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KAL-ARATH KAL-ARATH

Copyright 2023 Castle Grief Permission granted to copy for personal use.
48
KAL-ARATH

Steppe Jackal
HP: d6
Armor: 0
Attack: Bite (d6)
Morale: 6 Table of Contents
Special: Pack Tactics
Teradun (Pteranodon)
HP: 4d6
Armor: Tough Hide (1)
Rules 4
Attack: Beak (d6) Skills 5
Morale: 6 Combat 7
Special: Swoop
Magic 9
Wolves
Spells 12
HP: 2d6
Armor: 0 Equipment 15
Attack: Bite (d6 / two attacks per round) Weapons and Armor 16
Morale: 8
Gameplay 18
Special: Pack Tactics
Oracle 19
Overland Travel 21
POINTS OF INTEREST 25
ENCOUNTERS 27
SETTLEMENTS/NPCS 29

Dungeons 33
Item/Treasure 38
Bestiary 42
KAL-ARATH KAL-ARATH

Greetings, wanderer of wild and treacherous lands, Nomad (Warrior)

seeker of glory and power untold! HP:


Armor:
2d6
Leather and Shield (2)
You have set your foot upon the perilous path into a savage land — a realm Attack: Spear (d6)
where ancient demons demand sacrifice and vie for power…and mortals strive Sword (d6)
against one another with blood-magic and steel. Morale: 8
Special: Mounted — Makes attacks at advantage while on horseback
This massive steppe is known to its peoples as Kal-Arath, although the
barbarians of the north refer to the vast grassland as “The Kyrg.”
Raptor Lizard
Arathi civilization centers around the stony plateau city of Kar’eld, heart of the HP: 5d6
Khanate of Akkai, the demon lord of Kal-Arath. Armor: Tough Scales (1)
Across these untamed vistas, the battle-barges of countless warlords sail a sea Attack: Claws (d6)
of grass and stone, crews hungry for the favor of squabbling demon rulers both Bite (2d6 / two attacks per round)
demanding and cruel. Morale: 10
Special: Clever Girl — Attacks at advantage when fighting
To survive in Kal-Arath is to dance with death, yet the rewards for the bold are alongside another Raptor Lizard
riches and renown beyond imagination.
Skeleton Warrior
Here are monks and mystics drunk on the rotting blood of human sacrifice,
practicing arts considered inhuman by those foreign to this place. Their bodies HP: 2d6
are hardened by fighting arts taught them by their dark masters, and their minds Armor: Leather (1)
are fixed on nighted voids beyond mortal understanding. Attack: Sword (d6)
Morale: N/A
In the sky, beneath the blinding sun, one can sometimes see the riders of the
fearsome flying lizards called teradun, doing battle with flashing lances or dark Special: Immune to fear and mind-affecting spells, all slashing and
magics. These riders are sometimes favored champions of spiteful demonic piercing damage done at disadvantage
nobility, or mercenary captains, or perhaps even the scouts or messengers of
some wealthy merchant king. Sorcerer
HP: 2d6
For Kal-Arath is not truly ruled by any — the city of Kar’eld may be the
seat of the power of Akkai, but his lordship is contested at every turn by Armor: None
mortal and demon alike. Attack: Staff (d6)
Morale: 6
This is a land where even a lowly pit-fighter may earn the love of the crowd and Special: Spells — can cast up to Tier 3 of random Pact at INT+3
become king.

Where rich traders and clever merchants hold more power than gods…

and he who learns the secrets of decaying scrolls and forgotten codexes might
set himself up as opposition even to the demons who rule this land from their
blood-soaked temples.

1 46
KAL-ARATH KAL-ARATH

Giant Spider This is Kal-Arath.


HP: 3d6 Who will you be?
Armor: Chitin (1)
Attack: Bite d6+poison (TOU check 8+ or paralyzed for d6 rounds) How will you die?
Morale: 6
Special: Webbing (AGI check 8+ or target is immobilized until a A QUICK NOTE:
STR check)
Kal-Arath is the first installment in what will be a series of booklets, each one
Kuyu (Neanderthal/Cave People) made to play solo or with friends with no preparation, allowing your story to
emerge from the dice and your own imagination.
HP: d6
Armor: Shield (1) The rules included are what I use for my own solo play, which I enjoy a great
Attack: Club or Spear (d6) deal. I like just having to use d6’s because they’re easy and minimalist. The games
Morale: 8 this ruleset was inspired by were Barbaric!, Mork Borg (which is the ruleset these
adventures started out using), and Black Sword Hack (which I’ve read several
Lion times but not run a game of yet at the time of this writing).
HP: 4d6
You can use whatever rules you like with this game — as always, the rules
Armor: 0 matter a lot less than the fun you have at the table, and there is no perfect
Attack: Claw (d6) ruleset. Anything here you don’t like, or feel I’ve left out — just plug in
Bite (d6 / two attacks per round) something else from your favorite ruleset. I included my own for a sense of
Morale: 9 completeness, so that if someone wanted to, they could run the whole game
Special: Leaping Attack — if more than 10’ from opponent and from this booklet alone.
succeeds with Claw attack, knocks enemy prone and
automatically succeeds with bite I know you didn’t need my permission…but there it is!

The setting of Kal-Arath is meant to be one of swords and sorcery, epic


Mercenary/Bodyguard
adventure, heroic risk, and kingly reward — but much of what lives, thrives, and
HP: d6 dies in this strange place is largely up to you and the tables.
Armor: Leather and Shield (2)
Attack: Sword (d6) In my mind, Kal-Arath is a heady mix, with its forbidden cities and prayer flags
Morale: 7 flapping everywhere to the local demon lord. Monks practice martial arts and
bizarre meditations under the watchful eye of demon tutors and lamas, forging
Nomad (Scout) their bodies and minds into killing machines.
HP: d6
Armor: 0 Warlords stake out territory and engage in savage conflict with each other for
resources, horses, and the favor of dark powers - who grow and lessen in power
Attack: Shortbow (d6)
based entirely on how many are sacrificed and killed in their name. Great
Morale: 7 war-machines called battle-barges, made of once plentiful but now extinct
forests, roll tirelessly under the command of mercenary captains, or have been
repurposed by powerful traders and merchants.

45 2
KAL-ARATH KAL-ARATH

“Dragons” here are pteranodons and the tall grasses of some areas are hunted Ghoul
viciously by raptor lizards capable of disemboweling the strongest warriors with
HP: 2d6
ease and speed. The flying ones are sometimes tamed from an egg stolen on the
highest cliffs, and ridden by various servants or champions of extremely wealthy Armor: Rotting Mail or Leather (1)
or powerful factions. Attack: Claws (d6)
Morale: N/A
The pit fights of Kar’eld are one of the highest forms of entertainment, and
fighters train and kill in smaller versions of the tournaments all over Kal-Arath, Special: Paralyzing Touch (TOU check 8+ or target is paralyzed
for d6 rounds)
hoping one day to make it there to slaughter the best in the world and earn a
name and staggering fortune.
Giant (Humanoid)
From this, you get a feel for what this place feels like to me, and in my games HP: 6d6
— for you…take what you like. Change the rest. Mix it up. Have fun. I hope
Armor: Hide (1)
your adventures in Kal-Arath are exciting, entertaining, and that you avoid the
sacrificial rites of the Sons of Akkai. Attack: Club (2d6)
Morale: 11
You may notice there is little here that concerns itself with “balance” or worrying Special: Throw Boulder (ranged attack 2d6, single target)
about power levels and so on — due to the nature of the game, I’ve seen a group
of level one characters take out a teradun in one round, and had a TPK from a
seemingly insignificant couple enemies rolling critical hits with exploding dice. Giant Owl
HP: 3d6
Luckily, character generation is quick, and there’s a great big world to keep Armor: 0
exploring!
Attack: Talons (d6)
Keep your blades sharp, Morale: 10
Special: Swoop — Successful talon attack may carry human or small
- Castle Grief animal (sheep etc) d6x10 feet into the air and drop for that
many d6 damage, ignoring armor

