipline Psychometabolism Range Touch
Ability Constitution Meditation 1
Cost 21 (1)
Range Self Wipe knowledge from a target’s mind.
The target saves vs. domination to
Meditation 5 resist the effect. On the first round,
the target's Intelligence is reduced by
The psionicist transforms into 1 point. On the second round, they
anything with a similar mass as their lose 1 point of Wisdom. On the third,
own body, such as a wolf, sculpture, or they lose 1 level. Finally, on the
small tree. They retain their HP by fourth they lose the targeted
gain the new form's resistances and knowledge. On a critical success, the
attacks. On a critical success, the new target does not get to save. Psychic
form can have three times the mass of surgery can restore the lost
the psionicist's own body. On a knowledge, Intelligence, Wisdom, and
critical failure, the psionicist passes level.
158
Psionic powers list
159
Psionic powers list
Shadow-form
Punch Type Science
Type Science Discipline Psychometabolism
Discipline Psychokinetics Ability Constitution
Ability Constitution Cost 12 (3)
Cost 10 Range Self
Range Ranged Meditation 0
Meditation 0
The psionicist transforms into a living
Manifest a psychokinetic punch shadow, along with their clothing,
against an opponent in range. On a armour, and backpack (if they're
partial success, iit causes 1d6 damage unencumbered). They can blend into
and can trigger traps, throw levels, other shadows and zip through areas
open doors, and break windows. On a of darkness or shadow. Areas of open
full success, it causes 2d6 damage or light are impassable. They are
can knock a man-sized or smaller undetectable except by psychic
target over. On a critical success, it means.
causes 3d6 damage or can knock a
huge target over. Telekinesis
Type Science
Sensitivity Discipline Psychokinetics
Type Science Ability Wisdom
Discipline Clairsentience Cost Special
Ability Wisdom Range Ranged
Cost 12 (2) Meditation 0
Range 0
Meditation 0 Move object through space without
touching them, up to 60 feet per
The psionicist perceives the residue round. Initial cost is equal to weight
of powerful emotions in their current in pounds. Maintenance cost is half
location, offering a picture of the that, rounded down. On a full success,
location's past. Only events that leave you can move it with agility and
a strong psychic residue are speed, giving advantage on attacks
detectable. Understanding is vague, with the object. On a partial success,
shadowy, and dreamlike, but the the object can only be moved. On a
dominant emotions involved are critical success, lift a second item of
clear. On a full success, they note two equal or lesser weight for the same
events. On a partial, they note one cost.
event. On a critical, they gain an
160
Psionic powers list
Teleport Timeshift
Type Science Type Science
Discipline Psychoportation Discipline Psychoportation
Ability Intelligence Ability Intelligence
Cost 10 / 10 yards; 20 / 100 Cost 16
yards, 30 / 1000 yards, 40 Range Self
/ 5.6 miles, 50 / 56 miles.
Range Self Meditation 0
Meditation 0
The psionicist teleports up to three
rounds into the future and observe
The psionicist teleports to a location until time catches up. If they travel
they know well and can clearly one round into the future, they have
picture in their mind. Clothing and two rounds to prepare for an attack. If
equipment are brought along, but not they travel three rounds, they appear
one's backpack or any restraints. You immediately. Their preparations
can teleport any distance, with an typically afford the psionicist
initial cost that increases by 10 per advantage on all rolls when they re-
multiple of 10, starting at 10 psi pool enter time. On a critical success, they
for 10 yards, and increasing to 50 psi can move items in their environment
for 10,000 yards (56 miles), 110 psi for when they arrive in the future.
10,000,000,000 yards (or roughly
travel to a neighboring planet. (ie.
Count the zeroes in the distance
you’re travelling, in yards). On a
critical success, the initial cost is
halved.
161
Changelog
162
A parallel universe of fantasy
roleplaying. Participate in a world
that diverged from ours in 1993.
Everything a player needs is here:
Become your fantasy, learn their
heritage, watch them grow more
powerful and become ruler over
their domain, direct war.
Everything a referee needs is here,
whether you’re running a single
adventure or masterminding an
entire world. Fill your dungeons
with surprises, your domains with
intrigue and your characters with
personality.
Whether you’re orq, halfling or half-
angel, Advanced Fantasy Dungeons
is for you.