Kal-Arath Text PrintReady
Kal-Arath Text PrintReady
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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
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.
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“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
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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
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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.
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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.
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.
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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.
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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.
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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.
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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’.
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.
Void of the Black Lotus — Caster kills one individual with a mantra.
Roll d6. On a 6, gain a level.
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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.
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.
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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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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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
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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.
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KAL-ARATH KAL-ARATH
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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KAL-ARATH KAL-ARATH
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KAL-ARATH KAL-ARATH
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.
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
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KAL-ARATH KAL-ARATH
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
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KAL-ARATH KAL-ARATH
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
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)
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