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Tales From Myriad Final v05

The document outlines the rules and mechanics for a tabletop role-playing game, detailing character stats, spell casting, combat, and actions during gameplay. It includes information on how to perform skill checks, manage turns, and utilize various abilities and equipment. Additionally, it provides a leveling chart and credits for contributors to the game design.

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0% found this document useful (0 votes)
33 views301 pages

Tales From Myriad Final v05

The document outlines the rules and mechanics for a tabletop role-playing game, detailing character stats, spell casting, combat, and actions during gameplay. It includes information on how to perform skill checks, manage turns, and utilize various abilities and equipment. Additionally, it provides a leveling chart and credits for contributors to the game design.

Uploaded by

buriedcomic7
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Stats CD of 3+ (x2) indicates that you need two dice at or over

3, to cast the spell. You may roll a number of dice of your


There are seven stats in the game: Power (PWR), Finesse choice up to your magic stat Modifier (such as Arcane,
(FIN), Insight (INS), Charm (CHM), Arcane (ARC), Occult Insight, or Occult).
(OCC), and Luck (LCK). Each Score also has a Modifier. If your spell roll contains doubles, triples, etc, it
Both the Score and Modifier are determined during Miscasts. Roll on the Miscast tables (pg. 84) based on the
Character creation. number of duplicate dice. Miscast rolls and their effects
How To Play occur immediately. Spells can still cast successfully if
they miscast.
Roll 2d6 + the Modifier of the appropriate stat when
making Skill Checks, Saving Throws, and Attack Rolls. “L” in a spell’s description stands for the character’s
current Level.
Skill Checks, Saving Throws, and Attacks Casting a spell with a Component adds +2 to all dice
Skill Check: the GM sets a Difficulty Class (DC) used to cast the spell, and makes the caster immune to
based on the difficulty of the challenge. To succeed, your Miscasting. The use of a Component must be announced
roll, including modifiers, must be equal to or greater before casting.
than the DC. Spells can be Charged prior to casting for a
Saving Throws and skill checks that are contested by number of Turns (not Rounds) equal to either the
another creature the DC is equal to the opponent’s most caster’s Modifier, or the spell’s CD, whichever is lower.
relevant Score. The duration of the charge must be announced before
Attack Rolls: Add the character's PWR Modifier beginning, and begins its count at the end of the next
(or FIN, for ranged attacks). Their roll must be greater turn. Charging reduces the CD of the spell by the number
than or equal to the target’s Dodge score. If an attack is of Turns charged.. The spell is cast at the end of the last
successful, the character then rolls Damage. Turn in its Charge duration.
A Channeled spell is effective over a number of
Exploding Dice Turns (not Rounds) equal to the spell’s CD (ignoring
Die that land on their highest value can explode: they “x2” or so on). It is possible to Charge a spell that is
are rerolled and added to the total score. For each dice roll then Channeled.
(this could be single or multiple dice) the first explosion While Charging or Channeling, a caster is both
is free–after that, the group of dice may only explode visibly and audibly casting a spell. If either their speech
additional times equal to the character’s positive Luck or their movement is halted before the spell is cast, they
Modifier. Dice do not explode for chart rolls, leveling up suffer a Tier 2 Miscast unless a Component was used.
HP, or character creation.
Critical Range determines on which numbers a die Skills and Jobs
roll explodes. If the Critical Range is increased by 1, both Each character’s job determines their equipment,
the highest and second highest number will cause the dice abilities, and skills. Skills allow you to roll one extra d6
to explode. dice when making a 2d6 dice roll regarding a skill test you
are Skilled in. This is fast and loose–anything a character
Stunts would reasonably be good at may considering their Job
Stunts reward unique and creative combat maneuvers. To (for example, a Thief would be Skilled in pickpocketing).
perform a stunt, a player must announce what cool thing
they want to do, and the GM describes what will happen Combat
if they fail and sets a DC. If the stunt is an attack, the To begin Combat, the players and the GM roll a d6.
DC is the target’s Dodge score and the attacker’s Critical The side with the higher roll takes the first Turn. Turns
Range against the target is increased by 1. are then taken back-and-forth. For example, a Player’s
character goes then a non-player character, then a Player’s
Casting a Spell character, and so on). Players may volunteer to take their
To cast a spell, you must make a roll, (d6 unless otherwise turn at whichever player turn in the Round seems best.
indicated) that contains enough Successes (S) to beat each If one side has more characters than the other, then
spell’s Casting Difficulty (CD). Each dice can be a Success their remaining turns happen consecutively at the end of
if it lands at or above the spell’s specified value. The CD the Round. When all characters have taken their Turn,
also indicates how many Successes you need per roll. A
the Round ends and the next begins. The winning side Attack of Opportunity, the enemy attempts a melee attack
still gets the first turn, but the characters can still pick against the fleeing creature as a Reaction.
whichever of their side’s Turns they would like to take. To Disengage, a creature must use a Bonus Action
One character may not take consecutive turns– to move 15 ft and exit the enemy creature’s melee attack
they cannot go last in the Round, and then first in the range (usually 5 ft). If they cannot do this, they cannot
next Round. Disengage. Disengaging allows characters to move
without provoking an Attack of Opportunity.
Turns
Characters may take a single Action, Bonus Action, Armor and Weapons
Movement, and Reaction on their turn (with the Armor offers Damage Reduction (DR) which reduces the
exception of the Reaction, which can be taken once per amount of damage a target takes from an attack (DR −3
Round at any time). would reduce the damage a target takes from an attack
Actions include Attacking, Casting or Charging by 3). DR is applied to incoming damage before other
a spell, Dashing for an extra Movement, or modifiers, such as Resistance or Vulnerability.
Activating an Item. A piece of armor can be permanently sacrificed to
Bonus Actions are minor, and include Disengaging, completely negate all of the damage of an attack, as long
drinking a potion, or using abilities that specify they are as the attack does not ignore DR. This is useful if you are
to be used as Bonus Actions. about to die.
Movement is the distance a character is able to Weapons deal damage after a successful attack. If
travel in their turn, and can include any combination of double 1’s are rolled when making an attack, the weapon
running, climbing, and Disengaging. Characters move 30 suffers a permanent −1 penalty to the damage it deals in
ft in any direction unless otherwise specified. To stand the future. If these penalties reach −3, the weapon can be
up from being knocked Prone is half of your movement. thrown for double the damage (ignoring the penalty). If
Moving outside of a creature’s attack range without first the weapon reaches a −4 penalty during a melee attack, it
Disengaging provokes an Attack of Opportunity unless shatters and deals double damage immediately regardless
the fleeing character is within 5 ft of an ally. During an of whether or not the attack is successful.

Leveling Chart
XP
Level (total required) Level Reward
1 - Tier 1 Ability, Starting Ability, (Two Performances for Performer, two Nature spells
for Hedgewitch)
2 30 +1 to a Stat Score, or 1 point in Weapon Proficiency of your choice, (additional
Performance for Performer, additional nature spell for Hedgewitch)
3 60 +1 to a Stat Score or 1 point in Weapon Proficiency of your choice
4 100 Tier 2 Ability, (additional Performance for Performer, additional nature spell
for Hedgewitch)
5 150 +1 to a Stat Score, or 1 point in Weapon Proficiency of your choice, (additional
Performance for Performer, additional nature spell for Hedgewitch)
6 200 +1 to a Stat Score or 1 point in Weapon Proficiency of your choice
7 260 Tier 3 Ability, (additional Performance for Performer, additional nature spell
for Hedgewitch)
8 330 +1 to a Stat Score, or 1 point in Weapon Proficiency of your choice, (additional
Performance for Performer, additional nature spell for Hedgewitch)
9 420 +1 to a Stat Score or 1 point in Weapon Proficiency of your choice
10 550 Tier 4 Ability, (additional Performance for Performer, additional nature spell
for Hedgewitch)
Designer, Writer: Carson Daniel
Credits
Editing: Helen Savidge, James Haeck, Kathryn Savidge
Cover Artist: Carson Daniel
Graphic Design and Layout: Paladin Mendenhall, Carson Daniel
Logo: KusakiDesu
Publisher: Metal Weave Games
Additional Writing: Helen Savidge, Kathryn Savidge, Alan Codner
Interior Artists and Page Number:

Aleksandra Bondarenko (177, 227, 235), Amanda Phelps (127 Rovio), Bruno de Chazelles (188), Brynja Grzesik
(71, 121), Carson Daniel (Left and Bottom of this page, 17, 27, 30-38, 44, Job Art 46-66, 78, 81, 88, 113, 120,
122, 128-140, 143, 146, 149, 150, 153, 167, 172-173, 178, 201, 204 (middle, right), 215 painter, 246, 247), Clarisse
Magand (185, 186, 189, 191, 194, 195, 197), Cookie/@thirdcookie (75, 144), Dewi Hargreaves (127 Map), Ella Kremer
(115), Ilse Gort (217 sculptor), Inès Rotzinger (126), Jason Kiantoro (18-19, 239), Jay Axer (91), John Cyrolle Bautista
Vendivil (76), Joris Sanchez (154-155), Josh Corpuz (156), Kristina Kolesnikova (8, 80), Laura Depas
(116), Laurène Bonnet (28, 119), Lily Brair (25, 40, 204 Pangolin), Marcel Mosqi (118), Prema-Ja (114), Thiago Lehmann
(11-12, 14, 29, 42-43, Background Symbols 46-66, 77, 101, 125, 142, 161, 163, 166, 168, 174-176, 181, 192, 196, 199, 205,
218), Uri Fernandez/@Uri_V_Art (117), WayNAnimation (95), Xin Guan (221).

Page Border Art: Jay Axer


Page Border Decorations: Ilse Gort (Rats, Crystals, Ivy, Spider), Cookie (Armor Pile, Red Candles), Laurène Bonnet
(Ornaments, Lantern, Briars), Kingsley Moyer (Mushroom Men)
Character Sheet: Elizabeth Zehm (https://dustysnexus.podia.com/)
Game Master Screen Exterior: Carson Daniel
Mothma, Manling, Sylvan, and Anims Miniature Models: Lawrence Blackman
Froglin, Beastkin, Birdling, and Gnome Miniature Models: Gary Storkamp
Character Sheet Icons: https://game-icons.net/
Playtest Coordinator: Spencer Hibnick
Playtesters: Spencer Hibnick, David Lucas, Aaron Flavius West, Ryan Jonkman, Roman Penna

Special Thanks: To my Mom, Dad, Dixon, and Noel, to Jason, Alex, Devin, Evan, and Mandy, Kathryn, Helen, and
Alan, to “Guardian”, to Kingsley, and to my friend and roommate Ilse - for listening to me talk about the game every
morning for 4+ years despite having never played a TTRPG.

Even More Thanks!: Andreas Walters, Jacob Budz, @StellalunaTv, @Drakoniques, @ZachDevs, @ScaryDogFriends,
and @Edward_Spence_ .
Table of Contents
Introduction . . . . . . . . . . . . 6 Game Master’s Guide . . . . . . . . . 150
How To Play . . . . . . . . . . . . 8 Structure of Play . . . . . . . . . . 151
Encounters and Challenges . . . . . . 10 Planning your Next Session . . . . . . . 152
Social Interaction . . . . . . . . . 18 Dungeons . . . . . . . . . . . . 155
Combat . . . . . . . . . . . . 20 Dungeon Generator . . . . . . . . 156
How to Make a Character . . . . . . . . 28 Designing Monsters for the GM’s Fun . . . . 160
Stats . . . . . . . . . . . . . 38 Monster Maker . . . . . . . . . 162
Jobs . . . . . . . . . . . . . 43 Loot . . . . . . . . . . . . 167
Equipment . . . . . . . . . . . 68 Exploration and Travel Generator . . . . . 172
Magic . . . . . . . . . . . . . 80 Urban Exploration and City Planning . . . . 178
Miscasts . . . . . . . . . . . . . 84 Shops and Stores . . . . . . . . . . 184
Spells . . . . . . . . . . . . . 90 How to Make Good Puzzles . . . . . . . 200
Invocations . . . . . . . . . . . 111 Make Your Own Tools . . . . . . . . 201
Performances . . . . . . . . . . . 112 Game Master Theory . . . . . . . . . 202
Recipes . . . . . . . . . . . . . 114 How To Be a Good Game Master . . . . 202
Corruption . . . . . . . . . . . . 122 Encounters . . . . . . . . . . 202
Curses . . . . . . . . . . . . . 124 Designing for Combat . . . . . . 202
Welcome to Myriad . . . . . . . . . 126 Designing Social Encounters . . . . 203
Rovio’s Journal . . . . . . . . . 127 5 Tips for Game Masters . . . . . . . 205
Sample Bestiary . . . . . . . . . . 206
Specialty Classes . . . . . . . . . . 246

Introduction
Tales from Myriad is a game about exploration.
As a player, you will find yourself in the shoes of an
and snake deep underground. These remnants were
chewed up by the essence of Chaos and spit back out,
outlandish adventurer in a strange and whimsical infecting them with that same force of disorder–and
world full of dungeons, magic, treasure, and monsters. filling them with magic items and treasure.
Your goal is to discover the world around you and to The colorful inhabitants of Myriad aren’t aware of
build your characters and stories as you play. At times, this cycle. Monsters and ancient ruins are just a part of
Myriad is lighthearted and silly, but it can also be dark their lives. Great cities sit atop particularly lucrative cave
and dangerous. If you want to survive, you must use systems. Plenty of people make a living, or at least find
your creativity to solve problems and find answers! their calling, among Myriad’s mysteries, whether that
Myriad exists in an endless cycle of Order and means searching for answers about Order, Chaos, and
Chaos. Every cycle, Chaos slowly unravels and destroys Magic, or plundering caves for loot.
the world, and then the Goddess rebuilds Myriad anew That’s where you come in. Like the world of Myriad
from the wreckage of the old. Ancient remnants and itself, your character will be randomly generated by
ruins left over from previous Myriads dot the surface forces of Chaos. These forces (dice and tables) will give

6
you the character’s stats, features, and appearance, to work together as complementary features, but to
and then you get to discover who they are as you play. approach the game as if it were meant to fit a particular
Your character will have one of the jobs outlined in this genre of TTRPG would likely cause gameplay to clash
book, such as a clever Hedgewitch, a stout Marauder, with elements that don’t fit. We recommend that you
or a haunting Occultist. Once the characters and play play Tales from Myriad on its own terms first, without
space are made, it’s up to players to explore and to expecting it to behave like anything else.
communicate to the Game Master about what they’d While your characters will be armed and dangerous,
like to poke. Tales from Myriad is not a game that prioritizes combat.
The Game Master runs the game by providing and To encourage other solutions, combat is designed to
maintaining an interactable world for the players. Their be disastrous, deadly, and lopsided. Death is entirely
job is to keep the rules fair and consistent, to make sure possible, and not unlikely, especially for characters
everybody has fun, and to populate the play space with too hungry for a fight. On the other hand, Game
dungeons, monsters, and magic. Game Masters can Masters should reward creativity. Let players demolish
also call on the forces of Chaos to help generate the play challenging adversaries with a couple clever tricks and
space. This book contains a toolbox for Game Masters crumble the walls you intended them to go around.
which includes a dungeon generator (pg. 156), a puzzle This book provides a system that can be played
design guide (pg. 200), an urban crawl and city planner in any version of Myriad you can dream up, but for
(pg. 178), a shop generator (pg. 184), exploration and convenience’s sake, it provides a setting as well. The
travel tables (pg. 172), loot tables (pg. 167), and a guide version of Myriad described here is shaped like a
to designing monsters (pg. 160). With tools like these, cone. Most of life on Myriad happens on its flat, dish-
dungeons build themselves as Game Masters and the shaped surface upon which are a variety of unique
players open new doors. Tools like these help the Game lands ranging from the desert oases of Gobani to the
Master create the play space easily whether they’re bustling cities of the Three Kingdoms to treetop towns
meticulous planners or prefer to improvise. of Forcosia. Beneath the surface, caves full of magic
As a table-top roleplay game, Tales from Myriad and ruins descend deep down to the very bottom of
combines a robust system of mechanics with an the cone. This is where Chaos pools, so the deeper you
emphasis on creative problem solving. The mechanics get, the stronger the loot, and the more dangerous and
exist to create the play space and define the tools plentiful the monsters.
available. How and when the available tools are used Tales from Myriad is designed for quick and easy
will always be up to the players. For instance, all setup and provides players and Game Masters with
spells have specific rules that determine their effect. a variety of unique abilities, colorful appearances,
These rules can be extensive and specific, or simple scary monsters, and magical locations with which to
and flexible, but they never determine the situations build their adventures. This system is good for quick
in which the spell should be cast. Tales from Myriad dungeon dives, long campaigns, episodic adventuring,
provides many mechanics that support all kinds of or anything in between. Dive in and explore the vivid
situations and styles of gameplay, all of which are world of Myriad!
meant to be used as tools and challenges that the
players can creatively use to their advantage or navigate P.S. The equipment section has some really neat
around. They are meant to determine the problems and and niche pieces of clothing and armor. You should look
possibilities, but not the solutions or outcomes. them up because they are real!
For experienced TTRPG players, Tales from P.P.S. I know there is no such thing as a d70.
Myriad’s robust mechanics might seem at odds with a
more whimsical and narrative style of gameplay. All
the elements of Tales from Myriad have been designed

7
How To Play:
The Basics

8
Tales from Myriad is a tabletop role-playing when rolling for success. While a stat may reflect an
game (TTRPG). aspect of your character, your character is still your own
TTRPGs are cooperative games that exist largely creation - who’s attitude or personality is not necessarily
in your mind, like a book. A Game Master presents reflected by numbers on a page (much like in real life).
a situation to the players and allows them to interact Do not feel restricted to play your character based on
with it by playing as a character who exists within what you find on their character sheet.
the provided setting. Your character is your own The following are the main stats in Tales from
creation, with traits, capabilities, weapons, and Myriad and what they represent in-game.
spells represented on a physical character sheet that
you use as a playing guide. This character is your
way of interacting with this fantasy world, and they
Main Stats
can perform or attempt to perform nearly any action Power (PWR): Health, physical strength, making melee
that anyone could - such as searching a room for weapon attacks, carrying items
clues, bartering with a merchant, or pressing a large Finesse (FIN): Picking locks, using ranged weapons,
conspicuous button. You do not need your character crafting items, acrobatics
sheet to perform basic actions, but your Game Master Insight (INS): Spatial awareness, detecting lies,
may ask you to make a “skill check” when what you religious knowledge. Casting Divine Spells
want to do presents a challenge - like a locked door, (See pg. 103)
or commonly, gravity. To do a skill check or to fight, Charm (CHM): Influence and charisma, deception
players roll dice and add or subtract bonuses unique to Arcane (ARC): Understanding magic, spells, and magic
their character as listed on their character sheet. Then items. Casting Arcane spells (See pg. 90)
the Game Master will report the outcome–whether it’s a Occult (OCC): Knowledge of Occult magics, monsters
success or a failure. Your actions will have consequences, and dungeons. Casting Occult Spells (See pg. 96)
some of which you will have no way of knowing, Luck (LCK): Finding an unusual item at the right time,
and others you may be able to avoid if you’re careful. severity of miscasting (See pg. 83). Luck determines
Regardless, consequences are not “mistakes”, nor are how many additional times your dice can “explode”.
you playing the game “wrong”, so long as you and the You will learn how you determine these stats in the
other players are having fun. It is simply a story, and How to Make a Character chapter, but it is important to
a game, with challenges you will succeed or fail from note going ahead that your stats have two numbers:
time to time. Your character may also die - this is The Score: The number to beat when someone is trying
normal and okay. to succeed against YOU. The Score determines an
If you are new to TTRPG’s, please know it is always associated Modifier.
okay to ask the Game Master for clarifications, including for The Modifier: To add onto your roll of 2d6
general descriptions. It is part of the game! when you are trying to succeed (this can be a

How to Play negative Modifier).