Giant Snake
HP: 4d6
Armor: 0
Attack: Bite d6+poison (TOU check 8+ or take additional d6
damage next turn)
Morale: 8
Special: Constrict — on successful attack, grapples one opponent.
Grappled target takes d6 constriction and automatic bite
damage each round. STR check at disadvantage to break free

3 44
KAL-ARATH KAL-ARATH

BESTIARY RULES
Ash’Hassim
Stats are determined by putting 4 points into the 5 stats:
HP: 2d6
Armor: Leather 1
Use for melee and other physical
Attack: Dagger (d6/d) Strength STR
might rolls
Morale: Average (8) Use for starting HP, death chart rolls,
Toughness TOU
Special: Stealth (INT check 8+ to detect) and feats of endurance and resistance
Backstab (add d6 on unaware targets) Use for missile attacks, dodging,
Agility AGI
initiative and general dexterity moves
Beastmen
Use for spells, perception, and other
HP: d6 Intelligence INT
“smart” stuff
Armor: None (0) Use for reaction checks, charisma, lying,
Presence PRE
Attack: Claws or Club (d6/d or d6) intimidation, and other social checks
Morale: Cowardly (6)
None may be higher than +2 at the start of gameplay.
Special: Pack Tactics (PCs at -2 Dodge when outnumbered by Beastmen

Black Legion Champion Additionally, one stat may optionally be put at a -1 to gain an extra point to
spend elsewhere.
HP: 5d6
Armor: Chain and Plate (2) CHARACTER IMPROVEMENT
Attack: Greatsword (d6/a)x2/rd
Morale: Elite (10) Leveling Up is based on XP. Each level requires that many XP to attain it,
Special: Intimidate (Presence check 8+ or opponent makes combat and characters are given 1XP per “meaningful” session. Meaningful simply
rolls at disadvantage) relates to the idea that the session was a generative one, and enjoyable, during
which time the character faced challenges, explored, or otherwise interacted
Duelist/Pit Fighter with the gameworld - this is to keep players from the temptation of playing
HP: 3d6 brief, unfulfilling “sessions” specifically to “level up.” Resist this and attain glory
Armor: Leather and Shield (2) / Just Leather (1) through deed!
Attack: Sword (d6) x2/round
Bonus XP can be awarded for:
Morale: 8

Eukarya (Giant Mantis) Significant event — completing a quest, surviving an especially difficult/
threatening combat, exploring a new area or surviving a dungeon, attaining a
HP: 5d6
major story landmark, and so on - no more than 2 bonus XP should be given
Armor: Carapace (2) per session, with the exception of major story accomplishments like finishing
Attack: Claws (d6) Bite (d6) (two attacks/round) a multi-session quest or some other big achievement that relates to the
Morale: 8 character’s emerged story.
Special: Leaping Attack — if more than 10’ from opponent and
succeeds with Claw attack, knocks enemy prone and
automatically succeeds with bite

43
3 4
KAL-ARATH KAL-ARATH

Leveling up provides the following benefits: 6. A huge cavern containing piles of countless human bones. Within, a primeval
monster from the dawn of man - a massive hulk of muscle, cream and jade colored
Players must select *only one* of these two advancements: scales and fangs the length of swords, eyes burning in its awful reptilian face.

Rolling higher grants d6 HP. Rolling Tyrant Lizard


Roll 6d6 vs. current HP
equal or lower grants 1 HP. HP: 32
Put 1 point into any stat To a maximum of +5 Damage: 2d6 bite, d6 tail
(ignores armor, knocks anyone struck d6x5 feet away.)
Additionally:
Armor: 2 (hide)
At 1st level, players choose one of the following skills automatically. Special: Awful Roar — When it roars, opponents must make a
Presence check against a difficulty of 8 or be terrified, losing
At 3rd, 5th and 9th level (max level attainable), they may select from the skill list next action as if stunned. Tyrant Lizard will perform its roar
again, while forfeiting their other chosen advancement. at the beginning of combat, then roll d6 and count the die
down each round — when it reaches 0, Tyrant Lizard will
perform its roar again.
These skills stack if taken more than once. Skills marked with an * may only be
taken once.
Among the bones are an obsidian battle axe that grants its bearer advantage on
all initiative rolls.
SKILLS
A bag of jade figurines worth 300s.
WARRIOR
A scroll containing the instructions for a demonic pact of random type.
*You may make an additional attack per round at a disadvantage.
(Roll 3d6, take 2 lowest)
PASSAGES/CORRIDORS/CONNECTIONS (ROLL D6)
Roll attack and damage with a specific weapon type at a +1
(longsword, bow, spear, etc.)
For each passage or corridor, roll a d6 when traversing. On a 1, you encounter a Foe
Gain an additional point of damage reduction from wearing armor
1 Straight, unremarkable corridor
Gain 1 point of damage reduction, but only when unarmored
2 Winding, narrow passage
*Add d6 rage/bloodlust damage until rage ends in d6 rounds. After rage
3 Staircase up/down
ends, roll d6. On 1-3 you make all rolls at disadvantage until long rest.
After a long rest you may rage again. 4 Hidden/Secret passage
5 Blocked/Impassable without effort
ROGUE 6 Special feature (trap, mural, etc.)
*You are at an advantage (roll 3d6 and take the best two) when hiding or sneaking.
*Advantage when thieving (locks, pockets, etc) Rolling a 1 on D6 when traveling any corridor or room you’ve been through
before means there’s a random enemy.
*You roll vs. triggering traps at an advantage (See Dungeon section)
Add a +1 to your initiative roll
When you strike from being hidden, you may add a d6 to your damage

5 42
KAL-ARATH KAL-ARATH

The warlord’s Runecarved Blade (on a critical hit, there is a 2-6 chance of MYSTIC
automatically killing any opponent) Gain +1 to INT checks when casting spells
Gain a +2 to casting a specific spell
Sack of d6x50s in ancient coins.
Make a demonic pact (see chart)
5. Torchlight illuminates ancient frescoes that depict the rise of a civilization *Roll INT at advantage when crafting with Herbs or Chemicals
built on the waters of an endless ocean offering sacrifices to what seems to be Gain additional Fate Point
a huge mass of tentacles. In the cavern’s center, a deep and broad cistern of
unknowable depth containing the offspring of a god that once called this area
EXPLORER
home when it was underwater.
*Roll Forage at advantage
Tentacled Horror *May choose to roll overland Encounter Check at advantage or disadvantage.
HP: 28 *Discover POI on 4-6
Damage: d6, attacks 4x/rd *Advantage on Getting Lost rolls
Armor: 1 *Makes INT rolls for tracking/outdoor lore at advantage
Special: Grapple instead of damage — if successful, no further
All characters also receive one Fate Point, which can be used once per session by a
attack roll is required next round to deal d6 crushing
damage. Escape requires Strength check against 8+. player to re-roll any one of their own dice rolls.

Cloud of Chaos — Once per round, there is a 1–6 chance HP are determined at character generation by rolling a d6 and adding TOU.
that the Horror uses its attack to create a 30’ wide cloud This is the only time TOU is added to a HP roll.
of confusion around itself — all opponents caught inside
must make INT check 8+ for d6 rounds in order to act. OPTIONAL: take max HP at character generation for higher survival rate

In the room is a bronze crown/circlet that allows its wearer to cast “Diamond All Resolution is 2d6+Stat. 8+ is a “standard” success. When doing very difficult
Mind Shatters” (Domination, Tier 1) 1x/day. things, roll at disadvantage. Very easy things shouldn’t require a roll, unless under
pressure, in which case you can roll at advantage.
A copper dagger that allows the user to take 2 attacks each round.
Two 6’s is always a critical success, and two 1’s is always a critical failure.
A bag of silver ingots from an ancient kingdom (500s)
To summarize and give you an idea of your chances:

This means a PC with 0 in a stat has only a 41% chance of standard success, a +1 will
succeed nearly 60% of the time, while a PC with +2 in a stat has a 72% chance of
success. +3 stats grant 83% chance of success, and the maximum, +5, is a master with a
97% chance of success, only failing on a natural 2.