Tales from Myriad is a 2d6 System. The success of your


actions and choices in the game are determined by the Levels and Experience Points (XP)
sum of two six-sided dice (the cube ones). Other parts of All characters have a Level, indicating their current
the game, such as rolling the damage after a successful power and progress within the world. Characters begin
attack or rolling for a random outcome on a chart, may at level 1, progressing and gaining levels at set intervals
require different dice - a d4, d8, d10, d12, or a d20 - by gaining Experience Points (XP) by attempting
but whenever you need to roll dice to determine how various challenges designed by the GM, exploring, and
successful you are, look for your two six-sided dice. If improving their relationships with the various creatures
needed, always round down. that inhabit Myriad! This is further explained in
This game has “stats’’ that use a numerical value to Leveling Up (pg. 41).
reflect certain features of a character. These stats will
be on your character sheet and are what you reference
9
Encounters and Challenges
feasibly be adept at based on their Job allows you to
roll an extra dice to try and succeed.
In a table-top game, an “encounter” is any situation For example, a Thief would be more adept at
that provides a challenge - meaning there are dice to be pickpocketing, so they would get to roll 3d6 on a Finesse
rolled to determine an outcome. In Tales from Myriad, check to attempt to succeed, instead of 2d6. This is
success is determined by adding together a 2d6 roll, plus known as being Skilled.
or minus your “Modifiers,” and matching the resulting An attack (pg. 22) is not a skill check.
number against a Difficulty Class, or “DC” for short (this
DC is set by your Game Master). To succeed, a character
needs to roll equal to or higher than this DC.
Saving Throws
When a creature tries to avoid a negative effect, such
Here is a chart of general DCs based on as damage from falling debris or the psychic charms
the difficulty: of a Vampire, they may need to make a Saving Throw,
Difficulty DC or “save.” To make a Saving Throw, the target follows
Easy 6 the same method and rules as a Skill Check (the
Average 9 first example would require your Finesse Modifier,
Normal 13 while resisting the Vampire would require your
Insight Modifier).
Hard 17
Whenever another creature is the source of the
Rare 21
negative effect, such as the Vampire’s psychic charms,
Legendary 25 then the DC is automatically set to whatever the
Impossible 30 creature’s most relevant Score is (in this case, their
Charm Score). This rule extends to objects crafted by
Skill Checks a creature, such as traps, poisons, and items (pg. 114).
DCs involving these items are based on their creator’s
For most challenges, you will roll 2d6 and reference your
stats in order to determine your level of success. This is Finesse Score. Enemies that make saving throws against
known as a Skill Check, or “checks,” and entail things the players follow these same rules. A Vampire trying
such as the following: to break free from a character who has them Grappled
would add their own Power Modifier to a 2d6 roll to try
• Jumping over a wall (Finesse) and beat that character’s Power Score.
• Convincing someone to help you out (Charm) Targeting creatures with spells follows separate
• Holding a door shut (Power) rules, and avoiding them is not considered a Saving
• Trying not to slip down the stairs (Finesse) Throw (see Casting a Spell, pg. 83).
• Remembering a niche fact about a location or However, just because “success” is the goal does not
item (Insight, Arcane, or Occult - it depends) mean it is the point of the game. Tabletop roleplaying
And plenty more! Because of the broad nature of games are a collaboration of problem solving and
Skill Checks, the GM will decide when Skill Checks are storytelling between the players and the GM, and
required and which stat is the most appropriate for each “failure” is often where players have the most fun and
challenge if it is not specified. The player then rolls a tell the most entertaining stories. Look to empower
2d6, +/− their Modifier of the appropriate stat type. If your fellow players amidst failure, or fail right alongside
the sum is equal to or greater than the DC, the player them like any good friend would do.
succeeds. If it is lower, they fail. Here is an example: The roll of a die doesn’t need to determine the
You come across “FIN check DC 7”, which indicates that result of every action. Often enough, a good idea or a
a player must roll 2d6 plus their Finesse Modifier, with a logical solution allows you to succeed without needing
sum of 7 or higher in order to succeed the check. to consult dice or character sheets. Dice only become
In addition to rolling 2d6, your character in this involved when the players are faced with a challenge.
game has a Job that determines their abilities and Imagine a character wants to jump over a small hole.
specialties. A skill check your character would If this would logically be no challenge to the character,

10
there is no need to roll dice. However, since gravity is as Critical Range (pg. 24).
prevalent in Myriad as it is in the real world, jumping • Proficiency — To be proficient with a weapon
over a large ravine would be a challenge, and would or armor means you are trained to use that
require determining the outcome by rolling 2d6 plus a equipment, and you are able to use it normally.
character’s Power Modifier. Not having proficiency with a weapon means
The following are common terms used in this game: your ability to make attacks with that weapon
• Exploding — Every time you roll a dice, if it are limited (pg. 22) or you may become
lands on its highest value, it explodes. This Exhausted (pg. 13).
means you get to roll an additional dice of that • Skilled — An action or ability that your
type (d4, d6, d8, etc.) and add it to your roll total. character would feasibly be able to do given their
In myriad, everyone gets their first explosion on Job. To be Skilled allows you to add one extra dice
any dice for free, but if that additional dice roll during a skill check or saving throw, rolling 3d6
continues to land on the highest value, it can only instead of 2d6.
keep exploding the number of times equal to your • Disadvantage — You add an extra 1d6 to your
Luck Modifier. roll, and take the two lowest results.
For example, let’s say you have a LUCK The following is a table to show how many
Modifier of −1 and you roll two d6 to strike a times your dice can Explode, based on your
Demon Eye with your smoldering cudgel. One d6 Luck Modifier:
lands on a six and the other on a three. Your total
is nine, but the six explodes and lands on another
Luck Modifier Maximum Explosions
six, bringing your total to fifteen. Since your −1, or lower 1
Luck Modifier is −1, you can’t explode that second 0 1
six again. However let’s say you have a LUCK +1 2
Modifier of +1. You get to explode that six one +2… 3...
more time. Your second explosion is a 2, bringing
your total to 17. The Demon Eye only has a Dodge
of 10. You hit the Demon Eye.
Remember, the “first one’s free.” All creatures
can explode their dice at least once regardless of
their LUCK Modifier - including your enemies. A
roll of 1 on a dice can never explode, regardless of

11
Exploration Using Exploration to Expand the World
Myriad is a completely open setting that the players
The party decides to force open an ancient, broken door and
enters a vast underground chamber with glittering walls. and the GM slowly expand as they explore. While
Or perhaps they hike miles through dense jungle to search locations like cities and dungeons can be planned in
for treasure in the mysterious ruins the locals won’t go advance to some extent (pg. 178), to build every detail
near. They sneak into a castle through a tower window and of every place the players could possibly go before the
try to find their way to a suspicious nobleman’s chambers session begins would be an impossible amount of work.
through the labyrinthine servant’s cordoors, or hunt through Instead of hand-drawing every map before-hand, player
unfamiliar city streets for a library, a smithy, and a tavern. exploration should dictate what locations get built next.
It’s time to get exploring! The Exploration and Travel Generators (pg. 172) found
Exploration is when the players move around and in this book allow GMs to build quickly based on the
interact with the playspace. It is the player’s key to players’ decisions. Once built, the places and people
the world of Myriad. Where they go, what they find, they’ve discovered make up a living world that they can
and what they do depends on how they choose to influence and return to in later sessions.
explore. The playspace is built as the players explore
it, which is to say, it’s as limitless as their and the GM’s Inventory and Equipment
imagination. The players decide where to travel and the Each character has an Inventory, with items
GM tells them what it looks like and what’s there. They recorded on their Character Sheet in their Item Slots
decide what doors to open and what stones to turn over, and Equipment. Over the course of the game, characters
and the GM tells them what they find. will obtain a wide variety of items to aid them on their
What lies behind each new door is determined journeys, such as weapons, magical trinkets, rations,
partially by the GM’s preparation and partially by and sources of light. However, what you can carry is
improvisation. There’s simply no way to prepare limited; characters can only carry a number of items
for every possible decision the players make. Tales equal to 10, plus their Power Modifier.
from Myriad provides a number of tools like the The clothes and armor a character wears does not
Dungeon Generator (pg. 156) that are meant to help take up an Item Slot, and goes in the Equipment area,
GMs cut down on preparation time, right down to no being equipped into either Head, Shoulders, Torso, Back,
preparation at all. Legs, or Feet. You cannot have two pieces of equipment
located in the same area.
Weapons, and magical trinkets are recorded in
the Item Slots, and have extra spaces on the character
sheet to record additional and important information,
such as the damage a weapon may cause (Attacks), or
the spells stored inside the magical items (Page 2 of the
Character Sheet).
What equipment your character will have is
covered during Character Creation, on pg. 68!

12
Light Source Distance Duration (without interruption)
Arcane Symbols 5 ft radius Indefinitely, cannot be extinguished
Candle 5 ft radius 1d4 hours
Lantern 10 ft radius, or 20 ft cone 2 hours per oil flask
Torch 20 ft radius 20 minutes (x 1d3)
Campfire 40 ft radius 4 hours
Brazier 40 ft radius 1d4+1 days

Over-encumbrance Dungeon Exploration


If you are carrying more items than your Power allows As you explore a dungeon, characters will each be
or wearing an armor you are not proficient in, you able to interact with the environment individually.
are over-encumbered. Gain 1 point of Exhaustion and There are no predefined actions for exploring your
reduce your movement speed by 5 ft for each total hour environment. When characters enter a new location,
you are over-encumbered until you receive a Long Rest the GM will inform the players of what is immediately
(pg. 15). Exhaustion: The afflicted creature has their Power observable to the characters through sensory
and Finesse Score decreased by 1 per point of Exhaustion. If description.
either reaches a Score of 0, the target dies. It takes a character, or characters, roughly 10
minutes of in-game time to perform a unique action
Light, Darkness, and Wearing a Candle in a space while they’re exploring, such as prying open
a rune-covered sarcophagus. If two players wished to
Characters will not be able to see in the dark.
Thankfully, there are many methods for explore the same item simultaneously it would take
illuminating the gloom. 10 minutes, not 20. This time is used to measure the
Lighting your surroundings when it is dark will be duration of the light sources seen previously.
essential to exploration, as creatures that cannot see Below is an an example of what a dialogue between
in the dark automatically fail Insight checks to spot the GM and the players during exploration might look
things while in darkness, as well as attack rolls against like (bearing in mind that the GM would have most of
creatures they cannot see. This differs from the Blinded the elements of this location planned):
condition (pg. 26), which is experienced more accurately GM: Once you’ve broken the latch, it still takes some pushing
as near-blindness, where a creature can still see hazy to make the door creak loudly open. Inside is a small,
figures a few feet away from them. dim room. There’s barely enough space between the
It is very important to note that occasionally a furniture and the bookshelf-lined walls to move. There
piece of equipment may come with a light source! For is a desk facing the door with one chair behind, and one
example, a mantle of candles that rests on a character’s chair in front. The desk is covered in open books, yellow
shoulders does in fact emit light as a candle would, papers, and a rusty lamp. Papers scatter the wooden
and does so without burning the wearer. Sources of floor as well. Rain taps against a small window with
light that come from equipment do so as long as they diamond-paned, multi-colored glass. Most of the panes
are being worn. are still there, but they’re grimy. A couple are missing,
You will often explore places this game refers to so it’s really cold in the room. It smells like dust, and
as dungeons, many of which are dark, however it is mildew, but you can smell the rain too.
important to note that a dungeon is any contained Aaron: I go in and shuffle behind the desk to get a
location filled with challenges and Chaos, and not closer look.
necessarily always a dark hole in the ground. Dungeons GM: Okay. You have to duck your head and you can’t even
can be the overgrown verdant estate of a witch’s garden, get behind the desk without shoving it out of the way a
a serene marble palace sitting atop the clouds, or the rat- little, but you get behind there and there are a couple
infested basement of an inn. little drawers.
Aaron: Can I look inside the drawers?

13
GM: Sure! The only thing that isn’t half-rotted in these
drawers is a strange metal tool. It has a couple of Lucky Find vs. Perception
adjustable points and gauges with measurements Rolling for a character’s perception through a dark fog,
along the sides. the investigation for specific information, or finding
Aaron: Like a compass? hidden items is most often done with an Insight (INS)
GM: Sort of, but a lot more complicated. It looks tarnished. Skill Check. Usually the GM has planned beforehand
Sandra, while he’s searching the drawers, what do what kinds of things are available for the players to
you want to do? discover. However, sometimes it would be awfully
Sandra: I’m not going to go in. I’m going to kick open convenient for a character if they found that perfect
the next door. item just in time to help them wriggle out of fate’s
GM: Cool, make a Power check. (In the GM’s mind, they clutches. The Luck (LCK) stat embodies the ability to
know this door is barricaded from behind with wood find the right thing at the right time — for whenever
held by rusty nails. This would be difficult to kick open, a player asks the GM, “Is there something nearby I could
but the rotted nature of the barricade makes it not use?” In this scenario, the GM can prompt the player for
impossible. Secretly, they set the DC required to succeed a Luck check, setting the DC to a number appropriate for
on this action to 15) how outrageous or desperate the question is.
It is still important to note that players can’t conjure
When describing the playspace, the GM should the environment from thin air based on how lucky they
be careful about which details are presented as “set are. Some things are there, and some simply aren’t.
dressing” and which are presented as significant.
For example, telling players they can “hear the rain
pattering on the window” is very different from telling Natural Terrain
them “there is a tapping sound at the window in the Natural Terrain is any 5 ft square of un-modified
rain.” The former establishes the mood and the latter or constructed material such as a grassy field or a
signals to the players that they should investigate the rocky cliff top. Some domestic locations might qualify
window. Both kinds of details are important to include. as Natural Terrain if the nature around it is allowed
to grow unobstructed, such as the tree bark paths of
Forcosia (pg. 138). However, once altered by intelligent
means, even natural materials like wooden floors and
stone pavement no longer qualify as Natural Terrain.
This is important because Natural Terrain is specified
as a requirement for certain nature-based abilities
that depend on the character’s connection to the earth
(for example, Hedgewitch’s starting ability Natural
Bond (pg. 62).

14
Cook: Spend 1 hour for every 2 medium sized
Rough Terrain creatures in your camp, providing for them each
Rough terrain is characterized by a space that requires 1 ration (requires 2 rations, and any number of
considerably more effort to cross through, such as knee- cooking supplies).
high (or higher) water levels, swamp muck, heavy debris Explore: Spend 1 hour to roll randomly on the
or snow, and so on. Creatures attempting to cross rough Discovery Table on the Exploration Chart on
terrain by foot have their movement halved, requiring pg. 172. (this can only be performed once, by
10 ft of movement to cross a 5 ft square of rough terrain. one person for the entire Camp)
Multiple characters may take the same action at
Elemental Interactions the same time, so long as they have the resources, such
Be aware of how characters’ abilities interact with their as Foraging or Exploring together–this would increase
environment. Casting Lightning Bolt in a swamp full the likelihood of success, as both or all characters may
of standing water will cause the electricity to affect attempt any skill check they come across, but only one
the creatures in the water for a much larger radius, for character may produce a result for the action.
instance. These interactions can be taken advantage of
by clever players. Camp Encounters
Every two hours in camp, the GM will roll on a Camp
Camp Actions and Rests Encounters chart (pg. 177). On this list includes an
Characters will inevitably need to rest while on their Ambush!, in which denizens from the environment will
grand adventures, and while exploring, you may not briefly attack your group in combat, interrupting your
reach your destination before nightfall. In this case it actions. Using certain Camp Actions such as Keep Watch
may be best to set up camp! will allow characters to avoid an Ambush! Result, but
When camping, there are typically 10 hours every ambush avoided increases the chance of another
between evening and the next morning, during which ambush until the characters finish their camp time.
players can take Camp Actions: While resting in a hostile location that is not the
Rest: Regain 1 hit point per hour. Six hours of wilderness (such as an ancient crypt, or an abandoned
rest are required a day, or else you become hideout) you may only rest one hour at a time without
Exhausted. By consuming 1 ration, you automatically causing an Ambush! to occur. For the
increase this healing to 1d4 hit points per purpose of the Camp Encounters chart, there are 10 six-
hour of rest. minute intervals that make up the hour.
Keep Watch: Spend 4 hours to ignore a single
Ambush! result on the Camp Encounter chart. (If
you are in any sort of dungeon, this only lasts
Long Rests
A Long Rest can be taken in a safe, usually domestic
for the duration of the camp). location such as a fortress, inn, or a home (it is possible
Forage: Spend 1 hour to gain 1 ration after a to find resting areas safe enough for a Long Rest while
successful FIN check DC 7. If this action is exploring, but this is unlikely). A Long Rest takes 6
repeated by any member of the party, the DC hours, and allows characters to recover all of their
increases by two (DC 9, DC 11, DC 13, etc). lost hit points and remove any negative status effects
Craft Recipe: Spend 1 hour to craft a known with the exception of Cursed (Status Effects can be
Recipe (pg. 114), provided you have the found on pg. 26).
Components (pg. 83).
Shelter: Spend 1 hour for every 2 medium sized
creatures to set up a shelter, after which
ignore weather effects and become Hidden
while Resting.

15
Social Interaction Social Checks and Attitude
If a creature isn’t one that the GM has planned, a
The social aspect of a TTRPG is hard to quantify, so I’ll
keep it brief. A lot of gameplay is social. Players will creature’s general attitude regarding the players can
interact with each other and with non-player characters be randomly determined using the Attitude Chart
in each new setting. This could include shopkeepers, below. Players may use their characters to interact
local leaders, assistance for hire in the local tavern, or at whatever length either party has patience for, but
even the monsters players meet in dungeons. Not all may also attempt to improve their attitude. To do this, a
monsters are inherently hostile or ready to fight to convincing attempt at a point must be made alongside a
the death. They can often be bargained, and if it comes CHM skill check, with a DC based on the demeanor the
to a fight, heavy losses might convince them to retreat. player is wishing to reach. If they succeed, their attitude
The creatures you encounter in the world and improves, moving to the appropriate demeanor and
their behaviors are largely determined by the GM, and allowing the player’s characters to continue to try and
occasionally by randomized rolls on various Encounters improve their relations.
charts. Players participate in social interaction with However, if they fail, their attitude instead drops
flexible roleplay, not with turns or a set list of actions, by two steps. To make things worse — creatures’
though challenging interactions like bargaining and attitudes cannot be improved if they are on the
lying might come with Skill Checks. The players’ social lowest result!
interactions will be the heart of a session’s roleplay. If the players manage to increase a creature’s
They make the experience immersive and personal, demeanor to its highest result, they should be rewarded
serve as a primary problem solving tool, determine the XP based on how many steps it took to improve the
characters’ experience in a new location, and ultimately creature’s original demeanor.
shape the course of their adventures. Note: It is possible to attempt this
during combat!
Stranger (humanoid, or Kindred)
DC 5 7 9 12 15
Attitude Unfriendly Reserved Indifferent Friendly Helpful
1d6 roll 1 2 3-4 5 6

Wild Animal/Beast
DC - 7 10 13 16
Attitude Actively Hunting Hostile Territorial Warning Trepidatious
1d6 roll 1 2 3-4 5 6

Un-intelligent Monster (bestial and unthinking, acting on instinct)


DC - 9 11 13 15
Attitude Murderous Hostile Territorial Dissuadable Indifferent
1d6 roll 1 2 3-4 5 6

Intelligent Monster (understands trading, and possibly speech)


DC - 9 11 13 15
Additude Murderous Cruel/Toying Hostile Curious Persuadable
1d6 roll 1 2 3-4 5 6

16
Creating Memorable Moments from their teammates to solve. They could ask players
to participate in each other’s character creation, or let
and Engaging Worlds them do the rolls or make the decisions that generate
the play-space. You could begin a session by having
TTRPGs are a collaborative project. As opposed to
playing out a solo adventure or writing a story, each the players go around the table and build their starting
moment in a TTRPG is experienced and created by prompt one word at a time (known as a One-Word-
everyone at the table together. The events that players Story). Strategies like these help invest players in each
will remember best are the ones that they all helped other’s characters, in the setting, and in the outcomes.
build as a team, not the ones they sat back and watched Players can also create opportunities for engaged
happen. When players actively engage with the setting roleplay. One good way to do this is by integrating your
and collaborate, they create their most interesting character into the setting right at the beginning. Besides
stories, exciting moments, and ingenious solutions. giving them a homeland and a job, players can establish
These are the ones they’ll reminisce about together in what kinds of in-world groups, like families, guilds,
the future. clubs, bands, etc, that they’re a part of–including
A good way to make sure everyone has a good time groups that they invent themselves. Allowing players to
is to encourage the other people at the table to take a create their character’s social spheres and decide what
more active role. Not every player will find it easy to those relationships are like helps the Game Master fill
participate actively at first, but there are ways that both out the world and allows players to easily engage with
players and Game Masters can make engagement more the setting.
approachable. GMs could introduce problems tailored For further instruction on creating social scenarios,
to specific characters–ones that they might need help see the Game Master’s Guide (pg. 205).

17
18
Combat
19
Combat
No character can make consecutive turns unless
specified or they are the only creature left on their
Sometimes words just won’t work, and an encounter “side”. This is to prevent any one person waiting till the
comes to blows. Congratulations! You’re in Combat. end of a combat round to attack, and then taking the
Combat is a turn-based encounter in which both sides next turn at the start of the round, effectively getting
are usually trying to reduce each other’s hit points to 0, two actions.
or stop the fight by other means (escaping, explosions, Tip: To keep track of initiative, every player
etc). First, you need to determine the order that players (including the GM) should have a colored index card,
and opponents will take turns to act during combat. and a white index card (or any large, colorful indicator).
This is called initiative order. When a player wishes to take their turn, they can
raise the colored card, and place the white one on
Initiative in Combat top, allowing everyone to quickly see who has and
has not taken their turn. If the GM is playing with
At the start of combat, players should roll a d6 against
the GM to see which side goes first. Winners start the a GM’s Screen, they can fold the colored card over it,
first “Round” of combat. Starting with the winners of so the players can see how many turns their enemies
the roll, players and opponents take individual Turns have taken.
back and forth (one player, then one opponent, then
another player, then another opponent etc). Players may So What the Heck Do I Do?
volunteer to take their action during whatever player Once a round, starting on your turn, you may do any
Turn they choose during the round, and the GM decides combination of the following:
when each of the opponents take their Turns until the • Action — On your turn, you may Attack with
Round ends. When everyone on both sides has taken a a weapon, push, grapple, make a skill check,
Turn, the Round resets. If one side has more characters activate an item, Cast a Spell, begin to Charge a
than the other, remaining characters of the larger spell (pg. 81), make an extra normal movement or
faction should take their Turns back-to-back at the end so on. An Action is the core element of your turn,
of the Round. and you only get one per Round.
There is no strict order! Simply start with one person • Bonus Action — These are smaller actions, and
from the side of the winning dice roll, then one person only some abilities in the game use this. These
from the opposing side, and so on. At the start of the are non-damaging things like Disengaging
next Round, you do not need to adhere to the order of (see Attack of Opportunity), teleporting behind
the previous Round. Start with whoever wants to go someone, drinking a potion, or wreathing your
from the original winners of the dice roll. weapon in flame.
A Turn represents a character taking however many • Reaction — This is something you can do at
actions that they wish and are available. There are no any time, including outside of your turn, but you
limits to the number of Turns in a Round, between all usually only get one of these until the start of
characters and enemies, but characters will normally your next turn.
only have one Turn to perform available actions. When • Movement — Everyone gets 30 ft of normal
anything references multiple “Turns”, it includes the movement on their turn unless otherwise
Turns of all creatures in combat, and never just the specified. You get to move around the battlefield
Turn of a single creature. in 5 ft increments (if you are using a grid - one
A Round represents all of the available Turns square, or 1” is 5 ft). You may choose to use some
taken by those present in the Combat. A Round is or all of this movement on your Turn. When
abstracted as taking place over the course of six using a Climb or Fly speed type, subtract your
seconds in the game world. This timing must be kept spent movement from your higest movement
track of for the purposes of Potions and Spells (see ability. For example, if you have 60 ft of Flying,
Ticking, pg. 25, Potions, pg. 116-119, and Magic, pg. 81) and run for 10 ft, you may still fly for 50 ft.

20
Tiny: Three Tiny creatures can fit inside one
Creature Sizes and Using a Grid 5 ft square.
This game assumes you are using a physical Small: Two Small creatures can fit inside one
representation of characters and creatures, or “models” 5 ft square.
on a grid during combat. On this grid, one square or Medium: One Medium creature can fit inside one
hexagon represents 5 ft. If you are not using a grid, but 5ft square. The Players’ Characters are Medium
models on a 1” base, 1” on the table represents 5 ft. If sized creatures.
you are using no physical representation of the space, Large: One Large creature can fit inside a 10 ft x
abstract distances to Short, Medium, and Long ranges, 10 ft square.
representing roughly 5 ft, 30 ft, and 60 ft respectively. Huge: One Huge creature can fit inside a 15 ft x
All creatures have a size, including the characters, 15 ft square.
that take up space on the grid: Gargantuan: One Gargantuan creature can fit
inside a 20 ft x 20 ft square.

21
Sometimes a target has Damage Reduction (or
How to Hit with a Weapon DR for short). Simply subtract this amount from the
The attacker makes a weapon attack on a target they damage being taken. Damage Reduction is based on
choose located within the weapon’s range. Most melee the armor the target is wearing. Damage Reduction
weapons have a 5 ft range unless they have Reach, which is calculated before other damage modifiers are
gives them a 10 ft range. To establish whether or not this applied, such as Resistance and Vulnerability.
attack is successful, roll 2d6 +/− PWR Modifier, or 2d6 For example: If you deal 3 damage to a target with a
+FIN Modifier for weapons marked Finesse. “−2” DR, the target would only take 1 point of damage to
Then, based on your weapon, you roll for your their Hit Point total.
damage. Light weapons do 1d4, Medium weapons do Some types of damage ignore Damage Reduction,
1d8, and Heavy weapons do 1d12. such as poison damage, psychic damage, or damage
Ranged weapons have a range of 60 ft, unless the caused by gravity.
weapon is tagged as Thrown (such as throwing axes, Remember Exploding Dice (pg. 11) — Both a
shuriken, or chakram) in which case it only has a 30 ft target’s roll to hit AND damage dice can Explode —
range to balance with the fact that a bow and arrows first one’s free!
would take up two item slots total. Ranged weapon
attacks are made with your FIN Modifier, unless they
are labeled Great (“Greatbow”), in which case you may Weapon Proficiency
choose to attack with your PWR Modifier instead. Proficiency is a measure of how well a character can
These elements and special properties are noted in use a weapon. You will have full proficiency with the
the Equipment section (pg. 68). weapon you roll when creating your character (See pg.
68 for weapon types). After that, you will need to train
Taking Damage your ability to wield different weapon types to their
fullest potential, which is measured in three stages:
All damage has a damage type - weapons usually do No Proficiency: Attacks are made with
Slashing/Stabbing (S), or Bludgeoning (B) damage and Disadvantage, you may not Explode your dice
are mentioned after the weapon. This damage type when attacking, and you may not perform
may be important in the case of a creature having Stunts with this weapon.
resistance or vulnerability to some, but not all, of these Half Proficiency: Attacks are made normally, but
damage types. can only Explode your dice once during attacks
Resistance means a creature takes only half regardless of your Luck Score, and you may not
damage from that damage type. perform Stunts with this weapon.
Vulnerability means that they take Full Proficiency: Attacks are made normally, your
double the damage. dice may Explode as normal, and you may
perform Stunts with this weapon.

Weapon Type Damage Range Attack Modifier


Light d4 5 ft Power (PWR)
Medium d8 5 ft Power (PWR)
Heavy d12 5 ft Power (PWR)
Ranged d8 60 ft Finesse (FIN)
Special Properties
“Thrown” - 30 ft Finesse (FIN)
“Reach” (melee only) - 10 ft -
“Finesse” - - Finesse (FIN)
“Great” (ranged only) d12 - Power (PWR)

22
Your Proficiency in a weapon is measured in two designated spots for types of equipment based on where
“pips”, or marks, which can be recorded in the Skills it is being worn. Small accessory items that may not
section of your character sheet. If you have no pips, have an obvious spot (such as a necklace, or gloves) can
and have not spent any resources to gain proficiency in be added into an equipment space even if there is already
a weapon, you are considered to have No Proficiency. a larger item occupying it, such as gloves being fitted
If you have 1 pip, you are considered to have Half into the “torso” spot. These items must also be destroyed
Proficiency. Finally, if you have spent two Personal if the larger one is being sacrificed to negate a blow.
Quests, or other resources in a weapon type, and
you have two pips, you are considered to have Full A player cannot sacrifice armor to negate an attack
Proficiency! that ignores DR, such as psychic or poison damage.
You may gain a point of Weapon Proficiency when
you complete a Personal Quest (pg. 78), or, when you
purchase training from Weaponmasters found in the
Improvised Weapons
An improvised weapon such as a stone or a chair is
world (pg. 196). an attack made exclusively with the creature's PWR
Modifier, even if it is thrown. A successful attack
Broken Weapons deals 1 damage to the target, and then the attacker
rolls 1d4. For each explosion, the attacker deals 1 more
(and throwing them at things) point of damage. However, when using an improvised
Weapons can be damaged in combat. When double weapon, the attacker uses their PWR Modifier instead
1’s are rolled for an attack action, the weapon gains a of their LCK when determining the maximum number
permanent “−1 penalty” to all damage it deals. This of explosions.
penalty is cumulative until the weapon breaks, or
it’s repaired. When a weapon reaches a −3 penalty, it
can be treated as though it has the Thrown weapon
property, and can be used to make a Ranged Weapon “Look out below!” Falling Damage
attack against a target. If the attack succeeds, the A falling creature takes 1d6 Bludgeoning damage for
weapon breaks immediately causing all of its dice to every 10 ft they fall. Likewise, a 5 ft cube of heavy falling
explode (with the exception of 1’s), even if they didn’t objects (such as rubble) deals 1d6 bludgeoning damage
roll their maximum value, and ignoring its damage to a creature it strikes for every 10 ft it has fallen, per
penalty. When a weapon reaches a −4 penalty, the attack 5 ft cube of rubble. If a creature could feasibly move
automatically succeeds, breaking upon the attack and out of the range of the rubble, it may make a general
follows the same benefits as if it had been broken by FIN saving throw to take only half of the damage. This
being thrown. damage can’t be reduced by resistance or immunity, but
A weapon can be repaired by a Blacksmith (pg. 187). it is still subject to vulnerability to Bludgeoning damage.
For example: A 10 ft cube of rubble that has fallen
20 ft would deal 2d6+2d6 bludgeoning damage to any
Broken Armor creatures it strikes.
(and how it can save your life)
When a player character would take damage, they Temporary Hit Points
may instead choose to allow a piece of clothing to Under certain situations, a player may gain Temporary
completely negate the damage of the blow, and Hit Points. These hit points are a pool of health that
it is immediately destroyed and removed from their rests above the player’s current hit points, potentially
character sheet. beyond their maximum.They last for an hour or until
To clarify, no, your clothing does not explode off expended. Temporary Hit Points are not cumulative,
of you and leave you in the nude, it is just messy and and do not “stack” if gained multiple times, but do
functionally broken. default to granting the target the higher amount of
On the player’s character sheet there will be Temporary Hit Points.

23
Critical Range d4 d6 d8 d10 d12
1 (minimum) 4 6 8 10 12
2 3-4 5-6 7-8 9-10 11-12
3 2-4 4-6 6-8 8-10 10-12
4 2-4* 3-6 5-8 7-10 9-12
*(dice cannot Explode on a 1)
• The DM sets a DC check for the action, or uses
Critical Range a creature’s Dodge stat if it would be part of an
Some abilities “increase a target’s Critical Range by attack, and likewise tells the player what will
X”. This means the range of the roll in which dice can happen if they fail.
Explode. Technically, everyone has a Critical Range of • If the character succeeds on the DC or the attack
1 - meaning that the highest roll on that dice explodes. roll, then the cool thing happens, and they
Increasing the Critical Range by 1 would increase increase their Critical Range on their next attack
that number to the two highest numbers on the by 1. If they fail the check, consequences ensue
dice, and etc. (such as the troll ducking out of the way so they
Above is a table to show how the Critical Range fall Prone).
of a weapon effects when it can Explode based on
the dice size. If you are performing a Stunt such as disarming
a target, the DC is determined by the stat Score of the
target. A player’s attack roll will need to beat both
Attack of Opportunity this Score and the Dodge of the target if they intend
When in combat, if a player or an enemy moves out of to damage the target with their Stunt, which makes it
the melee range of their opponent without first using a bit trickier to pull off. If a character’s action is not a
their bonus action to Disengage, the opponent may use damaging attack (such as knocking a character prone,
their Reaction to make a melee weapon attack against or blinding them with debris) then it can potentially
them. This is called an Attack of Opportunity. affect multiple creatures (such as tumbling a brigade of
When a character takes the Disengage bonus soldiers down a staircase).
action, they move 15 ft to be outside of the melee attack Additionally, a stunt can occur if a player rolls
range of all hostile creatures. If this movement would double 6’s when making a melee attack action. This
not result in the character being outside of the melee stunt has no penalty for failing the skill check, and
attack ranges of all hostile creatures, they cannot take must be described within the boundaries of the manner
the Disengage bonus action. of the attack, such as shattering a shield with the blow
However, a creature cannot make an Attack of of an axe, or using the target as leverage for a jump.
Opportunity if there are any other hostile creatures
within 5 ft of it (excluding the fleeing creature) — as
their enemies would take advantage of the opening. Stealth, Cover, and Line of Sight
Line of Sight is exactly that - if you can draw a straight,
uninterrupted line between two models, then that
Stunts creature is within the line of sight. Abilities that state
To make player’s physical attack actions more versatile, “a creature you can see” require this, as you cannot
players may use the environment to perform Stunts. target creatures around corners. This assumes you are
This is how it works: playing with models in a physical space, or otherwise
• A player announces they’d like to use the have a representation of the physical space present while
environment to do something cool (like jumping playing. If this is not the case, then these elements
onto the back of that troll after running up the will have to be abstracted in their inclusion by the GM
stairs), and specifies the effect they’d like their through the descriptive mentioning of walls, pillars,
action to have. furniture, and so on.

24
In combat players may encounter various degrees spell or item has an effect on a target. This effect
of “cover” - terrain that obscures part or all of a happens at the end of the turn, and the strength of
creature’s body. the effect increases or decreases with every turn. When
Half Cover is terrain that covers half of a creature’s something ticks, it either ticks UP to a number (starting
body, and other creatures have Disadvantage when from 1, increasing in effect by 1 each turn until the
targeting them. A creature that is within Half Cover can maximum number is reached), or ticks DOWN from a
still be within line of sight of another. number (starting from the number, decreasing in effect
Full Cover is when terrain completely obscures a by 1 each turn until 0 is reached).
creature’s line of sight to another, and they cannot be For example, if a creature is Poisoned “Ticking
targeted by abilities or other actions so long as they are down from 6” then they would take 6 damage at the end
out of that creature’s line of sight. Abilities that target of their turn, 5 damage at the end of the next creature’s
an area can possibly affect a creature in Full Cover, but turn, 4 at the end of the next, and so on until ending
only if that ability could feasibly wrap around the cover after taking 1 damage.
with its range. In this case, if damage would be dealt, An easy way to keep track of this for players and
the creature in cover only takes half of the damage. GM’s alike is to place a dice on the character sheet with
GM’s Note: To visualize this, imagine hiding behind a the current relevant number facing up, and turn it to
stone pillar as a cone of fire roars past you. You’d be scorched, each consecutive number to tick up or downwards at the
but not nearly as badly as if you were hit directly. Blasting end of each turn appropriately.
a cone of flame against the wall of a house while you were
inside, however, would leave you safe from the attack.
Hiding is an action a creature may take in order to
use Half Cover as Full Cover. There is no roll required,
the character simply tucks themselves safely away and
stays as still as possible. You are considered “hidden”
until you attack, make a loud noise, or appear within
line of sight of an enemy - in which case you are no
longer hidden and your cover is considered Half Cover
again. If a creature hides from an enemy while out of
line of sight, it is safe to assume the enemy would not
know their whereabouts should they search for them.
Treat this as Stealth.
The only way to detect a creature that’s hidden
from sight and not making loud noise is to get near
it. A creature will automatically detect a hidden
creature within a number of 5ft squares equal to their
Insight Modifier, minus the Finesse Modifier of the
hidden creature.
For example: If a Thief is hiding with a Finesse
Modifier of +2, and a guard with an Insight Modifier of
+4 is nearby, they will automatically detect the Thief
when they are within 10 ft of them.
Otherwise, a creature must spend an action to
Search (INS vs FIN) or Sneak (FIN vs INS).