Reaching +5 in a stat is a major accomplishment for anyone, and stats of +5 can


be considered an individual with legendary prowess in that area.

Conceivably, a player could forgo all HP increases and skills to max an ability by
level 4, however, they would certainly be at a severe disadvantage still in other areas.

In this world, everything comes at the cost of something else.

41
5 6
KAL-ARATH KAL-ARATH

3. Remnants of a Eukaryan priest’s sanctum, walls still hold some inscriptions in


COMBAT that hideous language, and the desiccated husks of two giant, armored mantids
that spring to life when the room is disturbed.
Players start a combat by rolling d6+AGI for Initiative. On a 4+ they go first,
otherwise enemies do. Natural 1 always loses initiative. In cases of group combat, Temple Guardians
you can do one initiative roll per side, allowing an entire group to act, then HP: 15/18
allowing their opponents to act, or you can choose to allow one side to activate Damage: d6 with advantage (spiked polearms)
one unit at a time - the choice is completely up to you. I prefer side initiative for
Armor: 3 (ancient plate armor)
fast and streamlined play, and to encourage character co-operation and team-ups,
but your mileage may vary. Special: Leaping Strike. At beginning of combat, both will
attempt a leaping strike, which covers distance between
In a round, you can move and attack, drink something, throw something, etc… them and their target, and if it hits, acts as a critical,
anything you can reasonably do in a few seconds. Further combat and weapon dealing double damage dice. In two rounds, they will
options may be added to future supplements, or, use your own from systems you do it again, and so on.
like. If playing solo, I keep things honest by allowing a short move and attack,
standing from prone, etc. all counting as my action. In the sanctum is a book containing 3 Eukaryan sorceries (acts as random effect
scroll, roll on pact and spell list to determine)
In group play, if I’m GMing, I encourage players to be creative and do cool
A noxious green powder in a bag (6 uses) that can be consumed in a tea and
things, and reward them for it by not hemming them in too much with the rules. grants the user an advantage on casting a spell.
This is a game of epic sword and sorcery, not strict tactical wargaming, so I allow
some leeway within reason for a good story and fun session. A brass chest plate inscribed with a primitive sun that can be worn and acts
as Armor 2.
Attacking and Defending is done in a “player facing” method with 2d6+STR vs
8 to succeed with a melee or brawling/grappling attack. Use AGI for missile 4. An ancient burial room contains a warlord from days long gone by, and d6 of
attacks, and INT for magical attacks/spellcasting. his retainers, clothes in tatters, mail rusted to stains, but still holding weapons
in their skeletal fingers.
Success means rolling weapon damage, subtracting any modifiers for armor or
other equipment, and dealing that much damage to the opponent’s HP. Critical They attack!
success doubles damage dice. Critical failure means some setback has occurred
— a broken bowstring, a lost weapon, a fall to prone etc. Warlord
HP: 5d6 (20)
Brawling attacks deal d6/d (roll 2 take the worst) damage.
Armor: Ancient Plate (1)
Grappling means the opponent cannot attack with anything other than Light Attack: Rune-carved Sword d6 (2x/rd)
weapons or brawling attacks. If grappled or grappling, the player must roll STR Special: On a critical hit, sword forced automatic roll on Death
check to break free or maintain the hold each round. and Wounding Table

On the opponent’s turn, the player rolls 2d6+AGI to dodge. Failure means he Retainer
takes damage in the same way. Critical failure means the enemy doubles their
damage dice. Critical success with some weapons can result in a bonus action. HP: 2d6 (8)
See Weapons section. Attack: Bronze Axe d6

If 2 players are fighting each other, use opposed Dodge/Attack rolls. The room contains an ornate box (60s) with d6 different powdered herbs with d6
uses each.

7 40
KAL-ARATH KAL-ARATH

20–100s OPTIONAL: Modify rolls by one for every level difference between opponents. Ex:
61 Alchemical Elixirs d6 vials / Random effect A L4 and L2 character fight. The L4 adds +2 to their attack and Dodge rolls to show
each
their skill and experience discrepancy. This can also be used for powerful non-monster
62 Gold Necklace 60s opponents in the normal game, as well. Ex: L3 character is fighting an L5 enemy
fighter — the player subtracts 3 from their attack and dodge rolls.
63 Rare Spices d6 packs 20s each
64 Exquisite Wine 1–2 Spoiled / 3+ Good 5s/50s Damage dice explode. This means 6’s are rerolled *only once*, and the additional
65 Masterwork Chainmail 200s number added to the total. If a second 6 is rolled, it is counted “as is.”

Rolls all attacks and damage Priceless, This makes critical hits especially dangerous, as a total of 24 damage is possible
66 Rune Blade at advantage, on killing enemy, or with a single d6, however unlikely. Two handed weapons which deal damage at
regain d6 hp 10,000s an advantage already are positively deadly when rolling critical hits.

Always beware of an enemy with a greataxe, maul, or two-handed sword!


SPECIAL FEATURE/BOSS ROOM
Reaching 0 HP prompts a roll on the Death and Wounding Table.
1. An altar stained with eons of blood, depicting slaughter of Neanderthal-like
cave people by a more advanced race. Still living somehow after all this time is Rolls are made at a cumulative -2 for each time an individual at 0 HP takes damage.
a member of this forgotten line — massive, hideous, clothed in rotten fur and
scraps of human hide — he carries a bone sword etched with the markings of Anything below an adjusted roll of 7-8 indicates the character is “out of the
his forgotten tongue. action,” and can no longer fight in this engagement. They will still recover HP at
the end of battle as normal, but further status adjustments might make another
combat before they can rest ill-advised.
Kuyu Cannibal Champion
HP: 24 DEATH AND WOUNDING
Damage: Bone Sword — damage rolls of 5-6 explode 2 Instant Death
as if a natural 6.
3 Fatal Wound. Die in d6 rounds.
Special: Consume. Each round there is a 1-2 chance on
Severed or destroyed limb. Die in 2d6 rounds without immediate
a d6 the Champion makes a bite attack, ripping 4 healing. -2 to Agility Permanently. D6 weeks to heal past 50% HP
meat and blood from his opponent, d6 with unless magically healed.
advantage. He gains an equal amount of HP.
Shattered. Roll d6: 1 - Face -1 PRE 2 - Leg -1 AGI 3 - Arm -1 STR
5 4–5 - Core -1 TOU, 6 - Head -1 INT d6 days to heal past ½ HP unless
2. Round chamber, the center of which contains a raised stone obelisk atop of which magically healed.
sits a heart-like organ of unknown origin, pulsating with a sickly green light. The
organ manifests Foes at random, 1 each round, until it is destroyed. (30HP) Broken, Slashed, or Pierced. -1 HP permanently. D6 days to heal unless
6
magically healed.
Room also holds many corpses of various men and beasts, in various stages of decay. 7–8 Unconscious 2d6 rounds. If wearing a helm, stunned 1 round.
9 Stunned 1 round. With helm, knocked down.
Assorted coins (200s)
Knocked down. Standing takes a round’s action. Attack and dodge at
10
An iron mace that stuns enemies for 1 round on any damage roll of natural 5. disadvantage while prone.
11 Reeling but still in it.
A horse sculpture with a word on the bottom that when spoken summons a
massive, powerful and swift horse for d6 hours a day when out of doors. When Adrenaline surge, bloodlust, hand of god, whatever. Immediately gain d6
12
the time ends, the horse stops dead for a few moments, then will throw any rider HP. At end of combat, black out for d6 rounds.
and gallop to the horizon. Any attempt to imprison or stop him will result in a
stampede of wild horses (5d6) attacking the area within d6 minutes. All injuries stack.