“Ticking”
Some abilities, spells, or items “Tick”. This means that
for a certain number of turns (not rounds) that ability,

25
• Poisoned — Afflicted creature is affected
Statuses by a poison, and cannot be affected by
Damage is not the only thing you have to worry additional poisons while poisoned. Poison
about in Combat. The following is a list of key terms damage ignores DR.
and status effects commonly used in the game and • Prone — Afflicted creature is lying on the
what they mean: ground. Melee attacks against the target are
• Blinded — Afflicted creature cannot see and has made with an increased Critical Range by 1, and
Disadvantage on any action that would require ranged attacks against the target are made with
sight, but cannot be affected by Gaze attacks (for Disadvantage. The target can spend half of their
Darkness, see pg. 13). movement on their turn to stand up.
• Charmed — Afflicted creature considers the • Restrained — Afflicted creature’s movement
charmer as a friend and will not willingly harm speed is reduced to 0, and their attacks and skill
them or themselves while under this effect. checks are made with Disadvantage.
Charm ends when the target takes damage, or at • Silenced — Afflicted creature cannot speak or
the end of the spell or ability duration. cast spells, even if their spells do not require
• Confused — Afflicted creature spends 15ft of them to speak.
their movement to move in a random 1d4 cardinal • Stunned — Afflicted creature must take their
direction at the start of their turn (1. North, 2. next turn after all creatures in combat have taken
East, 3. South, 4. West). their next turn, regardless of turn order and
• Cursed — Afflicted creature is affected by a initiative. During this time they cannot perform
Curse, and cannot be affected by additional reactions until they automatically recover from
Curses (this does not extend to the equipment a this effect on their turn. Attacks against a
character is wearing, and it must be a curse that stunned target automatically succeed and deal
specifies character as the target). The effects of a double their damage, but immediately ends the
curse are specific to the curse at hand. stun effect. A target who has recovered from
• Deafened — Afflicted creature cannot hear and being stunned cannot be stunned during their
has Disadvantage on any action that would require next turn. If there are multiple stunned creatures,
hearing, but cannot be affected by effects that the creature that was stunned first recovers before
rely on sound. the other stunned creatures.
• Ephemeral — All damage dealt to the target is • Unconscious — Target is unconscious and
reduced to 1; it can’t be further reduced by DR. prone, and cannot take actions, bonus actions,
• Exhausted — Afflicted creature has their Power movement, or reactions. Effects such as sleep will
and Finesse Score decreased by 1 per point of render a character unconscious.
Exhaustion. If either reach a Score of 0, the
target dies.
• Frightened — Afflicted creature is either under Fear
Fight, Flight, or Frozen (see Fear below). When a target becomes Frightened, the creature who
• Grappled — Afflicted creature’s movement speed frightened them may choose one type of fear to inflict:
is reduced to 0. They can take normal actions, or Fight: The target is driven into a frenzy and must
an action to attempt to break free on their turn. use their reaction if able, or next turn if unable,
• Hidden — This creature cannot be perceived to immediately run to the cause of fear and
or targeted. Creatures can automatically detect begin making melee attacks, after which the
a hidden target within 5 ft per your Insight Fear effect ends.
Modifier minus the Finesse Modifier of the Flight: The target is filled with terror and must
Hidden creature unless magically obscured. use their next turn (or reaction) to move to be
• Invisible — This creature cannot be perceived or at least 30 ft from the target and break line of
targeted. Attacks against this creature are made sight, at which point the Fear effect ends.
with Disadvantage.

26
Frozen: The target considered to be Stunned until your character has access to.
they take damage or they are removed from the • As you continue to play, and XP is rewarded (pg.
source of the fear. 41) your character gains a bonus to all XP gained
If multiple targets are affected by the same cause of equal to the difference in their level, and the level
fear, they are all affected by the same type of fear. of your highest-level ally (which still must be a
player-character). For example, if your highest
Last Breath level ally is level 10, and your character is level
1, then they gain an additional 9 points of XP
When you are brought to 0 hp by an attack, ability,
poison, or by the damage from a spell, you are brought whenever XP is rewarded.
to your Last Breath. You can still take actions and move Remember, death is not the end - but it is
while on your Last Breath. Whenever you take damage inevitable, so go out with a bang!
in this state, roll 1d6. If you roll a 5 or a 6, then you
remain on your Last Breath, regardless of damage taken.
If you’re brought to 0 hp by an effect not stated
above, like by falling, you die instantly, without being
on your Last Breath.

You’re Dead, Now What?


What comes after death has been a popular discussion
for ages of human history. Thankfully this is a game,
and I can tell you outright that what happens is you get
to make a new character. Losing a character might not
be an ideal outcome of events, but that doesn’t mean
you stop playing, so go ahead and grab a fresh new
character sheet and get to rolling.
When you make a new character after your previous
one died, they start at level one - however, there are a
few bonuses you get this time to mitigate the loss of
progress from your previous character:
• When you begin, you gain a number of points
equal to half of the level of your highest-level
ally (which must be a player-character), rounded
down, to spend on your character in the same
way completing a Personal Quest would give
you (pg. 78), allowing you to spend each point
on a +1 bonus to a Stat Score, a point of weapon
Proficiency, or gaining a new Ability from a Tier

27
How to make
a character

28
A swashbuckling Mothma swordsman, dressed in jewels and odd
pendants while brandishing a smoldering saber; a dreary Sylvan
occultist, riddled with tattoos and piercings while muttering to
a candle-holding skull; or a thick-armed Beastkin, wielding a
jagged, bleeding cleaver — You’re going to want a character sheet!
(pg. 258-259)
Creating your character is one of the best parts of Tales from
Myriad, intended to offer you a slew of odd and random traits to
inspire your character and make them as unique as possible. As
such, all stats, equipment, traits, and homelands should be rolled
randomly to ensure the best results.
The following rules are for creating a character for the purposes
of a long-form “Campaign”, and are intended to take place over many
sessions to allow room for key character growth. A lot of your results
will not be ideal, and they might not be what you originally had
in mind - but this is ok! Negative stats are not slights against your
character, and there will be plenty of time for your character to grow
throughout the course of your play.
Character creation follows these steps:
1. Roll Stats
2. Determine Job
3. Roll Equipment
4. Choose Kin
5. Choose Homeland
6. Choose Name
7. Choose your Party’s reason-to-be with your friends (pg. 151)

29
Kindred
Your Kin offers no in-game benefit, and exists for personal flavor.

Manlings
Short, mostly hairless humanoids with a penchant for
unyielding curiosity, and a heart for adventure. Most
common in the Three Kingdoms, Manlings will find
their way to any port across Myriad in search of a great Sylvan
story to tell. Blue-skinned satyr-folk with any combination of long
eyebrows, tusks, large pointed ears, and horns, with
dense, beautifully textured hair. Sylvans take great
pride in their hair, letting it run wild or fixing it into
intricate ornaments, and it is always seen as a part of
their presence. Sylvans usually hail from the dense
woodland Forcosia.

30
Froglin
Bipedal frog-folk that are known culturally for both
their valor, and laid-back nature (often depending on
the temperature). The Froglin have the talent of being
the life of the party, and for being able to change their
biological sex after a good night’s sleep. They are said
to come from "Frogland", but it is unclear if this is a
Animus joke or not.
Animated, humanoid constructs made of stone or
ceramic, and usually taking the shape of common home
items such as kettles, stoves, or pots. The Animus were
created by the Goddess at the beginning of Myriad,
as dutiful servants aiding her in sculpting the world
and tending her creations before being put to rest. For
an unknown reason, they began to wake up again in
what is known as The Caverns of the Lost in the desert
country of Gobani.

31
Beastkin
The Beastkin are bipedal animal beings based on any
and all varieties of land mammals and reptiles. So
diverse and interconnected are they that family name
rarely matters across Myriad, but they usually come
from a land similar to the environment of the creature
they represent.
Birdling
Tall, flightless bird-like Kin that come from tall spires in
a forgotten land. They come in many different feathers,
representing the diverse array of birds across Myriad.
Many of them feel the wanderlust like wind, and are
drawn to wander and drift far from their homes.

32
Gnomes
The Gnomes are short and fuzzy, with long tufted ears
and eyebrows, rabbit-like noses, squinting eyes and
protruding pointed canines. Their soft appearance and
small stature betrays their incredible brawn and furious
vigilance. Despite a natural knack for combat, they Mothma
come from the gentle hills of Crosswind Vale, using The quiet moth people of Luxion are a mysterious
their great strength to protect a more innocent lifestyle. and enigmatic Kin, with large eyes, fuzzy collars, and
antennae that do not easily portray their emotions.
Some Mothma appear more akin to beetles, or other
insects and arachnids, with some even sporting
extra arms or vestigial wings. Famously hard to read,
but quite often known to be as gentle as they are
mysterious.

33
Luxion Frogland
Land of the Mothma, a cold, purple mountainscape A distant, hidden land beyond mist and reeds, from
that hides bioluminescent tunnels deep within which warrior froglin make their pilgrimage, allegedly.
caves, ferrying trams that lead to brilliant cities of
light and wax.

34
The Great Swamp Gobani
A dense haunted swampland where no stonework A harsh desert environment, spotted with colorful
can be built, and the birthplace of Occult magic. badlands, ports, sandstone kingdoms, and jungle.
Tread carefully.

35
Polaris The Hills
Frozen North, home to fishing hamlets, odd mechanical Known also as Crosswind Vale, this is the pastoral home
ruins, and many Astronomy towers for studying cosmic of many gnomes known for an idyllic countryside and
events close to the magic-rich atmosphere. mountains that nest both gryphons and their riders.

36
Forcosia Three Kingdoms
A dense, serene woodland with winding oaks and a The central oligarchical kingdom of Myriad, with dense
treacherous forest floor littered with ancient ruins from cityscapes surrounded by farmlands and forests which
bygone ages. At the center sleeps the Great Tree. ruled by three distinct family houses.
For more information on these places, see
Rovio’s Journal (pg. 127).
37
Stats
Once you’ve rolled all of your Stat Scores, you can
swap any two Scores (and their Modifiers) before those
Stats are set in stone. During the entire process of
How to Roll Stats character creation, your Score cannot go below a 2. You
can still take Banes, or have Job stat deductions that
The order of operations in which you determine your
stats is as follows: would otherwise decrease your Score, but they always
1. Roll Stat Scores in order stop at 2. Later in the game, your Score can decrease
2. Switch only one Score around with another* past this point.
3. Apply Job add./ded. to Scores Score Modifier
4. Apply Banes and Boons* 2 -4
5. Calculate Modifiers based on the Scores 3 -3
*optional step
4 -2
Your Score is the baseline stat for a Character’s
ability, and is determined via the sum of 2d6 (without 5 -1
exploding), rolled for each stat in order down the 6, 7, 8 0
character sheet, starting with Power. Your Score 9 +1
determines your Modifier, which is the more important 10 +2
number. You add (or subtract) your Modifier from the 11 +3
result of the dice when making Stat-based rolls during 12+ +4/+1 each 2 above 12
play, such as attacking or making skill checks.

38
Job Score Addition/Deduction Quick Sheet
Job PWR FIN INS CHM ARC OCC LCK
Scholar -2 0 -1 0 +2 0 0
Hunter -1 +2 +1 0 0 -2 +1
Marauder +2 -1 -1 -2 -1 0 0
Occultist -1 +1 -2 +1 0 +2 +1
Duelist +1 +1 0 0 −1 −1 +1
Merchant −3 +1 0 +1 0 0 +2
Thief −3 +2 0 0 0 0 +2
Performer −2 +1 0 +2 0 −1 +1
Hedgewitch −2 0 +2 +1 −2 0 +1
Sage 0 −1 +2 0 −1 −1 0
Nomad +1 +1 +1 0 −2 −1 0

All characters will have a Job in Myriad, Note: Your Job will add or deduct to the Score
which describes their place in the world, as well as of your stat, so you may have to come back to this
defines what skills, proficiencies, and abilities they part. The following is a quick reference chart for job
will begin with. additions/deductions to Stat Scores, should you already
The list of starting Jobs are as follows: know what Job you will be playing. (These additions/
• Scholar — Student of the arcane magics deductions are applied to the number you initially
• Hunter — Woodsman, forager, survivalist rolled for your Score, not your Modifiers).
• Marauder — Barbarian fighter, or warrior
• Occultist — Studies the darker magics and
monsters, carries cursed trinkets
How to Calculate Dodge
Your Dodge stat is 8+/− FIN Modifier (Unless wearing
• Duelist — Traveling duelist or soldier who is well Heavy Armor, then your Dodge is limited to 8). A
versed in combat creature’s Dodge represents how difficult they are to hit.
• Merchant — Well traveled figure, who starts
with many items
• Thief — Nimble but fragile rogue Damage Reduction
• Performer — Traveling troupe performer Damage Reduction, or “DR” represents how difficult
or solo artist a creature is to hurt, and is based on their Armor.
• Hedgewitch — Witch in training, who studies Damage Reduction is not cumulative. Your DR is
the natural ways of the world always equal to the highest DR item you have equipped.
• Sage — Holy Priest or acolyte, often for a choice
aspect of the Goddess How to Calculate Health
• Nomad — A otherworldy wanderer skilled in Roll 1d6, +/− your PWR Modifier, rerolling 1’s, with a
unarmed fighting minimum of 1 starting hit point. For every additional
The full descriptions of Jobs begin on pg. 46. For level: Roll 1d6 +/− half PWR Modifier with a minimum
those who wish to diversify even further, there are of 1 hit point gained each level (you can’t lose health
Specialty Classes, detailed in the GM’s section of the when you level up, and rolling for health does
book (pg. 246)! not explode).

39
Banes and Boons
• Earthspeak: You can glean knowledge from
listening to the natural world, understanding
Not every character is perfect, but with every bane the intent and emotion of plants, animals, and
comes a boon. You may select one bane AND one boon the stars, even if they do not communicate in a
if you wish. However, you cannot increase a Stat Score language that you know.
higher than 12 or lower than 2 with a Bane or a Boon. • Lucky: When rolling dice for any result, you can
permanently decrease your Luck Score by 1 to
Banes allow you to reroll one of your dice. Your Score
can be increased through Leveling Up, and
• Shortsighted: −2 to your Insight Score
• Paranoid: −2 to your Occult Score, and −1 to your Personal Quests (pg. 78).
Charm Score. • Potent Potions: Potions seem to be more reactive
• Frail: −2 to your Power Score. in your hands, and have double the effect when
• Absentminded: −3 to your Arcane Score you consume them.
• Clumsy: −2 to your Finesse Score, and −1 to • Pocket Change: Gain 200 Crown Pieces (cp).
your Luck Score. • Martial Prowess: Gain full weapon proficiency
• Star-crossed: −3 to your Luck Score. in any one weapon type (dagger, fist, whip, axe,
• Illiterate: You cannot read, or learn to read, and flail, sword, hammer, polearm, bow, pistol,
words appear as a jumble to you. In the case of thrown, katana) This does not extend to light,
Divine Manuscripts, you will need someone medium, or heavy weapons outside of your job.
who can read to teach you for one hour per spell • Potion Belt: Gain two random potions (pg. 118),
in order to be able to cast it. and you permanently gain an extra 3 Inventory
• Panicked: At the start of combat roll 1d6. On a 1, Slots that exclusively hold potions.
you start your first turn Confused. • Amulet of Purity: Obtain a magical amulet that
• Nightmares: While taking the Rest Camp reduces any poison ticks and Corruption later
Action, roll a 1d6. On a 1 you do not gain the gained by 1, and makes you immune to diseases
benefits of the rest. and Curses (pg. 124). This amulet is kept in
• Phobia: You gain a common phobia (spiders, your Inventory
water, etc). You are Frightened while in the
presence of it regardless of immunities. The GM
determines which kind of fear you suffer, with
the exception of Fight. Phobias are an extremely
potent Bane - select at your own risk!)
• Corrupt: Start with 3 Corruption (see
Corruption, pg. 122).
• Cursed: You begin with a random Curse that
cannot be removed (see Curses, pg. 124).

Boons
• Increase: Any one Stat Score 7 or below by +2
• Increase: Any one Stat Score 8 and above by +1
• Awareness: You are Skilled on Insight checks
that rely on your senses, you can ignore
one Ambush! result when resting (see
Camp Actions, pg. 15), and can easily be
woken by noises.

40
Leveling Up
Note: If you would gain a level into a Specialty
Class (pg. 246), that counts as the first level of that
Myriad levels go from 1-10, which aim to empower class, and a Tier 1 ability, but you still must have the
characters without breaking into large leaps in power XP total for the sum of your levels. You cannot exceed
in order to keep tension and difficulty at a stable level. a maximum sum level of 10, and once you have a level
Every time you gain a level after the first level, you gain in a specialty class, you cannot gain levels or higher
additional hit points equal to 1d6 + half PWR Modifier, Ability Tiers in your Job.
with a minimum hit point maximum gain of 1 (no For example, if you were a level 4 Duelist, and you
losing hit points when you level up!). wanted to level into a Weaver, you would need 150 total XP,
Every character follows the leveling scheme in the since a level 4 Duelist and a level 1 Weaver would require
table below. This game has Experience Point based enough XP for level 5.
leveling (XP), and the GM will reward all players with
0-3 XP for attempting various challenges in the game
(yes, even if you fail miserably or flee, as long as you
Gaining Spells and Magic
Magic in Myriad is stored inside of magical items.
learned your lesson), and especially so for discovering In order for your character to have access to spells,
hidden items and locations while exploring or they must discover these magical items themselves
improving relationships with various creatures through by exploring the world. Certain Jobs will start with
the Attitude Chart (pg. 16). When a character has a magical items, such as the Scholar, Occultist, and
certain amount of XP, they have reached the next level! Sage. Some magic is only available to certain Jobs, and
The rewards for leveling up and the XP required is are learned by leveling up, such as Nature spells and
found on the chart below. A character may potentially Performances, learned by Hedgewitches, some Hunters,
gain abilities and stat Modifiers beyond leveling with and Performers.
Personal Quests (pg. 78). Abilities are covered in Jobs.

Level XP (total required) Level reward


1 - Tier 1 Ability, Starting Ability, (Two Performances for Performer, two
Nature spells for Hedgewitch)
2 30 +1 to a Stat Score, or 1 point in Weapon Proficiency of your choice,
(additional Performance for Performer, additional nature spell
for Hedgewitch)
3 60 +1 to a Stat Score or 1 point in Weapon Proficiency of your choice
4 100 Tier 2 Ability, (additional Performance for Performer, additional nature
spell for Hedgewitch)
5 150 +1 to a Stat Score, or 1 point in Weapon Proficiency of your choice,
(additional Performance for Performer, additional nature spell
for Hedgewitch)
6 200 +1 to a Stat Score or 1 point in Weapon Proficiency of your choice
7 260 Tier 3 Ability, (additional Performance for Performer, additional nature
spell for Hedgewitch)
8 330 +1 to a Stat Score, or 1 point in Weapon Proficiency of your choice,
(additional Performance for Performer, additional nature spell
for Hedgewitch)
9 420 +1 to a Stat Score or 1 point in Weapon Proficiency of your choice
10 550 Tier 4 Ability, (additional Performance for Performer, additional nature
spell for Hedgewitch)

41
Creating a Character for Narrative Purposes
Tales from Myriad is a game where you discover a
character by playing them. As many of the character Character Drama
elements you get are meant to be random, it’s very hard Some players enjoy creating dramatic and colorful
to determine exactly how your character will function stories for their characters to help them better identify
in a mechanical sense before you’ve played. But once with their motivations and interests. If you are new to
Myriad gives you a character with skills, abilities, creating characters in this manner, the following are
and trinkets, you get to decide who they are. Creating common concepts for a tasty character:
interesting personalities for your characters will be • You are a fanatical low ranking member of a cult.
critical for roleplay and story-building. • You are forced to work for the government
The best way to create a character who is both due to previous “accidents” in an attempt to
suitable for the setting and who is as engaging as the moderate you.
player is through a simple two-step process: • Ex-soldier turned mercenary who lost their
Step One: Begin with an archetype, or even a previous regiment.
stereotype. Who does this character look like at • Failed an important task miserably, which led
first glance? A haughty noble, a brave warrior, a to your exile.
bookish scholar? • Saw something you shouldn’t have, leading
Step Two: Give them a character trait that directly to your exile.
conflicts with their archetype. For example, a • Saw something you shouldn’t have, proving you
creepy, dark character who is primed to be a right and giving you a scar.
villain, may in fact have a heart of gold, or a • Escaped or rescued from your cell before
golden, beaming hero may have faked their way your execution.
into fame, and so on. • Former member of a magical troupe that had
These two steps should also prompt the question previously brainwashed you.
“why are they like this?” — people don’t just become • You made a dark pact in exchange for something
contradictory overnight! personal that has left a mark on your soul that
other monsters can see.
• Died, but you’re fine now. Or are you…
• “Searching” for something, but you’re really
just running.
• Runs a store, just needs to pay rent/
keep it stocked.

42
Jobs
• You were never the favorite, and you tell yourself
you left because you wanted to.
• You’re a recreation of another person who Everyone in Myriad has a “Job”. All jobs will allow
you’ve never met. players to mold and grow their characters in a way that
• Your family is cursed to be monsters. You fear you feels organic and adaptable for different playstyles.
may be next if you don’t find a cure. As you level up, you will also be able to choose special
• You were raised by a powerful swordsman - one Abilities based on your level. These abilities represent
who isn’t humanoid. specific actions or skill sets a character may take
• A family member wants to steal something of that influence the lens from which a player (and by
great importance back from you at all costs. extension, their character) will approach solutions
• You have a doppelgänger, you’re not sure who’s within the game, but do not influence who the character
the real one. is meant to be in the player’s mind.
• You are the result of a failed ritual and you’re Modular growth does not end at abilities! Every
worried they will try again. character carries three Personal Quests with them at a
• You were raised or rescued by inhuman forces - time which are chosen randomly, drawing a new one
ones who serve or protect a sacred ideology that when another is completed, or replacing one randomly
they have imparted onto you. after a level is gained. When a player completes a
• You are stalked by something always just beyond Personal Quest, they have the option to either improve a
sight, and they have never been clear if they are Stat Score by +1, or choose an available Ability based on
an ally or an enemy. their chart and current level.
• You were betrayed by someone you trusted, and For each job you will see “starting stats” which
they were right to do it. are used to inform you on what you need to roll
As far as what your character can do, your abilities for in order to complete your character, including
are covered in Jobs. modifications to your stat Scores.

43
3. These are examples of what your Job would be
How to Read the Starting Stats: Skilled in, gaining an extra die when performing
1. These numbers are your Job Score Additions and skill checks. Skills are intentionally left vague
Deductions, and are applied to the SCORE of your to encourage creative use (Skills are detailed on
stat, after they’ve all been moved around (not pg. 10), and the Skills some Jobs have are more
the Modifier!) commonly used than others!
2. These are where you find what equipment you 4. Everyone has a set Starting Ability based on
need to roll for based on your Job. A comma (,) their Job, which vary from actions, bonuses, or
denotes that you roll for BOTH of these things additional proficiencies.
in Equipment. A hyphen (for example: Light- 5. These are your Job’s Abilities, and they define
Medium) means that you first roll for which unique actions or skills that a character can
of the lists you will be rolling on based on the perform in the game. At level one, you may
parameters. In the case of “Light-Medium” you choose one Ability from Tier 1. Upon later levels,
would simply roll a 50/50 die, and then roll the you do not need to choose from the same columns
weapon based on which list you got. as your previous Abilities!

1 2
PWR −2 WEAPONS Light-Medium Weapon, Arcane Focus
FIN
INS
0
−1
EQUIPMENT
SKILLS
Minimal, Hat
Academia, Magical Items, Spell Knowledge
3
CHM
ARC
0
+2
HOMELAND
Main Stat:
Luxion, Three Kingdoms, Forcosia
Arcane
4
OCC 0 Starting Ability Keen Mind: When casting a spell using your Arcane stat, you may
LCK 0 roll d8’s instead of d6’s

44
5
Performer
Begins with two Performances of your choice from one school (pg. 73).
Façade Ringmaster Ballad
Tier 1 Subtle Performance: You may Silverstep: Gain a bonus to Auxiliary Amplification:
choose to target only a single Dodge equal to your CHM Performances that rely on sound
creature with a Performance Modifier when Performing. (Instrumental, Vocal) have an
instead of a greater amount if the additional range of 10 ft.
Performance would call for it. If
you do, your Performance is only
able to be witnessed or detected
by the targeted creature.
Tier 2 Enthralling Dance: Dance Juggler: Add CHM to FIN attack Inspiring Performance: A
performances have an additional rolls when throwing items, and to number of targets up to your
range of 10 ft, and targets within FIN checks and saving throws. CHM Modifier within 10 ft regain
range of your dances cannot a use of their reaction when you
take reactions. finish a Performance.
Tier 3 Theater of the Mind: As part of Dramatic Entrance: Increases Solo: If there are no allies
a Theater Performance you can your Critical Range by 1 against within 20 ft of you, then your
create solid illusory actors that act a target who has not taken their Critical Range is increased by 1
alongside you that last until the turn in the round. against targets.
Performance ends.
Tier 4 Flattering Imitation: Gain Stick the Landing: Whenever Whirling Dervish: You can
an extra dice when taking the you successfully perform a Stunt, make an attack as a reaction
same action as the target from you may automatically perform while performing.
the previous turn (such as and succeed an additional Stunt
attacking with a melee weapon, as a bonus action.
making a skill check, casting a
spell, or so on).

Progressing Your Abilities The largest determining factor will be your


character’s Level, which indicates the Tiers that you can
The chart of your abilities is divided vertically into your select Abilities from. Some Abilities, known as General
Specializations, and horizontally into Tiers based on Abilities, have no Specialization, are found beneath
your level. A Specialization is a unique and flavorful the main Ability chart, and can be selected at any time
path that you may choose to grow your character that when gaining an Ability.
grants them more powerful Abilities further down You will be able to select a new ability during a Long
the line, based on a theme. Moving down the line of a Rest in a safe location when you have reached levels 4, 7,
Specialization does not exclude you from selecting the or 10, or have completed a Personal Quest.
Abilities from another line! In order to select an Ability,
you must have selected the Ability above it previously.

45
Scholar
Often the most inquisitive of adventurers, scholars study the arcane magic of Myriad. They are tuned in to the
magical “wavelength” of Myriad, and seek to understand it and use it. Any Scholar would love to be the first one
into the dungeons to find magic artifacts to attune to if it weren’t for all those pesky monsters. Scholars aren’t
known for being useful with a blade, but their analytical mindset and spellcasting makes them indispensable allies,
especially when exploring the treacherous and puzzle-ridden ruins of Myriad. Scholars can bend the stars and
elements to their imagination, and have a love for whimsy as deep as their love of learning.

PWR −2 WEAPONS Light-Medium Weapon, Arcane Focus


FIN 0 EQUIPMENT Minimal, Hat
INS −1 SKILLS Academia, Magical Items, Spell Knowledge
CHM 0 HOMELAND Luxion, Three Kingdoms, Forcosia
ARC +2 Main Stat: Arcane
OCC 0 Starting Ability Keen Mind: When casting a spell using your Arcane stat, you may
LCK 0 roll d8’s instead of d6’s.

46
Scholar
Archeology Arcane Weird
Tier 1 Natural Curiosity: You may add Mage Armor: Gain DR −2 against Cantrip: As an action you are
your ARC Modifier to INS checks. physical attacks when wearing able to manifest minor magic
In addition to this, you become minimal or no armor. effects and small tricks, such
Skilled in Searching. as changing the lighting in a
room, your voice, the color of a
fabric, and so on.
Tier 2 Component Pouch: Items Starlight: As an action, you Miscast Maverick: When rolling
labeled Component do not take can permanently change any for a Miscast, you may choose to
up inventory space. lightsource within 30 ft into increase the Tier by 1 level. If you
starlight or moonlight, and do this, the next spell you cast
increase its range by 10 ft. within the next minute is cast at
will (restrictions still apply).
Tier 3 Candlesleeve: As an action, you Counter-Magic: When targeted Conjurer: By consuming a
can pull a single lit candle from with a spell or harmful ability Component as an action you are
your sleeve (Candle: 5 ft, 1d4 you may attempt to cast a spell able to temporarily conjure a
hours). You may only have one of as a reaction. single mundane item at a time
such candles out at a time. that is no larger than 3 cubic
In addition to this, these ft. The item lasts for an hour
candles and other sources of light before vanishing.
that you carry cannot be snuffed
out by foreign means.
Tier 4 Recall: You learn the spell Timestop: You learn the spell Weird: As an action you can force
Recall: CD 6+ (x2): You pull Timestop: CD 6+ (x3): Enemy a Miscast onto a target you can
yourself backwards through time creatures within 60 ft roll 1d6: see within 30 ft, rolling for it on
to a location you were at within 1-2: They are frozen in time a tier equal to or less than your
the last 5 minutes, or may cast until the end of their next turn ARC Modifier.
any spell or ability you witnessed 3-4: Their Movement is
within the last minute reduced to 0 until the end of
This spell is not kept inside of their next turn
an Arcane Focus. 5-6: Their Movement is halved
until the end of their next turn.
This spell is not kept inside of
an Arcane Focus.

General
Spell Student: Replace one of your spells with a spell of your choice CD 3+ or lower on the Arcane spell list.
(Your starting spells are kept within your Arcane Foci you receive on pg. 72, with Arcane spells from pg. 90).

47
Hunter
Hunters are foragers and survivalists
who inhabit the wilderness of Myriad,
explorers of the unknown who can find
a path through any weather and shelter
in any climate. They have a reputation
for a brutal and impartial wildness
learned from the landscape they haunt.
Though Hunters have a reputation for
being loners, they will join a party to
show others the way through the wilds,
or simply to enjoy the thrill of hunting
in a pack. Hunters are experienced
marksmen, ambush predators who
attack from a distance or stalk their
prey. They are as unpredictable,
merciless, and unknowable as the
landscapes they wander.

PWR −1 WEAPONS Light Weapon, Ranged Weapon


FIN +2 EQUIPMENT Minimal-Medium, Hat
INS +1 SKILLS Tracking, Hunting, Survival, Exploring the wilds, Foraging, Stealth.
CHM 0 HOMELAND Gobani, The Great Swamp, Forcosia, Polaris, Crosswind Vale.
ARC 0 Main Stat Finesse
OCC −2 Starting Ability Vigilance: While performing the Keep Watch Camp Action (pg. 15),
LCK +1 you may perform any other one Camp Action.

48
Hunter
Marksmanship Survival Ancients
Tier 1 Inspiring Shot: Exploding your Survivalist: When taking the Friend of Beasts: The attitude
dice at any time when attacking Rest Camp Action, you heal 2 chart of Beasts (pg. 16) are instead
allow you to make a ranged hit points instead of 1. Long treated as though they were a
attack at any time a maximum rests only take 4 hours for you, Stranger, for example becoming
of once before the round ends and you do not lose Finesse Friendly or Helpful instead of
as a reaction(If playing with when Exhausted. Warning or Trepidatious, and you
ammunition, this attack also does Learn the Recipe: Medical become Skilled in calming them.
not use up ammo). Kit (pg. 117)
You can spend an hour to
Forage for these supplies instead
of needing a Component.
Tier 2 Trick Shot: You may perform Hamstring: Exploding your Archer of Anura: Learn a Nature
Stunts as a reaction that would dice in an attack against a target spell of your choice (pg. 108).
use your ranged weapon in a way reduces their movement speed to This ability can be selected
that does not deal damage, such 0 until the end of their next turn, multiple times.
as shooting down a suspended given they have legs.
object or pinning a cloak to the
wall. If the stunt would be in
response to an attack, such as
shooting an incoming projectile,
the DC is equal to the result of the
opponent’s attack roll.
Tier 3 Sniper: Your ranged weapons Weatherproof: You are Pack Tactics: Allies within 15 ft
have double the effective range unaffected by negative weather of you can move without leaving
(increasing to 120 ft, or 60 ft for conditions and Rough Terrain. footprints or provoking an attack
Thrown items). of opportunity.
Tier 4 Barrage: There is no limit to how Camouflage: If you are standing Lifeblood: If you have taken
many times you can use Inspiring in Rough Terrain or dense foliage, any damage during a round of
Shot, and you may continue you may spend a bonus action to combat, you heal 2 hit points at
firing as long as you successfully become invisible and Ephemeral the start of your next turn.
hit the target and any dice until you attack or move. Once
explode during the attack. you are invisible, you may use
your movement on your turn to
immediately appear in a square
with natural terrain within 60 ft
that you can see.

General
Full Weapon Proficiency: Bows

49
Marauder
Every party of fearless adventurers needs someone who walks down a dark hallway first! The Marauder is an
untrained combatant, who has learned their bravery and combat prowess amidst the heat of battle, and cold, hard
experience. They find themselves uniquely suited to the unpredictability of dungeons, using their toughness and
brutality to great effect while plundering deep for treasures. Marauders are known for their tremendous grit, able
to take as much damage as they can deal, and putting themselves between their allies and imminent dangers.

PWR +2 WEAPONS Medium-Heavy Weapon


FIN −1 EQUIPMENT All armor (roll Medium only during character creation), Helmet
INS −1 SKILLS Feats of Strength, Intimidation
CHM −2 HOMELAND Gobani, Polaris, The Great Swamp
ARC −1 Main Stat Power
OCC 0 Starting Ability Hard to Kill: Your Last Breath roll is increased to be able to succeed
LCK 0 on a roll of 3+ .

50
Marauder
Rage Bloodlust Warden
Tier 1 Crushing Blow: Exploding your Crimson Gauntlet: After Suckerpunch: When you
dice while attacking ignores the defeating an enemy, you successfully make an attack
Damage Reduction on a target. may attack once before the against a creature, you may
round is over. instead choose to deal 1d4
damage with your fists instead
of your weapon damage. If you
do, the next attack against the
creature has its Critical Range
increased by 1.
Tier 2 Warpath: Regain 30 ft of Inspiring Carnage: Grant 2 Bully: You may perform stunts as
movement on your turn after temporary Hit Points to allies a reaction that would physically
defeating an enemy. within 15 ft after exploding accost a target without the
your dice in an attack use of a weapon in a way that
against a creature. does not deal damage, such as
clotheslining a moving target
or holding something shut. If
the stunt would be in response
to an attack, such as blocking
an incoming attack for an ally
with the use of a shield, the
DC is equal to the result of the
opponent’s attack roll.
Tier 3 Strikeback: After taking damage Slayer: You can dual wield one- Juggernaut: When you deal 7+
from a melee weapon attack, you handed medium melee weapons points of damage to a creature
can use your reaction to make a if wearing minimal to light armor on your turn with a melee
melee strike against the attacker. without losing Dodge or the PWR weapon attack, reduce all physical
bonus to attack. Dual-wielding damage you take by half until
weapons can be found on pg. 68. the start of your next turn
(calculated after DR).
Tier 4 Brutal Critical: If any of your Blood on the Blade: If you are You Die When I Tell You: Allies
dice explode while attacking, below half of your hit point within 15 ft also have the Hard to
perform a Stunt. maximum, increase your dice to Kill ability.
hit and damage dice by 1.

General
Full Weapon Proficiency: Axes Dark Urges: Gain 1 point of Corruption (pg. 122). This
ability can be selected multiple times.

51
Occultist
Chaos seeps up from the cracks of Myriad, leaving artifacts and strange monsters. Those who devote their attention
to the weavings of Chaos are Occultists. They understand the workings of monsters and dungeons at a glance, and
delve deep into what they may hold. Occultists attune to Chaos, pulling its power into themselves to understand its
strange workings and use it for their own ends. Stouthearted and superstitious, they can build a level of immunity
to certain workings of Chaos, such as curses, but Chaos leaves marks on those who linger under its influence, and
the hungry minds of Occultists are prone to Corruption.

PWR −1 WEAPONS Light-Medium Weapon, Occult Trinket


FIN +1 EQUIPMENT Minimal-Light, Hat
INS −2 SKILLS Occult practices and rituals, knowledge of dungeons and monsters.
CHM +1 HOMELAND Gobani, Polaris, The Great Swamp, Luxion
ARC 0 Main Stat Occult
OCC +2 Starting Ability Dark Casting: When casting a spell using your Occult Score, you
LCK +1 can choose to roll an additional number of d6 equal to your (positive)
Occult Modifier, but each extra d6 used results in an additional level of
Miscasting.

52
Occultist
Blood Void Trinketry
Tier 1 Blood Casting: Taking damage Glare Into Darkness: You Occultist’s Study: As an action
from a physical attack allows the become Immune to the Blinded, you can learn of any negative
next spell you cast during the Charmed, and Frightened magical effects on a target, item,
next minute to be cast as though conditions, and can see into most or place just by looking, such as a
you had used a Component. magical darknesses (does not curse or magical trap.
apply to natural darkness).
Tier 2 Curseproof: You are unable to be Psychic Seance: You may Aura of Chaos: If a creature
Cursed. If you are already Cursed, consume a Component to would target you with a harmful
you may remove the curse. commune with idle spirits in spell or ability roll 1d6. On a 4-6,
This ability does not extend to the Place Betwixt, receiving an that creature suffers a Miscast
your equipment. answer to a single question that result on a tier equal to the result
you ask them in the form of a of a 1d4 die roll.
vision. Then, make a DC 9 OCC
save. If you fail, you gain 1 point
of Corruption.
Tier 3 Monstrous Mimicry: You may Abhorromancy: You can grow Forceful Invocation: When
target a monster you see who is various eldritch body parts at you cast a spell you may choose
not a Construct or Humanoid will, such as tentacles, eyes, or to invoke an Invocation from
and has an Ability with either teeth. The tentacles cannot make any of your Trinkets. If you
a CD or a Recharge, and make attacks and have a range of 10 ft, do, you immediately suffer
an OCC check versus twice their and the teeth deal 1d4 (melee, a Tier 2 Miscast unless a
level. If you succeed you may Natural, S) damage. You can grow Component was used.
immediately replace a spell up to half of your OCC Modifier
within a trinket you own with of appendages at a time, and you
one of their abilities. If the have Full Proficiency with Natural
ability has a Recharge, then it weapon attacks (bite, claw, etc).
becomes CD 4+ (x2).
Tier 4 Curse of Sacrifice: You learn the Doom: You learn the spell Tainted Trinkets: One spell
spell Curse of Sacrifice: CD 6+ Doom: CD 6+ (x3): You doom a of your choice per trinket is
(x2): As a reaction the cursed target target within 60 ft of you that you designated to be able to be
can be forced to suffer the damage can see with a countdown to their cast without needing to roll.
that another creature would take demise. Starting on “3” when you This extends to any further
instead, after which the curse ends. cast it and decreasing by 1 with each trinkets you acquire.
This spell does not need to be subsequent cast of this spell on the
stored inside an Occult Trinket. target. When this counter reaches
“0”, the target drops to 0 hit points. If
this spell is removed in the manner of
a Dispel or curse-removing ability, or
you fall Unconscious, the counter is
removed and must restart at “3”.

General
Occult Adept: Replace one of your spells with a spell of your choice CD 3+ or lower on the Occult spell list. (Your
starting spells are kept within your Occult Trinket you receive on pg. 72, with Occult spells from pg. 96).

53
Duelist
True mastery of combat takes a careful study of weapons, and true mastery of weapons takes long practice. A
duelist makes combat an art, and leverages their skills as a soldier, a trainer, or a hired blade. Some fight for
personal agendas and some for money, but all have great finesse, discipline, and a pride for their careful craft.
Ambition often leads them to dangerous challenges which they face with poise. They are deadly with nearly any
weapon in their hands, and terribly foe to face in one-on-one duels.

PWR +1 WEAPONS 2 separate Light Weapons, or Medium Weapon and Shield


FIN +1 EQUIPMENT Minimal-Light, Hat-Helmet
INS 0 SKILLS Combat Stunts, Dueling, Martial Practices
CHM 0 HOMELAND Frogland, Three Kingdoms, Crosswind Vale
ARC −1 Main Stat Power or Finesse
OCC −1 Starting Ability Bladestudy: When wielding a weapon that does Slashing/Stabbing
LCK +1 (S) damage, you may use Finesse instead of Power when attacking.