39
7 8
KAL-ARATH KAL-ARATH

If permanent HP loss would reduce character below 1 HP, character is


considered dead. ITEM/TREASURE
Healing occurs at the end of battle — characters immediately gain back 1+ First roll d6. On 1-2 it is guarded by a Foe.
TOU (min 1) at a battle’s end.
11 Ancient Coins 3d6 10s
In this game, HP represents not just physical damage, but a combo of stress, 12 Furs 2d6 5s
injury, blood loss and damage, as well as decreasing luck as the survival rate
plummets toward zero. 13 Engraved Silverware 15s
14 Iron Ingots d6 5s each
Characters also recover d6+TOU with a full rest. Night time encounters and other
interruptions cancel out this healing process, as does a lack of rations/supplies. 15 Tarnished Jewelry 5s
16 Fine Cloth d6 yards 10s/yard
MORALE 21 Carved Ivory Idol 25s

Any time an enemy is: 22 Fine Bronze Neckpiece 30s


• Reduced in total number by 50% 23 Leather Armor 30s
• Takes damage equal to 50% or greater of its HP in one hit
• Loses their leader 24 Iron Sword d6 15s
25 Herbal Remedies d6 doses nullifies poison 15s/dose
Roll 2d6 - higher than their morale flees or surrenders; lower, continues fighting.
26 Waterskin 8s

MAGIC 31 Traveler’s Pack 20s


32 Masterwork Steel Dagger 70s
Magic is handled by rolling INT check vs. Spell Difficulty. Success indicates
33 Grain Sack 10s
normal casting and results. Critical success doubles the effect of the spell.
34 Rope 50ft 5s
Players who wish to run magic-using characters must choose “Make a Demonic 35 Silver Mirror 30s
Pact” either at creation or later in your character’s career through gameplay.
36 Adventurer’s Bones
Almost all magic in Kal-Arath is the result of Pacts with demons lesser and greater, 41 Wooden Trinkets 2s each
who represent certain ideals or archetypes reflected in the powers they grant their
supplicants — and these powers must be paid in return for their knowledge. 42 Fine Embroidered Cloak 25s
43 Soldier’s Helmet (Dented) 20s
DEMONIC PACTS (CHOOSE OR ROLL D6)
44 Whetstone 2s
1 Blood
45 Quality Boots 25s
2 Destruction
46 Animal Pelts d6 3s each
3 Corruption
4 Illumination 51 Finely Made Bow 80s

5 Shadow 52 Enchanted Amulet +1 Armor 200s


6 Domination 53 Brass Lantern 12s
54 Healing Salve d6 applications, each heals d6 hp 10s each
There are currently 5 spells in each pact — more spells and pacts will be 55 Masterwork Steel Sword 150s
added in supplements.
56 Elaborately Carved Scroll Case Empty 30s

9 38
KAL-ARATH KAL-ARATH

NPC A cursory glance will show the awesome and awful power of sorcery in Kal-
Arath. Spells like “Liberation From All Earthly Choice,” and “Void of the Black Lotus”
have major game-changing effects. Go with it, and have fun. The drawbacks and
1 Treasure Seeker penalties of sorcery are also extreme, and it is incredibly dangerous and corruptive
2 Monk/Mystic to work with. Over a long enough time frame, all sorcerers will be brought low by
their own power and hubris. This is a feature, not a bug!
3 Scavenger
4 Soldier/Mercenary To maintain a pact requires the deliberate taking on of various taboos and
observances, known as Dooms. Each one of these will affect the character in a
5 Historian major way, and limit some of their roleplaying choices. These should be leaned
6 Guide/Scout/Expert into and played out, as, especially in the solo format of the game, they can be the
focal point of whole story arcs.

The caster must not use metal weapons or armor. Violation breaks their
1
pact and they lose all spells and powers.
Each new moon, the caster must sacrifice something of great value
2 (monetarily or otherwise, up to and including human sacrifices). Failure to
do so may result in a curse or the loss of powers.

The caster must speak the names and prayers of his demon master out loud
3 when casting. He is unable to cast spells if he is silenced through mundane or
magical means, and his casting is loud, attracting attention of any in earshot.

At the behest of his demon, the caster must travel to a desolate place of
4 powerful significance to his master and spend d6 days and nights there in
prayer and meditation.
The caster must create all their spells on scrolls written in blood that cost
1 hp permanently to keep that spell “active” and ready to cast. Destroying
5
a scroll gives the lost HP back, but then he cannot use that particular spell
until he makes another scroll (1 full night of work).
The caster may not speak for an amount of hours equal to the level of spell
6 they have cast last. Breaking the silence before time is up could mean the
loss of that spell’s use, or some other wrath from their patron.

Each of the five spells listed in each Pact are available to the caster immediately
depending on his INT — but casting them requires a base 8 difficulty, which
increases by one for each tier of the spell.

A caster may only attempt a spell of a Tier as high as his current


unaltered INT score.

A Tier 5 spell, therefore, such as “Enlightenment Through Ruin,” is a difficulty of


12 to cast, and requires an INT of +5 to attempt. Natural 12’s always indicate
success, and the spell’s effect is considered “doubled” or “extreme.”

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KAL-ARATH KAL-ARATH

Casting Failure results in 1 damage to the caster, and the inability to cast spells FOE
again until a rest.
This is a very basic dungeon encounter chart. You can replace any of the
monsters on it with ones that make more sense for what you’ve rolled or what
Critical Failure results in Arcane Disaster: narrative you’re following or have generated.
A lesser demon takes hold of the caster’s body, seeking to use it for
A full bestiary is forthcoming, but you can quite easily use any OSR monster by
2 its own dark purposes. The caster’s soul is trapped and tormented,
becoming totally enslaved to the demon. Your adventure is at an end! following this rule of thumb:

• Convert HD to d6.
The caster’s blood vessels burst, causing severe internal bleeding.
3 Reduced to 0 HP and -2 TOU permanently unless healed by • Convert d6-d8 damages to straight d6. Convery d4 and under to d6/d.
powerful magic. (Roll on Death Table) Convery d10 and d12 to d6/a.

The complex sigils and mantras overwhelm the caster’s mind, • Convert heavier damage to a number of d6’s that make sense. 2d6 is quite
4 causing permanent psychic damage. -2 INT and suffer from vivid, heavy damage in this game, and something like 5d6 is going to kill *most*
traumatic hallucinations. things in a single hit, especially is 6’s are rolled.

A part of the caster’s soul is torn away, leaving them hollow. -1 INT • Descending Armor Class of 7-9 is Light (1); 4-6 is Medium (2), 0-3 or
5 and PRE stats and they suffer from horror, despair, and overwhelming better is Heavy.
feelings of emptiness.
• Ascending follows the same except +1-+3, +4-+6, +7-+10
The caster becomes cursed by a demon, causing them to suffer
6 misfortune and accidents. Lose ability to use Fate Point until a way All you need to make your own monsters is HP, Attack/Dmg, Armor, Morale,
can be found to end the curse. and any special attacks or strategies they might have. It’s pretty dang simple.