54
Duelist
Arms Chivalry Regiment
Tier 1 Well-Armed: Every even- Lunge: Your movement speed Inspiring Strike: Exploding
numbered weapon you have does increases by 10 ft. Moving at least your dice in an attack grants you
not take up Inventory space, 10 ft in a round increases your one extra reaction before the start
and is considered a Free Item weapon damage by 1 dice till the of your next turn.
(if you would have no weapons end of the round.
in your Inventory, and obtain a
single weapon, that weapon is
considered “1”).
Tier 2 Dual-Wielder: When wielding Flourish: You may perform Guarded Displacement: You can
two light weapons you do not lose stunts as a reaction that would move without provoking Attacks
Dodge or the attack bonus while use your melee weapon in a way of Opportunity.
making your attacks. that does not deal damage, such
If you already have Proficiency as tripping, snaring, or using it
in Dual-Wielding you may as leverage. If the stunt would be
select another Ability in response to an attack, such as a
from this Tier. Parry, the DC is equal to the result
of the opponent’s attack roll.
Tier 3 Weaponstudy: Your Riposte: As a reaction you Pinpoint: Exploding your dice
Bladestudy ability extends to all can make an attack against an in an attack against a creature
melee weapons. attacker. If you have the parried renders them unable to take
the target as a part of the Flourish reactions until the start of their
In addition to this, gain ability, or a Shield deflection, next turn, and the damage from
Full Proficiency: Any one you may use this as a part of your attack ignores DR.
weapon of choice. that reaction.
Tier 4 Whirlwind: You are able to Finishing Blow: Once per Cross-Slash: If an ally makes
make a melee attack against each combat, you may gain additional an attack against a target within
target within range of your melee damage dice on a successful attack 20 ft, you may use your reaction
weapon, using a single attack roll. equal to the number of Rounds to move to their target if you are
you have spent in that combat. able and make a melee attack.

General
Full Weapon Proficiency: Swords

55
Merchant
Myriad is full of magic items and treasure just waiting to be found–and turned into profit! Merchants comb
through the trinkets from dungeons and know just where to sell them. Though fragile in combat, they are well
networked and street smart, often well traveled and rich in resources. Merchants have huge packs to carry as much
as they can out of any dungeon. Others turn to them when they need any supplies. Merchants understand the value
of a little scouring and bravery. With a little scrutiny, nothing is ever too expensive or too out of reach.

PWR −3 WEAPONS Light, Ranged


FIN +1 EQUIPMENT Minimal, Hat
INS 0 SKILLS Bartering, locating alchemical reagents, determining an object’s worth
CHM +1 HOMELAND Yes
ARC 0 Main Stat Finesse or Luck
OCC 0 Starting Ability Well-Traveled: When making your character, roll for 3 additional
LCK +2 starting items on any of the tables (you do not gain proficiencies, and
only one may be a magical item). In addition to this, permanently gain
3 additional Inventory Slots.

56
Merchant
Alchemy Coin Antiquarian
Tier 1 Throw: Items you carry have Take Cover!: You have an Eye for Antiquity: You are able
an effective range of 30 ft, as uncanny ability to avoid missiles, to add your FIN Modifier to
long as you have line of sight projectiles, and Area of Effects, any INS check.
on the target. and can use your reaction to not
be affected by them.
Tier 2 Home Alchemy: Learn two Weighted Dice: Reroll 1’s Strong Back: Your carrying
Item or Potion Recipes of your once during any roll. You capacity is doubled.
choice (pg. 118). may reroll any number of 1’s
using this method.
Tier 3 Scrounger: When you use an Merchant’s Guild: You become Check Your Pockets: As an
item that would be consumed a member of a merchant’s guild, action you may permanently
or removed from your Inventory learning of any secret city routes, decrease your Luck Score by
(such as a potion, or Component) underbellies, black markets 1 to produce a single small
roll 1d4. On a 4, it turns out and so forth. mundane item.
you had an extra, and you The cost of all purchases is
do not remove the item from decreased by your Character Level
your Inventory. to a minimum of 1.
In addition to this you become
Skilled in detecting hidden traps,
items, or passages.
Tier 4 Transmutagen: You learn the Blood Money: You can choose Crown Toss: As an action you
Potion Recipe Transmutagen: to sacrifice Crowns instead of can throw up to your level of d10
When a creature is affected by this taking damage, losing twice as of Crowns as a ranged attack,
potion, they suffer the effect of a many Crowns as the damage you dealing 1 damage per Crown.
Curse of your choice (pg. 124). would have taken. Each d10 die is subject to the
target’s DR, and all weaponized
Crowns are lost.

General
Full Weapon Proficiency: Guns

57
Thief
In the flash and flair of Myriad, the Thief is most at home sneaking through the shadows. They find quick, quiet
ways to solve problems, like hiding to avoid conflict altogether or striking from behind. Thieves are often the
fastest out of trouble but the first to the prize. They are daring and resourceful but unlikely to meet an enemy head-
on as they are particularly adept at getting out of reach and out of sight. Others may find their skulking, stabbing,
and stealing hard to trust, but no one can deny that life is a little easier with a thief on your side.

PWR −3 WEAPONS Light, Ranged


FIN +2 EQUIPMENT Minimal-Light, Hat
INS 0 SKILLS Acrobatics, Sneaking, Pickpocketing, Lock-Picking
CHM 0 HOMELAND Three Kingdoms, Gobani, Forcosia
ARC 0 Main Stat Finesse
OCC 0 Starting Ability Toolbelt: You learn 2 Item Recipes of your choice (pg. 117).
LCK +2

58
Thief
Assassination Cutpurse Mastermind
Tier 1 Knife In the Dark: Roll one Cat Burglar: You gain a climb Hard to Catch: You may
extra damage dice when dealing speed of 10 ft. permanently decrease your
damage to an enemy who does In addition to this, when Luck Score by 1 in order to
not see you, or who does not rolling for an Alleyway encounter automatically succeed a FIN check
know your location. with you present during Urban or saving throw. You may choose
Exploration (pg. 182), roll twice to use this ability after the roll
and take the most beneficial has been made, but not before
result. You cannot gain Notoriety you know the outcome.
in an Alleyway.
Tier 2 Hide: You may become Hidden at Backstep: If you are wearing Meticulous Planning: Whenever
the end of your turn as a bonus minimal or light armor, you can you complete a Personal Quest,
action, rather than an action. To move 5 ft as a reaction without if you do not choose to increase
become Hidden, you must break provoking attacks of opportunity. a Stat Score with the reward,
line of sight, using half cover This can be used to move out of increase your Luck Score by 1.
as full cover. creature’s weapon range.
Tier 3 Blindsense: You know the Gutter Fighter: You can use Toxicity: You learn how to craft a
location of creatures within your reaction to perform Stunts Poison Recipe of your choice (pg.
30 ft of you, and do not suffer that would allow you to disrupt 116), and do not need to make
penalties against creatures you a target who is performing a FIN check to apply poison to
cannot see within this range. an action, such as muffling a your weapons.
spellcaster or throwing small
objects in an opponent’s eyes that
would render them Blinded until
the end of their turn.
Tier 4 Otherworldly Occlusion: You Riddle with Holes: You can Contingency Plan: You may
become so stealthy that once throw three items instead of one permanently decrease your Luck
Hidden, you slip out of this as an attack action. Score by 2 as an action in order to
plane of existence and become choose a Contingency Plan:
undetectable and Ephemeral until
taking an action. Inside Job: One nearby intelligent
creature was an ally the whole time.
In addition to this, your Critical Timed Explosion: A 50 ft
Range against creatures that cube of material within 200 ft
cannot see you is increased to 2. explodes into rubble.
Getaway: A horse and cart, private
zepplin, secret tunnel, or whatever
you need to get away becomes
imediately available to you.

The full extent of the Contingency


Plan is at the GM's discretion.

General
Full Weapon Proficiency: Daggers

59
Performer
Stage magic takes on new meaning in Myriad where the most adept and eye-catching can enthrall a monster as
easily as they can captivate a crowd. They can cause a riot or a rout, motivate an attack or retreat, insult with grace
or flatter with sharpened teeth. They love the spotlight, whether they’re standing on a stage or returning from a
dungeon crowned in new treasures. Their flashy combat style can manipulate a battlefield to their advantage. At the
end of a long day on the road, their companions will find that a little bit of music is always nice.

PWR −2 WEAPONS Light Weapon, Ranged Weapon


FIN +1 EQUIPMENT Minimal, Hat, Instrument of choice
INS 0 SKILLS Persuasion, Deception, Diplomacy, Performing
CHM +2 HOMELAND Frogland, Three Kingdoms, Crosswind Vale
ARC 0 Main Stat Charm
OCC −1 Starting Ability Natural Talent: You become Skilled in one general skill of your choice
LCK +1 that is not naturally included in the Performer Job (for examples or
inspiration, look at the skills of the other Jobs).
60
Performer
Begins with two Performances of your choice from one school (pg. 112).
Façade Ringmaster Ballad
Tier 1 Subtle Performance: You may Silverstep: Gain a bonus to Auxiliary Amplification:
choose to target only a single Dodge equal to your CHM Performances that rely on sound
creature with a Performance Modifier when Performing. (Instrumental, Vocal) have an
instead of a larger audience if the additional range of 10 ft.
Performance would call for it. If
you do, your Performance is only
able to be witnessed or detected
by the targeted creature.
Tier 2 Enthralling Dance: Dance Juggler: Add CHM to FIN attack Inspiring Performance: A
performances have an additional rolls when throwing items, and to number of targets up to your
range of 10 ft, and targets within FIN checks and saving throws. CHM Modifier within 10 ft regain
range of your dances cannot a use of their reaction when you
take reactions. finish a Performance.
Tier 3 Theater of the Mind: As part of Dramatic Entrance: Increase Solo: If there are no allies
a Theater Performance you can your Critical Range by 1 against within 20 ft of you, then your
create solid illusory actors that act creatures who have not taken Critical Range is increased by 1
alongside you that last until the their turn in the round. against targets.
Performance ends.
Tier 4 Flattering Imitation: Gain Stick the Landing: Whenever Whirling Dervish: You can
an extra dice when taking the you successfully perform a Stunt, make an attack as a reaction
same action as the target from you may automatically perform while performing.
the previous turn (such as and succeed an additional Stunt
attacking with a melee weapon, as a bonus action.
making a skill check, casting a
spell, or so on).

General
Triple Threat: Learn an additional Performance of your choice from any school.

61
Hedgewitch
In a world full of mystery and strangeness, you will never find a person more grounded than a hedgewitch.
These practical people are as well acquainted with plant, earth, and magic alike as if it were a tapestry they wove
themselves. They know where they fit in the fabric of life, and how to pull the strings. They pull miracles out of
their own gardens and talk sense so solid that they can convince even rocks to bend their stubborn wills. People
less rooted in their own world will naturally make space for hedgewitches and do as they say.

PWR −2 WEAPONS Light-Medium Weapon


FIN 0 EQUIPMENT Minimal-Light, Hat
INS +2 SKILLS Nature Knowledge, Animal Handling
CHM +1 HOMELAND Forcosia, The Great Swamp, Gobani, The Great Tree
ARC −2 Main Stat Insight
OCC 0 Starting Ability Natural Bond: Gain 1 hit point after casting a nature spell if standing
LCK +1 on natural terrain. You are only able to heal up to half of your total
maximum hit points through Natural Bond.

62
Hedgewitch
Begins with two Nature spells of your choice (pg. 108)
Beast Toadstool Moss
Tier 1 Intimidating Presence: Hostile Hedgecraft: Select an additional Tanglestep: You are
Beasts are scared of you, and will not spell from the Nature spell list unimpeded by natural
target you specifically with attacks of CD 3+ or lower (pg. 108).This terrain, including water.
or abilities. Ability can be selected multiple In addition to this, your
times. When you first select movement speed is increased
In addition to this, you become this ability you become able to by 15 ft on natural terrain.
Skilled in Intimidation. manifest minor magical effects
in nature at will, such as growing
plants from seeds or causing a
light breeze.
Tier 2 Sign of the Hag: You gain a Familiar Sign of the Mother: You learn Sign of the Maiden: Natural
in the shape of a crow. The crow can any one Food, Potion, or Poison Bond may now affect one
be mentally commanded as a bonus Recipe (pg. 114). This ability can additional creature who is
action regardless of your location, be selected multiple times. also standing on natural
and will follow your command to the terrain within 30 ft. In
best of its ability. When it has been addition to this, when
commanded to perform a task and you consume any potion,
has left your person, it has 1 hit point, you may reduce your
and uses your Luck stat in place of all Corruption score by 2.
other stats. The crow cannot be killed
while on your person. If the crow has
died, it can be brought back to life at
the cost of permanently reducing your
Luck Stat Score by 1.
Tier 3 Witchsight: As an action you may Witch’s Vigor: You are Unwavering: Cannot be
leave your body behind to inhabit the immune to poison damage and unwillingly moved from your
mind of a beast you can see, slightly being Poisoned. position while conscious,
urging its actions and seeing/hearing and you are immune to
through its senses. In addition to being Frightened.
this, animals can always understand
what you are saying.
Tier 4 Child of Ghal: Nature spells that Child of Anura: The Miscast Tier Witch’s Aura: The odds of
reference animals or Beasts in any of your spells are decreased by 2 getting an Ambush! result
manner can be cast at will (without when standing on natural terrain, that may occur during
needing to roll to cast). and can be completely negated if Camp Actions do not grow
this would reduce it below Tier 1. larger when it is ignored.
In addition to this, Natural
Bond affects all creatures
in 10 ft who are also on
natural terrain.

General
Dark Omens: Increase your Luck Score by 2, up to a maximum Score of 12, and gain 1 point of Corruption (pg.
122). This ability can be selected multiple times.

63
Sage
Some in Myriad have devoted their lives to understanding the subtle workings of the Goddess and honoring Her
aspects (pg. 149). These are sages, lorekeepers who study the light of Order through ancient manuscripts. They
evoke Her power by reciting long-lost passages of miracles, keeping, preserving, saving and restoring. Sages travel
to spread wisdom amidst the various denizens of Myriad, keeping her light burning wherever they go. Those
around them find that the softly spoken can yet summon a storm.

PWR 0 WEAPONS Light-Medium Weapon, Divine Manuscript


FIN −1 EQUIPMENT Minimal, Hat
INS +2 SKILLS Religion, Healing, Ancient Tomes
CHM 0 HOMELAND Luxion, Three Kingdoms, Forcosia
ARC −1 Main Stat Insight
OCC −1 Starting Ability Chant: As an action remove poison and the Poisoned condition, or the
LCK 0 Silenced, Blinded, and Deafened conditions from an ally in 5 ft.

64
Sage
Thaumaturge Mediator Keeper
Tier 1 Forsake the Grave: Targets Soft Spoken: Your words have Lorekeeper: You become Skilled
healed by you cannot drop below a soothing effect on humanoids in History and the lore of the
1 hit point on that round. and animals, allowing you to add land, knowing stories of odd
INS to CHM checks. locations, items, and creatures.
Tier 2 Exorcise: You become able to Unbreakable Will: You are Sunspeaker: Undead creatures
expel magical influence and Skilled at resisting Charm, Fear, within 30 ft are repelled by you
magical mind-altering effects Stun, and Silence effects. If there when Channeling or Charging a
from a target such as the Charmed, would be no Saving Throw, your spell, using their movement to
Frightened, or Stunned conditions Score is considered doubled for move past 30 ft from you.
with your Chant ability. the purpose of resisting the effect. In addition to this, your magic
In addition to this, your refuels light sources - magical
healing magic deals double or non-magical.
damage to Undead creatures.
Tier 3 Healer’s Touch: If you have a Boast: Your Chant ability has a Starseeker: You gain the Camp
healing pool of energy, double it. 30 ft range and can be performed Action Stargaze: to gain two
as a bonus action. Portents: Whenever a creature
that you can see would make a
dice roll using a Stat Modifier
(including spellcasting) you may
consume the Portent to substitute
the Modifier of the target you can
see with their own, or your own
LCK Modifier instead. A Portent
can only be used within 24 hours
of obtaining it, and is recorded on
your character sheet.
Tier 4 Miracle: When your dice Voice of Divinity: Your Moonweaver: Divine spells
explode, they instead add a spellcasting is uninterruptible, cast at night or underneath a
number of dice equal to your and you can’t be Silenced. night sky or moonlight have
positive Luck Modifier, that double the effect.
do not explode.

General
Sagastic Arts: Replace one of your spells with a spell of your choice CD 3+ or lower on the Divine spell list. (Your
starting spells are kept within your Divine Manuscript you receive on pg. 73, with Divine spells from pg. 103).

65
Nomad
Rarely seen, Nomads carry shards and
memories of the previous cycles of Myriad, just
as the land itself does. They are mysterious
wanderers, always in search of the memories
they carry, driven by the nostalgia for a place
they’ve never known. Difficult travels make
nomads resilient fighters, even without
weapons. Nomads balance between yearning
homeward or an intense wandering. In the
heat of battle, they harness those memories
of anguish or home into devastating force or
protective calm. But they will always be a little
out of place, a little lost in a world that has
forgotten them.

PWR +1 WEAPONS Light-Medium


FIN +1 EQUIPMENT Minimal, Hat
INS +1 SKILLS History, Acrobatics, Knowledge of Ruins, Nomadism
CHM 0 HOMELAND Anywhere (Nowhere?)
ARC −2 Main Stat Power/Finesse
OCC -1 Starting Ability Homeward: The Nomad exists in one of two states of being: the
LCK 0 Homeward state, and the Wandering state. Once per turn during
combat or a skill check should your dice explode at any point you
may choose to change from one state to the other before you resolve
the effects of the roll. If you are Homeward: Gain DR −2. If you are
Wandering: You deal double your damage rolls, but receive double the
damage from physical (Bludgeoning/Slashing and Stabbing) sources.

66
Nomad
Path Pain Memory
Tier 1 Heightened Awareness: Gain a Knockback: Exploding your Self Preservation: You gain Full
blindsense of 30 ft, detecting all dice in a melee attack against a Proficiency: Unarmed Strikes
creatures including those who are creature, pushes them 15 ft away and Improvised Weapons,
invisible and flying. from you (they do not provoke an and they count as 1d4 light
Attack of Opportunity). weapon attacks.
Tier 2 Traveller’s Fortitude: You Wandering Strike: While Comforting Memory:
become immune to poison and Wandering, if you explode your While Homeward, you are
negative weather effects. In dice against a creature in a melee immune to the Charmed and
addition to this, you succeed attack, they must make a PWR vs Frightened conditions.
your Last Breath roll on a 4+, PWR save or be Stunned until the
rather than 5+. end of their next turn.
Tier 3 Like the Wind: While Cascade: When you choose Try to Recall: Learn one
Homeward, you do not provoke to enter Wandering during Recipe of your choice (pg. 116).
attacks of opportunity, and you an attack, you may make an This ability can be selected
cannot have your movement additional attack that turn. multiple times.
restricted. In addition to this,
as an action you can become an
invisible wind until you attack or
the end of your next turn.
Tier 4 Cloudstep: You are able to Ascetic Abandon: At the start of Painful Memory: While
run up walls freely up to your the day, for every Item Slot (out of Wandering, increase your Critical
total movement on your turn. 10+PWR) not being used you gain Range against targets by 1.
In addition to this, you have a one Portent: You may substitute the
slowfall of 60 ft, falling at a rate Modifier of a target you can see with
of 10 ft per round and reducing all their own, or your own LCK Modifier
fall damage within that distance. when a skill check, saving throw,
attack, or spell casting roll is going to
be made. A Portent can only be used
within 24 hours of obtaining it, and
are recorded on your character sheet.

If you receive any additional


items, you lose one Portent.