For human foes, just use the same abilities as players have access to and decide
The caster’s body changes in a disturbing way, granting them a
on a level/HD.
7 monstrous or unsettling appearance. -1 PRESENCE, but +1 PRE
to intimidation.
Enjoy!
The spell’s sigils burn into the caster’s flesh, leaving permanent,
8 painful scars. -1 PRESENCE and they suffer from chronic pain, 2 Black Legion Champion with Mercenaries
making STR checks at a disadvantage. 3 Ghoul d6
4 Skeleton Warrior 2d6
The magic lashes back at the caster, causing burns and injuries.
9 5 Beastmen or Kuyu 2d6
-1 permanent HP.
6 Giant Spider d6
The caster is left with a psychic echo of the failed spell, causing 7 Wolves d6
10
headaches and nightmares. -1 INTELLIGENCE for d6 sessions.
8 Steppe Jackals 2d6
The spell drains the caster’s vitality, leaving them weakened. 9 Raptor Lizard (1 or 2 1-3 or 4-6)
11
-1 STRENGTH from fatigue for the remainder of the session. 10 Giant Snake 1
11 Mercenaries 2d6
The spell fails, but the caster only suffers minor effects from a small
12 12 Eukarya 1
psychic backlash.

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HAZARD/OBSTACLE/TRAP
SPELLS
(Traps are set off on a 1-3 on d6 when entering/passing through their area.)
PACT OF BLOOD

AGI check 8+ to avoid or suffer d6 damage from Crimson Palm Scripture — Drains d6 hp from anyone touched (does not require
2 Collapsing Tunnel
falling debris attack roll), caster gains equal amount — HP over caster’s maximum are kept
Blood Moss Lose 2 HP passing through as the moss drains until next rest or depleted as normal to a maximum of double normal HP.
3
Chamber blood; must be burned to pass safely
Eternal River of Blessed Strength — Sacrifice 4 HP to increase STR and AGI by
AGI check 8+ to detect/avoid or fall for d6 +2 for 1 hour.
4 False Floor
damage
AGI check 8+ to avoid or fall in for 2d6 impaling Mantra of Thirst - Exchange 6 hp to roll next casting check at an advantage.
5 Spiked Pit
damage
Ascendance of the Scarlet Flower — Summon a powerful blood demons. It will do
1 in 3 chance the bridge collapses, fall d6x10 feet your bidding for d6 rounds.
6 Weak Bridge
for that many d6 damage
TOU check 8+ or suffer a disadvantage on all STATS: HP: 5d6 Armor: 2 Damage: Claws 2d6 Morale: 10
7 Choking Dust
actions until a rest period
Mandala of Calm Serenity — Sacrifice 2 HP to deal d6 damage automatically to
8 Tripwire Alarm 1–3 on d6 chance to alert nearby enemies multiple targets in missile range — this can be stacked (i.e., 8 hp for 4d6 split
AGI check 8+ to avoid or take 2d6 blunt force among multiple targets)
9 Falling Rock Trap
damage
PACT OF DESTRUCTION
Navigating around or over requires an AGI check
10 Deep Chasm
8+; failure means a fall with variable consequences Vision of Transience — Shatter/disintegrate one non-magical item within missile
Passage requires a TOU check 8+ to swim through range no larger than a jug of wine or length of rope or cause d6 damage to one
11 Flooded Passage
without losing equipment or taking d6 damage individual within missile range.
AGI check 8+ to navigate without causing a
Way of the Sundering Fist — All your unarmed blows roll damage at advantage.
12 Crumbling Cliff/Wall landslide/cave-in for 2d6 damage or falling for
d6x10 feet +damage Temple’s Demolishing Breath — Force wave of damage around the caster, d6
damage to all in melee range, knocking them back 10’.

Cleansing By Fire — Produces an exploding ball of flame that can be sent up to


50’ from the caster. Causes 3d6 damage to all within a 20’ radius.

Enlightenment Through Ruin — Caster produces meteor-like storms for d6


rounds plus one per level, capable of destroying a small village or a whole
battalion. Everyone within a 100x100’ square area takes 2D6 damage per round.

PACT OF DOMINATION

Diamond Mind Shatters — The caster causes uncontrollable confusion and fear in
d6 targets for d6 rounds.

Doctrine of the Subservient Path — Target individual obeys the caster within
reasonable boundaries of friendship for 1 day.

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Life Is Only A Mirage — Caster can create a believable illusion up to the size of a - The position of the dice relative to each other represents the layout of the areas.
large temple. To maintain it, he must maintain total concentration and can take Closer dice are directly connected, while farther dice may require passages/stairs
no other action beyond a slow walk over open ground. or additional areas to connect - for these major gaps, you can roll another dice if
you like on the Passages table, or simply opt to roleplay it. Swimming through an
Heavenly Edict of Obedience — Complete mental domination and control over an underwater tunnel, going to another section of a ruined city, and the like.
individual. Spell must be recast each day at an advantage to maintain.
- The number on each die represents the type of area or room, determined by a
Liberation From All Earthly Choice — Vast radius of command. The caster is able separate table.
to gain temporary control of d6x10 individuals for d6 rounds plus caster’s level.
Important note for solo play: Draw around the dice on your initial throw to
PACT OF ILLUMINATION determine areas shape and how many passages/connections you’ll have to go
through.
Flame of Insight — Success means the caster can force a re-roll of any one roll
each time he casts this spell. When actually exploring it, reroll each die as you enter the area to determine its
contents, this way you get to actually explore and be surprised at what’s there
Lantern of the Revealing Path — Shows the location of any object known to the caster. instead of seeing it all ahead of time.

Ecstatic Meditation on Death — For one day, gain advantage on all attack and BOSS ROOMS
dodge rolls.
When a 6 is present, this indicates a boss area. If more than 1 is rolled, keep the
All-Encompassing Gaze — Gain d6 Fate Points this session. 6 that is “furthest in” to the dungeon, and “downgrade” any other 6’s by re-rolling
them until another number comes up.
Golden Final Enlightenment — Any roll made in the game is subject to one re-
roll at the casters choice. Effect lasts the entire session. Area Type
1 Empty
PACT OF SHADOW 2 Hazard/Obstacle/Trap
Sworn to the Dark — Invisibility except in full daylight for 1 hour/level of caster. 3 Foe/Monster/Combat
Attacking negates this effect. 4 NPC
5 Item/Treasure Room
Veil of the Hidden Monastery — Creates a mobile globe of shadow and darkness
6 Special Room/Boss
around the caster for 20’. He can see out, none can see in. Lasts d6 rounds plus 1
per level.

Silent Passage Through The Realm of the Master — May teleport from one shadow
to another that the caster can see, no matter how far.

Blessed Guardian of Night’s Temple — Summon a lesser demon of the shadow


realm to do your bidding for d6 rounds plus one per level.

STATS: HP: 24 Armor 2 Damage: 2d6 Morale: 10

Void of the Black Lotus — Caster kills one individual with a mantra.
Roll d6. On a 6, gain a level.

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DUNGEONS PACT OF CORRUPTION

Decay is the Way of All Things — Animate one recently deceased body to serve
Upon discovery of “Dungeon,” roll on the following tables to proceed:
you for d6 hours, with whatever gear/equipment it had in life. Only one undead
servant may be animated at a time. After d6 hours, it returns to death.
NATURE AND SIZE OF THE LOCATION
STATS: as Skeleton Warrior (Bestiary)
Nature of the Location (Roll d6)
1 City Ruins Clouds Descend To The Earth — A thick fog 30’ around the caster causes d6
2 Dungeon damage per round to all inside it except the caster for d6 rounds.
3 Temple
4 Caverns Withering Mandala — Necrotic rot for d6 damage on d6 targets. If they die from
this attack, they animate as ghouls under the caster’s control. They last d6 days
5 Fort
or until destroyed by other means.
Special (Non-typical — vertical structure with bridges, underwater caves,
6
labyrinth, ruined vessel etc.) Soldiers Of the 10,000 Strong Army — Summon 3d6 ghouls in a thick fog that
follows them. Caster must maintain total concentration or lose control of them.
Size of the Location (Roll d6)
1 Small 3 Areas Forbidden Temple of the 7th Sigil — Causes a major plague outbreak in any
2–3 Medium 5 Areas populated area. The plague lasts d6 days. Each day, anyone entering the affected
4 Large 7 Areas area or interacting with those infected has a 1–4 in 6 chance of contracting. Caster
is daily joined by 2d6 plague victims now under his control as Plague Ghouls.
5 Vast 9 Areas
6 Colossal 11 Areas

*Note*: Adjust the sizes as per the desired challenge and game pacing.