67
Equipment Special Weapon Properties
Weapons may have various properties and rules
In Myriad, what you carry is important! You can tell a
lot about a character based on what they have on them, regarding how they are recorded on the character sheet,
and it is important that these items are helpful and or how they may be used.
personal to both the player and character alike. The Bent, Poorly Repaired, and Rusty are weapons
equipment is designed to give you an in-game, flavorful that are worse for wear, and indicate a penalty to the
and unique outcome for each character you roll - from damage that it deals (either −1, −2 to the result of the
cracked blades of bone to slimy hammers made out of damage roll). Weapons that reach a −3 penalty can be
stars, or colorful ponchos to a bucket with eyeholes. If thrown to deal double the damage (pg. 23).
you don’t come out looking exactly how you’d hoped, • Damage Types for weapons are either Stabbing/
then keep an eye out for equipment later in the game Slashing, or Bludgeoning, and are represented by
and tread out into the world. (S) and (B) respectively.
• Reach weapons have an extra 5 ft of range, and
Rolling for Equipment attacks can be made in this range.
• Dual-Wielding two weapons allows you to add
You roll for your equipment based on your job. For
each relevant column in the charts below, roll a d20 (or an additional dice for your damage during your
multiple).This will give you equipment, an Adjective, attack, but your Dodge has a maximum of 8, and
and Description. (Seriously, don’t forget these two - they you cannot use your positive Power or Finesse
are the best part!) Modifiers when making attacks. If you begin
The type of weapon you roll is the only weapon with the Dual weapon proficiency, or gain it later
type you are proficient in (including if your starting through your Job, then you ignore these penalties.
weapon includes two types such as the Urumi), and • Guns used black powder and a flintlock design.
not all weapons marked Light, Medium, and so on. If They are crude, and require your entire reaction
you use a weapon you are not proficient in, you must to reload, but the damage they deal ignores DR.
roll with Disadvantage (pg. 11). The various weapon • Shields offer no DR on their own, but can be used
types are; dagger, fist, whip, axe, flail, sword, hammer, as a reaction to increase your DR by −2. This is
polearm, scythe, bow, gun, and thrown (you can only known as a shield deflection.
become proficient in Dual weapons when you first roll • Finesse weapons indicate that the attack roll is
for your equipment, or if you select the Duelist Job). made using a character’s FIN Modifier, and not
You are proficient in all armors mentioned by your Job, their PWR. These include all ranged weapons,
regardless of what you start with. and weapons tagged “Finesse”.
If, in your weapons or equipment for your job, you More information about special weapon rules are
see a “-” between types (for example, Weapons: Light- found previously on pg. 22.
Medium) Then you first roll to see which of these lists
you roll on. In this example, you put it to evens/odds on
a dice. Then based on the result, you roll a d20 for the
How Do I Record My Equipment?
Item Capacity is equal to your PWR Modifier + 10. Item
Weapon, Adjective, and Description. capacity is an important aspect of balance to the game,
You cannot wear an armor type (light, medium, so things like ranged weapon ammo, spell items, and
heavy, shield) that you are not proficient in, but can supplies must be included. What your character decides
potentially gain those proficiencies later. Starting to carry says a lot about who they are!
helmets do not offer protection in-game and can be
worn without proficiency. • Do they come prepared for every adventure, with
candles, rope, torches, or food?
• Or do they come armed to the teeth, with a
weapon for any enemy?
• Maybe they wish to adorn themselves in occult
trinkets and baubles for protection?

68
The following are rules regarding how to store your • Clothing items and armor do not take up an
equipment in your Inventory Slots: inventory slot as long as you are proficient in that
• Small items can be “stacked” together in an armor, and are recorded on your character sheet
item slot, up to 10, or 30 for ammunition. (Small in head, shoulders, torso, back, legs, or feet. Small
items would be things like caltrops, candles, accessories such as gloves or necklaces that can
rations, and so on) be recorded alongside larger clothing items in the
• Tiny items, such as a single piece of chalk is kept torso and head spaces respectively.
as a Free Item, and does not take up inventory • Weapons and Magical Items take up an
space unless stacked inventory slot.
• Heavy Weapons take up two inventory slots.
• Ammunition for a ranged weapon takes up
an item slot.
Job Equipment Quicklist
Job Weapon Equipment Magic Item
Scholar Light-Medium Minimal, Hat Arcane Focus
Hunter Light, Ranged Minimal-Medium, Hat None
Marauder Medium-Heavy All*, Helmet None
Occultist Light-Medium Minimal-Light, Hat Occult Trinket
Duelist 2 Light or 1 Medium, Shield Minimal-Light, Hat-Helmet None
Merchant Light, Ranged Minimal, Hat Only with Well-Traveled
Thief Light, Ranged Minimal-Light, Hat None
Performer Light, Ranged Minimal, Hat 2 Performances, Instrument of choice
Hedgewitch Light-Medium Minimal-Light, Hat 2 Nature spells (stored to memory)
Sage Light-Medium Minimal, Hat Divine Manuscript
Nomad Light-Medium Minimal, Hat None
*you will only be able to roll up to Medium armor when making a character, but retain the proficiency to wear all armor
Adventuring Gear
Roll twice on the Adventuring Gear, and once on the General and Small Gears
1. Rope, 50 ft 6. Hammer 11. Padlock 16. Pole, 10 ft
2. Crowbar 7. Waterskin 12. Torches, 5 17. Chalk, 10
3. Tinderbox 8. Lantern 13. Chain, 10 ft 18. Sack
4. Grap. hook 9. Candles, 5 14. Manacles 19. Tent
5. Pitons, 10 10. Lamp oil 15. Mirror 20. Spikes, 5
General Gear
1. Bolas (pg. 118) 6. Saw 11. Fish. rod 16. Net
2. Bear trap 7. Bucket 12. Marbles 17. Tongs
3. Shovel 8. Caltrops 13. Glue 18. Lockpicks
4. Giant Fan 9. Chisel 14. Pick 19. Metal file
5. Grease 10. Drill 15. Hourglass 20. Nails
Small Gear
1. Incense (component) 6. Bottle 11. Fake jewels 16. Face paint
2. Sponge 7. Soap 12. Blank book 17. Whistle
3. Health Potion 8. Spyglass 13. Card deck 18. Instrument
4. Wind-up Bird 9. Tar pot 14. Dice set 19. Quill & Ink
5. Horn 10. Twine 15. Cook pots 20. Small bell

69
Weapons
Roll for an Adjective, a Weapon, and a Description
Weapon Adjective
1. Poorly Repaired…(−2) 6. Bent…(−1) 11. Rusty…(−1) 16. Vibrating...
2. Bloody... 7. Frost-Rimed... 12. Smoldering... 17. Crackling ...
3. Slimey... 8. Gilded... 13. Cracked…(−1) 18. Jagged...
4. Crudely Fashioned…(−1) 9. Dragon-emblazoned... 14. Opalescent... 19. Lucky (+1 Critical
Range)...
5. Rune Covered... 10. Misty... 15. Whispering... 20. Oversized (Increase
Damage type by 1 dice up
to 1d12)...
Light Weapons — 1d4
1. Kris Knife (dagger, S) 6. Mail Breaker (dagger, S) 11. Cudgel (hammer, B) 16. Haladie (fist/dagger, S)
2. Brick on a Rope (flail, B) 7. Mambele (dagger, S) 12. Whip (finesse, reach, S) 17. Claw Blades (fist, dual
- start with dual weapon
proficiency, S)
3. Kukri (dagger, S) 8. Sickle (dagger/scythe, S) 13. Cat-o-Nine-Tails 18. Hand Axe (S)
(flail, S)
4. Kunai (dagger, 9. Hooked Pike (polearm, 14. War Pick (hammer, S) 19. Shotel (sword, S)
thrown, S) reach, S)
5. Katar (dagger, S) 10. Light Mace 15. Light Hammer (S) 20. Sylvan Twindaggers
(hammer, B) (dual - start with dual
weapon proficiency, S)
Medium Weapons — 1d8
1. Crowbill (hammer, S/B) 6. Scimitar (sword, S) 11. Scythe (S) 16. Brigand Axe (S)
2. Falchion (sword, S) 7. Curved Battle Axe (S) 12. Longsword (S) 17. Club (hammer, B)
3. Epee (sword, S) 8. Estoc (sword, S) 13. Urumi (whip/sword, S) 18. Dual Axes (dual -
start with dual weapon
proficiency, S)
4. Morningstar (hammer/ 9. Shovel (Axe, S) 14. Ikakalaka (sword, S) 19. Katana (sword, S)
flail, B)
5. Light Flail (B) 10. Halberd (polearm, 15. Chain Whip (S) 20. Dual Hammers (dual
reach, S) - start with dual weapon
proficiency, B)
Heavy Weapons — 1d12, takes up two item slots
1. Glaive (polearm, reach, S) 5. Greataxe (S) 9. Swordstaff (sword, polearm, S)
2. Flamberge (sword, S) 6. Ōdachi (sword, reach, S) 10. Great Machete (Dagger, S)
3. Claymore (sword, reach, S) 7. Executioner’s Sword (S) 11-20. 1h Medium w/ Shield (as a
4. Heavy Flail (B) 8. Giant’s Hammer (B) reaction add −2 to your DR that is
cumulative with armor)

70
Ranged Weapons — 1d8, +30 ammo
1. Throwing Knives (thrown, 5. Throwing Hammers (hammer, 9. Flintlock Pistol (ignores DR,
daggers, S) thrown, B) reaction to reload, S)
2. Hunter’s Longbow (bow, S) 6. Badland Shortbow (S) 10. Chakram (thrown, S)
3. Wrist-Mounted Crossbow (bow, S) 7. Javelins (polearm, thrown, S) 11. Shuriken (thrown)
4. Boomerang (returns if you miss, 8. Greatbow (can use PWR instead of 12. Throwing Axes (thrown, S)
thrown, B) FIN to attack, S)
GM’s Note: For simplicity’s sake, all ranged weapons are considered to be medium sized, dealing 1d8 damage. If you
find this tonally dissonant, you may instead consider some thrown weapons to be light sized, and others medium,
allowing them to stack in a character’s Inventory up to 30 and 10, respectively (for example, Shuriken dealing 1d4
and stacking up to 30, versus Throwing Axes dealing 1d8 and stacking up to 10).

Weapon Description
1. ... covered in leaves 6. ...with an 11. ...that leaves a trail of 16. ...coated in poison (+1
encrusted gem glowing butterflies poison)
2. ...made of onyx 7. ...that drips a 12. ...Of Bleeding (+1 dmg) 17. ...covered in magic
mysterious liquid bandages
3. …that becomes tattoos 8. ...with an eye that 13. ...made of void and 18. ...that glows around
when not in use occasionally looks around stars the undead
4. …that glows faintly in 9. ...made of bone and 14. ...that leaves a trail of 19. ...of Freezing (+1 cold
the dark tentacle arcane smoke damage)
5. ... that has many odd 10. ...covered in cobwebs 15. ...with an intricate 20. ...inscribed with tales
trinkets attached moving coiled snake of miracles
design

71
Magic Items
Roll for the magic item, and an appropriate description
Arcane Focus
1. Chipped Orb 6. Seven foot staff 11. Orb that vibrates in 16. Wand shaped like a
response to noise snake
2. Wand of questionable 7. Wand that teleports back 12. Perpetually sandy and 17. Astrolabe Orb
origin to you damp staff
3. Smoldering staff 8. Staff styled with a 13. A two-headed wand 18. Wand impaling an
bird’s head twisting around itself eyeball
4. Unwieldy orb 9. Misty Orb that floats on 14. Crackling Orb 19. Staff Holding a Lantern
its own
5. Slimy wand 10. Staff with slowly 15. A staff always 20. Wand that glows with
shifting runes surrounded in magic a harmless blue flame
butterflies
Foci Description
After choosing an Arcane Foci, roll for 3 random spells on the Arcane spell list (pg. 90)
1. Made of unmelting ice 6. Engraved with swirling 11. With a floating, 16. With orbiting motes of
patterns burning eye starlight
2. Covered with bird 7. With geometric designs 12. Made of onyx 17. Cracked and sealed
carvings with gold
3. Carved from bone 8. That leaves behind 13. Formed by driftwood 18. With an opalescent
ghostly echoes of itself sheen
4. Made of jade 9. Covered in a growth 14. Made of void and stars 19. With an inset amethyst
of moss
5. Covered in storyboard 10. Made of wrought iron 15. Wrapped in odd 20. Wrapped in rune-
carvings trinkets covered rags
Occult Trinket
1. Skull holding a candle 6. Small needle-filled doll 11. Shriveled hand with an 16. Cracked teapot
eye in the palm
2. Ornamental Sacrificial 7. Frog skeleton on a stick 12. Candelabra that ignites 17. Gyrating geometric
Dagger on command puzzle shape on a necklace
3. Crow skulls leashed 8. Oil lamp that never runs 13. Handheld Lantern 18. Shell of a sea creature
together out of oil
4. A large crystallized 9. Lock-bound tome 14. Intricately carved 19. Scarecrow fashioned
monster eye Music box into a staff
5. Necklace of small 10. Chain-held Censer 15. A haunting mask 20. Creepy Marionette
animal bones

72
Trinket Description
After choosing an Occult Trinket, roll for 2 random spells on the Occult spell list, and 1 Invocation (pg. 96, 111)
1. Stained with fresh blood 6. Made of void and stars 11. Flecked with moss 16. Etched with intricate
golden designs
2. Bound in hempen rope 7. Encrusted with semi- 12. That can not be looked 17. That screams distantly
precious stones at directly within
3. Bound in hair 8. That whispers 13. Inset with an eye that 18. That twitches
unintelligibly occasionally blinks occasionally
4. Covered in dark runes 9. Orbited by small ghostly 14. That floats on its own 19. That leaves a floating
sea creatures trail of inky liquid
5. Made of onyx 10. Covered in frost 15. Covered in rust and 20. Made of clockwork
verdigris
Divine Manuscript
Once per day the manuscript becomes empowered with divine energy, and the charge can be consumed for the
purposes of spellcasting as a Component
1. Papyrus Scroll 6. Gilded Book 11. Broken Porcelain Urn 16. Broken Manacles
2. Carved Ivory Cards 7. Engraved Locket 12. Heavy Metal Bangles 17. Nautical Chart of an
Unknown Sea
3. Weathered Sundial 8. Stone Wheel 13. Embroidered Silken 18. Brass Cog
Sheet
4. Square of Tattooed 9. Weathered Leather- 14. Oaken Staff Wrapped 19. Shell of a Sea Creature
Leather bound Hymnal in Bandages
5. Glassy Orb 10. Magic ink bound to 15. Draconic Knucklebones 20. Prayer Beads
your body
Manuscript Description
After choosing a Divine Manuscript, roll for 2 random spells on the Divine spell list. When you discover more
Divine Manuscripts, they are instead added to your own and does not take up additional item slots (see Magic,
and pg. 103)
1. With text written in 6. That grows flowers 11. That emmenates the 16. With text that floats
blood when charged sound of waves while nearby
reciting
2. With text that glows in 7. That leaves a trail of holy 12. That swirls with divine 17. Held together with gold
moonlight light light while charged
3. Bound in Gold Chains 8. That glows with pale 13. That always finds its 18. With constantly
blue light when reciting way back to its owner dripping text
verses
4. With shifting scripture 9. Overgrown with moss 14. That faintly 19. That releases a down of
emmenates music while feathers after reciting
reciting
5. With whispering text 10. That shimmers 15. That whips up wind 20. That fractures and
iridescently while reciting reforms while reciting

73
ARMOR
You are proficient in all armors mentioned by your Job, regardless of what you start with!

Hats
1. Pointed And Tattered 6. Cloth Head Wrap 11. A Large Mushroom 16. Draconic Skull
Witch Hat With A
Wide Brim
2. A Hat Made Out Of A 7. Silver Circlet 12. Animal Pelt 17. Birdcage
Giant Leaf
3. A Mask With Eight Eyes 8. Cloth Veil With A 13. Burlap Sack With 18. Thief’s Mask
Painted Eye Eyeholes
4. A Jester’s Hat 9. Painted Tengai 14. Massive Snail Shell 19. Tall Conical Headwrap
5. The Bell of a Tuba 10. Sage’s Tall Cowl 15. Stitched Mascot Head 20. Feathered Cowl

74
Helmets
1. Rusted Pot With Eye 6. Pointed Helm With 11. Beetle Helm 16. Wolf-Pelt Helm
Holes Aventail
2. A Bucket With One 7. Dented Sallet 12. Conical Cloth And 17. Great Helm With A
Eye Hole Brass Helm Bullhorn Crest
3. Fencing Mask And Hood 8. Maratha Helmet 13. Froggy Steel Helmet 18. Steel Burial Mask
4. Gladiator Helm 9. Scratched Kabuto 14. Owl Helm 19. Pointed Iron Crown
5. Brass Sallet 10. Helmet Shaped Like 15. Grey Feathered 20. Horned White Mask
A Fish Steel Helm
Minimal Armor
(offers no DR, but looks cool and can still be sacrificed to prevent damage)
1. Arcane Body Tattoos 6. A Literal Fishnet 11. Owl Feather Shawl 16. Velvet Cape With
Covered In Baubles Swirling Patterns
2. Hand-Me-Down Wizard 7. Long-Sleeved Silken 12. Geo-Cargo Pants With 17. Muddy Overalls Tied At
Robes Covered In Arcane Shirt With Puffed Sleeves Many Pockets And Belts The Waist With A Single
Symbols Massive Belt
3. Random Pelts 8. Sun And Moon 13. Bishop Sleeved Shirt 18. Chest Harness
Connected With Bone And Pendants And Large Gloves Connected To Horned
Twine Shoulderguards
4. Fine Royal Silken Shawl 9. Steel Collar Attached To 14. Tight Gossamer Robes 19. Arcane Body Paint
And Mantle A Bone Mantle
5. Stained Cowl Neck Coat 10. An Enormous Colorful 15. Tall Leather Boots With 20. Gold Piercings
With Scale Sleeves Poncho Garters Attached To Jewelry Across
The Body
Light Armor (−2 DR)
1. Coat-Of-One- 6. Woven Leather Vest 11. Cropped Jacket And 16. Quilt, Scale, And Cloth
Thousand-Nails And Cowl Pauldrons Patchwork
2. Ornate Pauldrons And 7. Enchanted Snake Scale 12. Spiked Breastplate And 17. Rusted Chain And
Vambraces Shawl Pauldrons Frayed Feather Robes
3. Mirror Armor 8. Enchanted Raven- 13. Woven Steelleaf And 18. Harris Tweed Cloak
Feather Cloak Ironbark Root With Pointed Ends And
Button Neck
4. Blacksmith’s Apron And 9. Wolf-Styled Ring Mail 14. Ornate Swallowtail 19. Lower Robes Made Of
Gloves Coat And Shoulderguard Monster Scales And Eyes
5. A Single Dented 10. Tattered But Colorful 15. Bell Sleeves And Scale 20. A Myriad Of Runed
Shoulder Guard And Brigandine Leg Guards Stones, Quilted Cloth, And
Tattered Cape Scrolls

75
Medium (−3 DR)
1. Rusty Cuirass Held 6. Steel Vambraces 11. Golden Scale Corset 16. Brass dragons that
Together By Belts that ripples and shifts on constantly snake across
its own your body
2. Dented Half-Plate And 7. Tattered Verdigris 12. Shoulderpads with 17. Tattered black plate,
Cloak Half-Scale many curling ram horns covered in briars
3. Tatami Chest Piece 8. Fire-Witch’s Smoldering 13. Rotund Segmented 18. A Mantle of Giant Blue
Robes Plate Cuirass Crab Legs
4. Barnacle-Covered Half 9. Bones Of An Unknown 14. Spherical Ornate 19. Leather overalls and
Plate Beast pauldrons with a single brass leg harness
spike
5. Crocolisk Scale 10. Ornate Chitinous 15. Gladiator’s Kidney Belt 20. Brass Octopus Cuirass
Half-Plate with Furs