DETERMINING DUNGEON AREAS

Dice Pool Creation

Based on the size, create a dice pool of d6’s, one for each area.

For example, for a Large location, you would have 7d6. These areas don’t
necessarily represent individual rooms - an area could be a floor, a room, a large
cavern, a section of corridors - it’s up to you. Each area will be defined by a
certain number which will indicate the tables to roll on for contents.

Rolling and Placement

Roll all the dice at once and let them fall where they may on a flat surface or
sheet of paper.

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KAL-ARATH KAL-ARATH

EQUIPMENT 5. RUMORS AND OPPORTUNITIES:

11: Stolen sacred relic 41: Vanishing travelers


PCs can carry STR+8 items. More than that and all physical rolls are made at
12: Violent nomad tribe 42: Discovered ritual site
disadvantage. At twice the number, they cannot move.
13: Hidden treasure cave 43: Desecrated ancestral burial
For starting gear, roll d6x10s 14: Outlawed rituals 44: Stolen totem
• Choose one weapon 15: Forbidden ancient texts 45: Hidden monastery
• Roll d6 for total rations
16: Corrupted village elder 46: Betrayed warlord
That’s it — now survive! 21: Abandoned yurts 51: Ruined temple
22: Dishonored warrior 52: Silent warrior cult
(All prices are in silver; most commerce in Kal-Arath is done by trading items
23: Poisoned water source 53: Stolen herd animals
or services of comparable value. Take the following as guidelines and use your
excellent judgment for the rest!) 24: Blockaded route 54: Forbidden love
25: Lost caravan goods 55: Collapsed cliff
D6S 26: Enslaved nomads 56: Upcoming battle
Meal (Day of rations) 31: Sacrificial cult 61: Seasonal dance
Lodging (Poor) 32: Plague-ridden refugees 62: Blood feud
Rough Clothes 33: Smuggled artifacts 63: Secret underground passage
Rope 34: Wandering warrior 64: Nightly predatory beasts
Simple tool 35: Mysterious hermit’s warning 65: Haunted canyon
36: Ancient curse 66: Lost ancient scripture
D6X10S
Light armor 6. POTENTIAL CONFLICTS OR CHALLENGES:
Simple Weapons
Roll a d6 to determine if there are any potential conflicts or challenges in
Poor to Average Horse the settlement.
Lodging (Fine) 1–2 Internal Conflict (Faction rivalry, local disputes, etc.)s
Healing Herbs 3–4 External Threat (Threats from outside the settlement)
Bundle of Torches/Lamp and Oil (5) 5 Resource Scarcity (Shortage of food, water, or other essentials)
Tent 6 Relative Stability (No major conflicts or challenges apparent)

D6X100
7. SPECIAL FEATURES OR EVENTS:
Medium Armor
Large, Fine, Metal Weapons Roll a d6 to determine if there are any special features or events currently taking place.
Good Horse 1 Religious Festival or Ritual
2 Market Day or Trade Fair
Wagon
3 Tournament or Contest
4 Local Celebration or Holiday
5 Recent Incident or Crisis
6 No special events; a typical day in the settlement
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KAL-ARATH KAL-ARATH

TRAITS
WEAPONS AND ARMOR
11: Brash 41: Grim
Two weapons can be used simultaneously, roll both weapon damage, take the
12: Sneaky 42: Odd
best. Heavy Weapons cannot be used except two handed, and dual-wielding can
13: Fierce 43: Sharp only be done with a Medium and Light or two Light weapons.
14: Guarded 44: Distrusting
15: Moody 45: Loyal All weapons in a size category deal the same damage, but their abilities vary,
16: Obstinate 46: Untamed allowing for more customization and strategy than a simple “attack and dodge”
combat round.
21: Violent 51: Strong
22: Cautious 52: Shrewd Masterwork weapons give a +1 to attack or damage.
23: Rough 53: Silent
24: Enigmatic 54: Severe Magical weapons often come with one or more powerful abilities and are
extremely rare: roll attack or damage with advantage, damage explodes on a 5 or
25: Crafty 55: Zealous 6, or some other granted ability. Be creative, or anything but boring!
26: Cold 56: Bold
31: Vindictive 61: Fearless
32: Stoic 62: Wild LIGHT WEAPONS (DAMAGE: D6/D ROLL 2D6 TAKE WORST)
33: Slow 63: Stern Can be thrown (AGI), Damage is d6/a (roll 2d6 take best)
Dagger/Knife
when grappling or enemy prone
34: Secretive 64: Solemn
Can be thrown. On critical, can forgo extra damage die to
35: Tough 65: Steadfast Hatchet
automatically grapple opponent.
36: Thoughtful 66: Remote
Staff/Stick On critical, forgo extra damage to knock enemy prone

4. RESOURCES AND TRADE:


MEDIUM WEAPONS (DAMAGE: D6)
Roll a d6 to determine the main resources and trade goods available. Sword On critical Dodge success, immediately make counterattack
1 Livestock and animal products Battle Axe On critical, forgo extra damage to tear enemies weapon away
2 Metalwork and tools Flail Ignores shields
3 Textiles and clothing Can interrupt anyone moving into attack range and attack,
Spear
regardless of initiative roll
4 Food and rations
Mace On critical, forgo extra damage to stun one round
5 Herbs, specialty items
6 Information

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HEAVY WEAPONS (DAMAGE: D6/A ROLL 2D6 TAKE BEST) 22: Hunter 52: Nomad
(ALL HEAVY ARE 2-HANDED)
23: Elder 53: Refugee
Greataxe On critical, enemy immediately knocked prone
24: Soothsayer 54: Sorceress
Two Handed
On killing blow, immediately attack again 25: Healer 55: Beastmaster
Sword
26: Warrior 56: Youth
On critical, forgo extra damage to stun opponent d6 rounds
Maul 31: Pit Fighter 61: Beggar
and knock prone
32: Thief 62: Mercenary
MISSILE WEAPONS 33. Prostitute 63: Farmer
Sling (d6/d) On 6 damage, instead of exploding, enemy stunned 1 rd 34: Forager 64: Emissary
Javelin (d6) On a hit, may forgo damage to destroy enemy shield 35: Outcast 65: Captive
Shortbow (d6) May move, attack, and move again 36: Mystic 66: Demon
(d6) May spend up to three rounds aiming for +1 attack and
Longbow
damage each round spent MOTIVATION
11: Seek Wealth 41: Secure Safety
ARMOR
12: Gain Power 42: Find Home
Armor breaks down into Light, Medium and Heavy categories. 13: Find Love 43: Escape Past
14: Achieve Peace 44: Heal Wounds
Heavy armor should be nearly as rare as magical items — reserved for the most
15: Obtain Knowledge 45: Resolve Conflict
powerful champions and warlords.
16: Attain Freedom 46: Pursue Passion
Reduces damage by 1 and is often piecemeal leather, studs, 21: Seek Revenge 51: Overcome Addiction
Light armor
spikes, bronze plates, and so on 22: Establish Legacy 52: Break Curse
Reduces damage by 2 and is often lamellar, metal ring on 23: Prove Worth 53: Find Truth
Medium armor
leather, full suits, and so on 24: Protect Family 54: Achieve Greatness
Reduces damage by 3 and is almost always customized for 25: Overcome Fear 55: Restore Honor
Heavy armor the individual, comprised of foreign parts like chain and
plate or scale 26: Fulfill Duty 56: Forge Alliance
Reduce damage by 1 and can be sacrificed to reduce all 31: Attain Enlightenment 61: Conquer Challenges
Shields 32: Explore Unknown 62: Solve Mystery
damage from a single attack to 0
33: Make Amends 63: Prevent Disaster
34: Find Purpose 64: Attain Wisdom
35: Achieve Victory 65: Uncover Secrets
36: Gain Respect 66: Master Skill

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SETTLEMENTS GAMEPLAY
WHAT FATE BROUGHT YOU HERE?
Any time a settlement is encountered, the following procedure can be used to
ascertain information about the place and its inhabitants. The following table can be rolled on or chosen from to determine your starting
adventure/main story quest.
1. SIZE AND TYPE:
You may add other quests and adventures as you play, but this starting table can
help you determine your character’s motivation when you begin play.
Roll a d6 to determine the size and general type of the settlement. Any hex
within 10 hexes of a city treats 5–6 as “Village” Slavers came to your village and burned it down, taking some of your people
2
with them. Find them, rescue your people, and exact a terrible vengeance.
1 Lone dwelling (Hermit, Outlaw, etc.)
You seek the legendary ruin of T’elku Lhar, said to be somewhere
2 Encampment (Small group of tents, yurts, etc.) out in the vast steppes of Kal-Arath. (Every time you roll a dungeon
3
3–4 Tribal Compound (A few dozen inhabitants) encounter, roll a 2d6. On 11–12, you’ve discovered T’elku Lhar. Add a
+1 to your roll for every other dungeon you’ve explored or discovered.
5 Village (Up to a few hundred inhabitants)
6 City (A few thousand inhabitants) You are here to make a pact of allegiance with the mighty Demon Lord
4 Akkai in Q’arzh — But to do so requires overcoming 3 challenges that
2. DOMINANT FACTION OR GROUP: kill nearly every applicant…or worse.

You track a member of the Ash’Hassim rumored to be traveling


Roll a d6 to determine the dominant faction or group in the settlement. 5
through Kal-Arath who killed a member of your family.
1 Warlord
Your desire is to find a battle-barge carcass and restore it to glory,
2 Religious Sect 6 making a name for yourself as a warlord and conqueror of settlements
3 Merchant/Guild across Kal-Arath!
4 Tribe/Clan A lone mystic holds the key to ridding your clan of a terrible curse
7
5 Local Militia or Mercenaries from a lesser demon lord.
6 Mix of several small groups, competing for resources — roll 3x, discarding 6’s You are a hunter, stalking a legendary beast as your prey. Somewhere
8
out in the grasslands, the glory of the kill awaits you.
3. IMPORTANT NPCS:
Legend has it an ancient text known as the Nagha Scrolls are lost to time
Roll on the following d66 tables for important NPCs, to determine role, 9 somewhere in a hidden monastery far from civilization — these scrolls are
motivation, trait. filled with arcane knowledge that many would do anything to obtain!
You desire more than anything to become a champion within the
ROLE Black Legion, the dread force that serves Akkai and enforces his awful
10
11: Shaman 42: Innkeeper will across the steppes of Kal-Arath. You’ll have to prove yourself by
winning the Grand Tournament at the fighting pits.
12: Warlord 43: Storyteller
Establish a thriving trading or smuggling ring by setting up routes and
13: Nomad Leader 44: Craftsman 11 caravans across and through the Heart of the World…but bandits,
14: Smith 45: Falconer reavers, thieves, beasts, and even giants stand in the way.
15: Trader 46: Smuggler Somewhere in Kal-Arath lies the means to make the 10,000 coins you
16: Scout 51: Guard need to buy the services of the mercenary legion that will march with
12
you back to your homeland and retake the kingdom that is rightfully
21: Hermit 41: Herdsman yours from the bastard usurper who holds it now!

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ORACLE 45 Artifact Dealer w/3D6 guards


46 d6 Drunken Brawlers
For yes/no questions, simply roll a d6. 1-3 is no, 4-6 is yes, with all odds being a “but.” 51 Lone Sorcerer
52 2D6 Desperate Thieves
1 and 6 are “extreme” result. For a “likely” question, roll 2d6 and take the highest. 53 4D6 Mercenaries
For “unlikely,” roll 2d6 and take the worst. For “extremely likely/unlikely” use 3d6.
54 5D6 Starving Refugees/Escaped Slaves
For insight questions, roll 1-3 times on the following tables and ascertain a 55 Dangerous Beast
meaning from the words generated. 56 d6 Trophy Hunters
61 d6 Traveling Pit Fighters
FOR STORY QUESTIONS, TURNING POINTS, OR SITUATIONS:
62 Solitary Ash’hasim
11. Alliance 41. Despair
63 Nomadic Family of 2D6 people
12. Betrayal 42. Hope
64 Champion Pit Fighter and entourage of 2D6 admirers
13. Revelation 43. Separation
65 Cursed Traveler
14. Competition 44. Union
66 d6 Eukarya
15. Victory 45. Mystery
16. Tragedy 46. Corruption VI. CAMP, SPEND RESOURCES, RECOVER
21. Deception 51. Assault At the end of the day’s travel, the party makes camp. They will need to expend a
22. Courage 52. Defense ration and can attempt to heal any wounds or conditions. Check for night-time
23. Sacrifice 53. Retreat encounter (1–2 on d6)
24. Temptation 54. Negotiation
2 Giant
25. Discovery 55. Capture
3 Eukarya
26. Obstacle 56. Release
4 Giant Owl
31. Triumph 61. Renewal
5 Poor Travelers
32. Loss 62. Decline
6 Black Legion
33. Escape 63. Intrigue
7 Nomads
34. Pursuit 64. Corruption
8 Sons of Akkai
35. Transformation 65. Enlightenment
9 Wolves
36. Conflict 66. Collapse
10 Skeleton Warriors
11 Dark Sorcerer/Mystic
12 Demon Emissary

VII. END OF DAY/SESSION

Summarize the day’s events in your journal, update the party’s status, roll for
any meaning or turning points if necessary, prepare for the next day of travel,
or end your session.

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V. ROLL FOR ENCOUNTER


TO GAIN INSIGHT INTO PEOPLE, PLACES AND THINGS:
Determine if the party has an encounter during their travels. On a 5–6, use the 11. Ancient 41. Gleaming
encounter chart below. All Encounters then use a Reaction Check to determine 12. Strange 42. Ruined
disposition, although this can be done using advantage/disadvantage depending
13. Dark 43. Majestic
on circumstances or what type of creature is encountered:
14. Shining 44. Desolate
Reaction Check (2d6+PRE) 15. Helpful 45. Enchanted
2–3 KILL 16. Angry 46. Savage
4–6 Angered/Hostile 21. Abandoned 51. Fertile
7–8 Neutral 22. Crowded 52. Barren
9–10 Friendly 23. Distant 53. Sacred
11–12 Actively Helpful 24. Hidden 54. Profane
25. Luminous 55. Opulent
Encounters: Kal-Arath Grasslands
26. Menacing 56. Stark
11 D6 Nomad Scouts
31. Vibrant 61. Flourishing
12 3D6 Monastic Pilgrims
32. Decaying 62. Crumbling
13 2D6 Kuyu (see Bestiary)
33. Silent 63. Peaceful
14 Merchant Caravan w/4D6 people
34. Bustling 64. War-torn
15 Lost Child
35. Forbidden 65. Hospitable
16 2D6 Demon Cultists
36. Tranquil 66. Foreboding
21 Battle Aftermath w/ D6 survivors
22 Hunting Party of D6 nomads This book provides tables for adventuring in the land of Kal-Arath, the massive
23 2D6 Roving Bandits steppe at the center of all the other realms.
24 Sacred Procession of 6D6 monks and worshippers This region is called “Heart of the World,” “The Sea of Grass and Stone,” and many
25 Pair of Raptor Lizards other names besides.
26 D6 Bison Herders and herd
The setting is largely implied in the tables, and left for you to discover and
31 Solitary Hermit
determine the rest as you see fit — this adventure belongs to you!
32 2D6 Steppe Jackals (2-6 chance they are led by d6 Kuyu on a raid)
33 D6 Grave Robbers Other lands, realms, and additional tables for gameplay will be created in
34 D6 Slave Traders w/d6 guards and 3D6 slaves the near future.
35 d6 Roaming Storytellers
36 2D6 Bloodthirsty Reavers
41 Disgraced Warlord
42 Giant Snake
43 d6 Treasure Seekers
44 d6 Yak People (Khainar)

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OVERLAND TRAVEL 61 20’ Tall Statue of Headless Humanoid


62 3 Petrified Eukarya (see bestiary)
It is recommended you use a blank hex map to record your journeys in Kal- 63 Salt Flats and Cliffs
Arath. “Hex” is just a term — you can use squares, circles, dodecahedrons…
64 Field of Demon Sigil Prayer Flags
whatever you like, as long as you understand that each one of these shapes
represents roughly the same area of land. 65 Outpost Settlement Filled With Only Corpses
66 Settlement
Hexes represent one day’s travel by foot (about 20 miles, give or take). A horse
can double this.

Roll for weather, POI, encounters, etc. based on day’s travel not by hex. In other
words, multiple days spent traveling slowly through a hex are more likely to net
POI or encounters than cruising smoothly through them.

When it rains, it pours, and traveling unprepared overland can be very


dangerous.

I. ROLL FOR WEATHER

Weather is determined by season, using the following tables, with low rolls being
milder weather, and high rolls representing more extreme variants for that time
of year. These can have an impact on travel times, foraging rolls and potentially
other aspects of play.

SPRING WEATHER
+1 Getting Lost
1. Clear Skies: The sun shines warmly, perfect for travel. +1 Foraging
2. Partly Cloudy: A gentle breeze carries the scent of grass
+1 Getting Lost
and blooming wildflowers.
3. Light Rain: Showers help the flowers bloom, but make
the ground muddy.
4. Unexpected Chill: A sudden drop in temperature brings
-1 to Foraging
unseasonal harsh frost.
5. Heavy Rain: Spring showers turn into a downpour. -2 to Foraging
Roads may flood.1/2 travel speed -1 to Getting Lost

6. Storm: Thunder rolls as a major storm breaks. High


Foraging impossible
winds and heavy rain. No travel today, begin the next day -2 to Get Lost.
in the same hex.

21
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KAL-ARATH KAL-ARATH

IV. ROLL FOR POI SUMMER WEATHER


+1 Getting Lost
1. Clear Skies: The sun blazes in the sky.
Roll to see if the party comes across a point of interest. 1–4 nothing. 5–6, roll: +1 Foraging
2. Partly Cloudy: Occasional clouds offer respite from the heat. +1 Getting Lost
Points of Interest in Kal-Arath (d66) 3. Light Rain: A welcome relief from the summer heat.
d66 Points of Interest in Kal-Arath 4. Thunderstorm: A sudden storm brings heavy rain and -1 to Foraging
11 Teradun Nest w/Eggs On A Cliff lightning. -1 to Getting Lost

12 Sunken Cistern 1/2 travel speed


-2 foraging
13 Stone Circle 5. Heatwave: Intense heat makes travel arduous. Expend extra ration
14 Nomad Bazaar at day’s end
No travel today
15 Stone Watchtower Foundation 6. Wind Storm/Tornado: A wall of whirling wind and
Foraging impossible
16 Dungeon/Ruin (What is this place? Go to Dungeon Tables) debris lasting most of the day. -2 to Get Lost

21 Hidden Shrine
AUTUMN WEATHER
22 Bridge Across Deep Span
+1 Getting Lost
23 Wide Expanse of 7’ Grasses 1. Clear Skies: A crisp, clear day perfect for travel. +1 Foraging
24 Watering Hole 2. Partly Cloudy: Cooler temperatures and a light breeze. +1 Getting Lost
25 Deserted Campsite w/ Random Equipment 3. Light Rain: Cold rain begins to fall.
26 Settlement (What manner of settlement? Go to Settlement Tables) ½ Travel Speed
31 Stone Roadway Through Canyon 4. Heavy Rain: Autumn rains turn low areas to mud. -2 to foraging
-1 Get Lost
32 Crops Growing In Valley Between Cliffs
1/2 travel speed
33 Sacrifice Site, Weathered Bodies On Posts 5. Storm: A strong autumn storm. Foraging Impossible
-1 Get Lost
34 Remnants of Massive Broken Wheel From Battle Barge (200s)
Expend extra ration
35 Cliffside Monastery 6. First Snow: An early snowfall and major cold snap. at day’s end
36 Dungeon/Ruin
41 High Rock Formation WINTER WEATHER
42 Ancestral Grave Mounds 1. Light Snow: Gentle snow falls, covering the ground +1 Foraging

43 Lone Yurt, Ceiling Open To The Sky, Filled With Skeletons 2. Clear Skies: A rare clear day, but bitterly cold -1 Foraging

44 Massive Stone Demon Head w/ Inscriptions 3. Heavy Snow: A snowstorm hits 1/2 travel speed
Foraging -2
45 Ancient Volcanic Caldera -2 Getting Lost
46 Settlement -2 to Foraging due
4. Freezing Fog: Thick fog rolls in. No effect on travel speed to reduced visibility
51 Giant’s Skull/Bones -2 Getting Lost
52 Stony Field of Obsidian Pieces -1/2 to travel speed
53 Sunbaked Altar 5. Ice Storm: Freezing rain and hail. Foraging impossible
-2 Get Lost
54 Hot Springs No travel
55 Recently Abandoned Battle Barge (complete) 6. Blizzard: An intense blizzard Foraging impossible
-3 Get Lost.
56 Dungeon/Ruin

21
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KAL-ARATH KAL-ARATH

II. GETTING LOST III. FORAGE

Roll after the weather, prior to foraging to see whether or not you are lost. 1–2 If the party chooses or needs to forage for food and water, or other resources,
on a D6 means you are lost and do not leave the current hex for this day, and make a roll to determine the success of their efforts.
must make full travel through it tomorrow — characters can still forage with
regular weather adjustments to success. Weather can affect this.

Characters traveling a roadway or following a river or another specific landmark Foraging reduces the day’s movement to 50% of whatever it would be normally
cannot “get lost,” and continue to travel in the direction they are going. (after considering weather).

Once lost, rolls to Get Lost are made at a disadvantage unless a skill mitigates FORAGING RESULTS
this, and results of 1–2 imply the character is still lost and makes no progress. 1. Scarcity: The land is barren today, you find nothing edible.
2. Hard Luck: Your search yields very little.
Lost characters or parties still roll for POI and Encounters.
3. Adequate Forage: You find enough for a basic meal. Gain 1 ration

4. Good Harvest: A successful forage. Gain 3 rations

5. Bountiful Forage: The land is generous today and you


Gain 5 rations.
find a variety of food.
Gain 5 rations
6. Rare Bounty: In addition to ample food, you discover a Find d6 doses of
rare or beneficial herb. an herb from the
following table.

HERBS
Crushed and applied to wounds, this herb Restores d6 HP.
1. Zhar’um
accelerates the body’s natural healing process. (20s)

When brewed into a tea, this root sharpens the +1 to AGI for 1
2. Gruul
senses and reflexes. day. (15s)

These berries provide a burst of energy when


3. Tarnak
ground and drunk, and remove the need to (5s)
Berry
consume a ration that day.
A rare plant valued for its dark staining juices
4. Valkash (20s)
which are used as dye and ink.
provides a +2 bonus
5. Mor
This flower’s petals can be crushed and inhalded to INT checks for 1
Blossom hour. (50s)
This delicate mushroom releases spores that,
6. Thun when inhaled, are believed to allow the user Regain a spent
Spore to commune with the ancient spirits of Kal- Fate Point. (80s)
Arath.

23 24

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