76
Shields (−2 DR as a reaction, is cumulative with armor)
1. A round shield bound in 6. A crescent half moon 11. A shield covered in 16. A gilded shield shaped
black leather studded with etched with divine runes glittering scales into spread wings
polished steel diamonds of protection
2. A triangular shield 7. An oval shield carved 12. An hourglass shield 17. A shield fashioned
painted green and into the face of a snarling with a long spine down the from a coffin lid
emblazoned with a black beast middle
sigil
3. A Black Kiteshield 8. A teardrop shield 13. A brass shield shaped 18. A tower shield
wrapped in barbed wire covered in bluish-black like a sun with a screaming fashioned from an oak
ravens’ feathers and chains face in the middle wooden door
4. A round buckler pained 9. A jagged, misshapen 14. A rusted iron shield 19. A round buckler with a
with a red and yellow oval made of steel-tree covered in spikes coiled verdigris snake
checkered pattern bark
5. A shield bound in 10. The shell of a large sea 15. An iron tower shield 20. Mirror Shield
Alligator hide and rimmed creature etched with a scene of a (Reflect: this shield grants
with teeth historic battle the user −5 DR if the
source of damage would be
cold, fire, or lightning)

Instruments* (you may roll for an Adjective and Description if you wish)
1. Lute 6. Double Flute 11. Pan Pipes 16. Bass Recorder
2. Bagpipe 7. War Drums 12. Tin Whistle 17. Balalaika
3. Hurdy-gurdy 8. Accordion 13. Handpan 18. Nyckelharpa
4. Hardanger Fiddle 9. Erhu 14. Banjo 19. Khene
5. Lyre 10. Ocarina 15. Giant Morsing (Jaw 20. Cornett
Harp)
*Feel free to make up or choose whatever instrument you want. Instruments can get absolutely ridiculous
and there is no point in limiting them to a list of 20

77
Personal
Quests

78
When creating a character, you roll for 3 random Personal Quests on the following chart. These are special
achievements within the game that allow you to progress your character outside of leveling up.
Completing a Personal Quest allows you to increase a stat Score by 1, or obtain an ability from your job in a Tier
that you have access to! At the next long rest, you roll for another Personal Quest, carrying 3 with you at all times.
After you level up, you may choose to swap a single Personal Quest of your choice for another random Personal
Quest if you do not feel like it is reasonably obtainable or suitable for your character.
Personal Quests are not for the Game Master to track beyond general awareness, and it is the players’ duty to
keep them in consideration.
D50 Quests 28 Successfully hide from all hostile creatures in the
1 Scare off a group of enemies without same room as you
engaging in combat 29 Disguise yourself as an enemy and
2 Execute an ambush infiltrate their forces
3 Obtain shelter for your group while traveling 30 Obtain 50 Crowns (cp) independently
4 Witness a significant celestial event while 31 Finish a combat on your Last Breath or 1 hit point
exploring, such as a shooting star 32 Encounter or make dealings with a non-
5 Defeat a target at full hit points in one attack hostile monster
6 Decipher a coded, ancient, or hidden message 33 Explode your dice 20 times
7 Disarm or escape five traps 34 Persuade a hostile target into being
8 Distract a crowd for your allies friendly, or helpful
9 Catapult or launch an ally 35 Learn an additional full weapon proficiency
10 Trick two groups into fighting, and 36 Roll double 1’s on an attack, damage, saving
sneaking past them throw, or skill check roll
11 Heal an ally while they are on their last breath 37 Fall 60 ft (can be done in 30 ft increments)
12 Be affected by a miscast, three times 38 Spend 3 consecutive days in the wilderness
13 Have a third-party assist in a dungeon 39 Spend an entire round of combat
14 Clear a dungeon undetected, twice
15 Travel to a tavern in a separate country than the 40 Successfully attack a single enemy 2 times while
one you are currently in remaining unseen
16 Craft three separate items, potions, or 41 Obtain or equip a cursed item
poisons with recipes 42 Gain 5 points of corruption
17 Obtain a point of Corruption, and then cure it 43 Spend 50 cp
18 Survive taking damage while on your last breath 44 Increase a Stat Score of 5 or lower up
19 Prevent an ally from taking damage with your to a Score of 7
reaction, three times 45 Escape capture with your allies
20 Disrupt a spellcaster 46 Defeat a Beast, an Undead, a Monstrous, and a
21 Stop a poison before it runs its course Plant creature
22 Consume 5 potions 47 Ride a Large creature without being thrown off by
23 Witness a Sunshower your next turn
24 Weather a Thunderstorm, Sandstorm, or Blizzard 48 Be fully equipped and have descriptive clothing
while traveling on your head, torso, legs, feet, and hands
25 Discover an ancient ruins or Necropolis 49 Use two consecutive turns to assist an ally in
26 Complete a Combat in one round combat without dealing damage
27 Defeat a target with an improvised weapon 50 Explode your dice while rolling for a Stunt, twice

79
Magic

80
Chaos pools at the bottommost point of the Myriad. Its entropic
energies bleed upwards, unraveling reality like a cosmic entity
pulling at the threads of reality. This Chaos flows from deep within
the bedrock, filling the recycled ruins of previous Myriads with
monsters and magic!
Magic does not exist in a physical form, like a monster would,
but instead functions on various wavelengths like a spectrum of
color, or radio waves. Chaos cannot exist without being bound to an
orderly form. It binds best to objects with their own histories, because
certain wavelengths can resonate with the personalities of these
items,transforming even the most mundane trinket into an item of
great power over time.
Those who study to attune themselves to the various wavelengths
of magic are able to act as the “radio” itself, amplifying and projecting
the spell from within a magical item, miracle, or performance by
harmonizing themselves with the magic into one resonant tune. When
this is achieved, magic happens and the item’s history is released in the
form of a spell. However, resonance comes with dissonance, and acting
directly as the conduit for chaos or “turning up the volume too loudly”
by channeling too much power into an item can effectively “blow out
your speakers”, resulting in Miscasting, or worse — Corruption.

81
Types of Magic and Their Quirks
Nature: Nature magic is practical, humble,
nurturing, and unyielding. Those who can attune to
Arcane: Arcane magic is the voice of wizzbang and nature magic aren’t afraid to roll up their sleeves and
whimsy! Arcane magic tends to lend itself to the wonder get their hands dirty every now and again. They feel
of natural elements such as fire, cold, and lightning, as the lifeblood of the wonderfully chaotic natural world
well as the cosmic curiosities of starlight and gravity. around them, and recognize their part and place in
To attune to the arcane is to have curiosity and wonder it. Nature magic is a practice like wine that develops
for the natural world. Items that resonate with arcane when old wisdoms and adages ripen with maturity the
magic are called Arcane Foci, and are most commonly more the caster understands themselves and others.
staves, wands, and orbs. These kinds of items that While nature spells require no items, they can only be
were designed to hold magic power (or whatever else cast if the spell’s elements are available nearby unless
makes them good for arcane magic history-wise) stated that the effect is conjured. Nature spells are cast
absorb the arcane most easily. Arcane Foci always come using Insight.
with 3 spells as a result of the wavelength’s generally Performances: Performances are a special type
inoffensive and friendly nature. of magic only learned by those who lose themselves in
Occult: Occult magic is steeped in the history of the the infectious energy of an act. To attune, the caster
unfortunate, painful, and cruel. Baubles and personal must separate themselves from their ego, and become
effects worn by those whose time on Myriad was a living vessel for the peoples who came before you.
snatched away too soon still carry the lingering desires Performances are always Channeled, taking place
of their previous owners and weapons of murderers during a number of turns until its conclusion. The
are still laden with ill-intent. Items like these are separation of the Performer from the Performance
most likely to absorb occult magic and become Occult creates an unseen barrier between themselves and
Trinkets. To attune yourself to the occult is to wield Chaos, and their magic cannot Miscast because they are
the sorrow and fear of those who have left us, and can the spell. Performances use Charm.
occasionally be felt in an outburst in the form of an Illusions: Illusions are magics that completely fool
Invocation. Occult trinkets always carry 2 spells, and the senses. They are not holograms that one can simply
one Invocation that may occur while casting. wave their hand through to disbelieve. The illusion of
Divine: Divine magic is the magic of storytelling fire would convince the mind that it is hot, and were
and miracles, and must always be articulated vocally (or a character to be set in an illusory blaze, their mind
otherwise expressed in a form of communication, such would be convinced they are on fire. In the instance
as sign language) and are lived experiences recorded of solid objects (such as an illusory barrel to hide in,
and recounted in Divine Manuscripts. To attune to the for example) a character that might interact with it
divine is to understand the experiences of those that finds that it is too heavy to move as their body tenses
came before, and to derive wisdom from the fables up involuntarily, or that they keep slipping off. In an
and myths passed down through generations. Divine environment, they may have convinced themselves that
Manuscripts usually contain only a single spell when they had traveled a far distance without any point of
found, but like a repertoire of good family stories, reference, and in reality only moved a few feet. Illusions
they can be added to over time instead of taking cannot change reality, but instead heavily alter how one
up additional item slots. You may spend an hour to perceives it. An illusion cannot physically hurt you, but
combine two Divine Manuscripts in your Inventory it can trick you into hurting yourself or your allies.
into a single Divine Manuscript, retaining all of the
spells that were found in both. Divine manuscripts
hold a single charge per day that can be expended as
a Component for the purposes of spellcasting. Divine
spells are cast using Insight.

82
Casting a Spell Components
Each spell has a Casting Difficulty, similar to a DC. There is a type of item in the game with the tag
In order to cast a spell, roll a number of d6 up to the “Component”. If an item is labeled Component, it can be
Modifier of your maximum Magic Modifier for the used for a variety of purposes, including item crafting
appropriate stat (Insight, Arcane, Occult). For example, and spellcasting, as well as its normal item use. Before
if I had an Arcane Modifier of +4, I could choose to roll casting a spell, you can choose to consume a Component
1, 2, 3, or 4d6 when attempting to cast a spell. in your inventory, announcing it to the GM.
The Casting Difficulty (or CD) tells you what When you use a component when casting a spell,
minimum number you need to roll on the dice in that spell gains special benefits:
order for the spell to be successful. Each dice success • Your spell can’t be Miscast, including if your spell
is counted for individually, and is not the sum of is interrupted or countered.
the dice roll. • All of your spellcasting dice gain a +2 bonus
For example, if you see a CD of “4”, then you need
to roll a 4 or higher on at least one of your dice. More Some spells require components to be cast at all.
challenging spells may require multiple successes, These spells still get the special benefits listed above.
notated in parentheses: 4 (x2), meaning a minimum of An item labeled Component can only stack with the
two successes are required. same item in your inventory; it doesn’t automatically
The number of successful rolls are notated with “S” stack with all items labled Component.
(if a spell references “S”, such as “Sd6”, then count the Components are not easily purchasable, and
number of successes based on the CD and dice rolled) generally sell for 50 Crowns in a limited stock, if any.
If you are targeting another creature, add or
subtract their magic Modifier to your dice rolls Miscasts:
when casting (In this case, having a low magic Score Whenever you cast a spell, you choose a number of
will actually make you more resistant to spells of that dice to roll up to the Modifier of the associated Stat
type). The reason for this is because having a higher for the spell. If you roll two of the same number, the
magical Score means that a character is more in-tune casting goes wrong and the spell is Miscast. When this
with that type of magic, similar to being on the correct happens, you roll for the effect on the Miscast Table,
wavelength for a radio to listen in. You are not expected resolving the effect immediately as the spell goes off.
to know this Modifier beforehand, and must learn The number of doubles you roll count towards the
it by trying! Miscast level, as does each consecutive number - triples,
Here is an example scenario: quadruples, and so on.
Alufi Minxis the Gnome Hedgewitch is attempting to lift For example:
a gobbin off his feet and into the air with the spell Windhold. • Rolling two 4’s on a 2d6 would be a
She has an INS Modifier of +3, and the CD of the spell is 4. level 1 Miscast.
However, the gobbin has an INS Modifier of −1, which will • Rolling three 4’s on a 3d6 would be a
give her rolls a −1 penalty to cast, meaning she needs to roll level 2 Miscast.
a 5 or higher in order to succeed. Not wanting to risk failure, • Rolling double 2’s AND double 1’s on a 4d6 would
she decides to roll 3d6 - as many as her INS will allow. She also be a level 2 Miscast
rolls a 2, 5, and a 6 - two successes! Because she rolled a 6,
the dice “explodes” and she gets to roll an additional d6. The When a Miscast occurs, the character immediately
gobbin is then swept off his feet and bound midair by a gust rolls on the Miscast Table before resolving the effect
of wind, quite unenthused at his current situation. of their spell by rolling 1d20 + LCK. Because of this,
If you are able to use a spell “at will”, then you do spellcasters with particularly high or low Luck Scores
not need to roll to cast. may find their Miscasts easily spiraling out of control!
A roll on the Miscast Table cannot exceed 20, or go
lower than 1.

83
Miscasts
Some results of the Miscast Table are that of a Curse, upon which the character is permanently afflicted with their
result, and are considered Cursed. If a Cursed character would roll on the table and receive a Curse again, they
instead invoke the effect of their curse. If their curse would not be one that occurs on a roll of double 1’s, they
instead incur the nearest non-curse Miscast result. The list of Curses can be found on pg. 124.

Miscast Tables
D20(+/- Tier 1
LCK) Miscasts
1 Roll on the Tier 2 Miscast Table
2 You begin to sneeze uncontrollably for the next minute, making it hard to speak. If you cast a spell
during this duration, roll 1d6: on a 1 your spell is considered to have been interrupted, and you roll
on the Tier 2 Miscast Table
3 Curse: You shrink to the size of a Tiny mouse for the next minute, reducing your PWR and FIN
Scores to 2 (-4). When this duration has ended, you will incur this effect again when you roll double
1’s during any 2d6 dice roll
4 Curse: Your fingers turn into snakes for 10 minutes, making it impossible to grip things. The snakes
are Skilled at lockpicking, and you are able to see out of their eyes, which use Infravision. When this
duration has ended, you will incur this effect again when you roll double 1’s during any 2d6 dice roll
5 Every normal thing you say is punctuated by an audible laugh track for the next 10 minutes
6 You launch 15 ft in the air
7 All food within 60 ft spoils
8 Your clothes begin to strangle you, making a PWR DC 7 check to not be entangled each turn for
the next minute
9 You instantaneously shed your skin like a snake
10 Fireworks shoot out of your mouth every time you speak for the next hour
11 A crowd of some sort appears every time you try to get through a door for the next hour, preventing
your entry at least once
12 A localized storm cloud rains on you for the next minute
13 You swap places with a random target within 60 ft
14 Whatever headgear you are wearing triples in size
15 The next rug you step on is randomly either a mimic or a flying carpet that lives for one round
16 Your clothes become soaking wet
17 You are coated in a thick layer of slime for the next minute
18 Every spell you cast for the next minute also summons a flock of pigeons
19 A giant, glowing eye tears through a void portal and glares at you for the next minute, decreasing
your INS Score by 5
20 Roll for two results on this list, ignoring rolls 1 and 20

84
D20(+/- Tier 2
LCK) Miscasts
1 Roll on the Tier 3 Miscast Table
2 Curse: Spirit cats begin to spew out of your magic item for the next minute, preventing your ability
to cast spells with that item. When this duration has ended, you transform into a mundane cat for 1
minute when you roll double 1’s during any 2d6 dice roll, retaining your ability to speak
3 A 30 ft area around you grows 8 ft tall grass as natural terrain, obscuring vision
4 Anyone affected by your spell either doubles or halves in size on their next dice roll (odd: halves,
even: doubles)
5 The item used to cast this spell grows wings and tries to fly away (can be removed with a dispel)
6 Your hair is made of fire for the next hour
7 Smoke pours out of your eyes, Blinding you to everything but invisible creatures and illusions for the
next 10 minutes
8 Strong gales whip around you, blocking all projectiles from passing within 20 ft of you for 1 minute
9 Curse: Your skin sheds and your head is replaced with that of a giant snake (can be removed with a
dispel or remove curse)
10 You cast Tiny Frog on yourself, reducing all of your stats to 4 (−2) and turning into a tiny frog. You
retain your equipment, scaled appropriately, and the ability to speak. You can only undo this by
having Tiny Frog cast on you again
11 For the next hour, you occasionally cough up an egg
12 Your spell explodes wherever it affects in an shower of glitter
13 A 60 ft tall oak tree grows from underneath you
14 You become a living rave, emitting flashing lights and loud music for the next minute
15 Your whole body feels like static, giving you Disadvantage on FIN checks for the next hour
16 A cranky goose shows up to attack you before leaving at some point in the next hour
17 Curse: You rapidly grow an absurdly dense coat of feathers, which then explode out at the end of
your next turn, causing targets within 10 ft of you to fall asleep for 1 minute. When this duration has
ended, you will incur this effect again when you roll double 1’s during any 2d6 dice roll
18 Curse: You are followed by an enormous swarm of butterflies that will try to drag you away into the
air for the next minute, moving 5 ft at the start of your turn. When this duration has ended, you will
incur this effect again when you roll double 1’s during any 2d6 dice roll
19 You have weak, tiny, baby hands for the next hour (−5 penalty to PWR checks and saving throws)
20 Roll on this chart again. Every target within 30 ft of you suffers the effect

85
D20(+/- Tier 3
LCK) Miscasts
1 Roll on the Tier 4 Miscast Table
2 Small mundane items within 60 ft animate and begin to aggressively clean for the next 10 minutes
3 You become strongly magnetic for the next hour, attacks against you using metal have an extra dice,
but also stick to you (PWR check DC 7 to remove them)
4 You become as light as a feather for the next 10 minutes
5 For the next 24 hours, water recoils from you
6 Your clothes become disturbingly long, tangling on nearly everything and giving Disadvantage to FIN
checks until they are dispelled or changed
7 Cursed: The subjects of paintings and pictures will reach out of their frames to try and kill you, and
they cannot be harmed. When you roll double 1’s during any 2d6 dice roll, your body is forced into
2-D space as a painting, allowing you to move across flat surfaces horizontally for 1 minute
8 You grow an additional eye somewhere on your body (+1 Corruption)
9 Your spell is delayed to go off next round
10 Your hands are permanently smeared in a black ichor until dipped in holy water
11 Your bottom half is sucked into a void portal rendering you Grappled, requiring a PWR DC 10 to
pull yourself out
12 Your spell draws the gaze of Chaos, summoning large glowing eyes that grant everyone under their
gaze a −5 to INS, OCC, and ARC for a round before they vanish
13 Everyone within 30 ft of the target of your spell are drawn 10 ft towards it by a surge of gravity
14 Gravity is reversed for a round in a 60 ft sphere centered on the spell
15 For 1 minute a 100 ft cube centered on yourself is replaced with an interdimensional space of a
random environment (a massive library, the steep side of a mountain, etc)
16 For the next 24 hours you appear to be perfectly identical to the last person to talk to you, changing
everytime someone talks to you
17 You can hear a haunting, yet serene cosmic choir for the next 8 hours, giving Disadvantage on CHM
and INS checks
18 Cursed: Anytime you see your reflection, you must roll 1d6. On a 1, your reflection will swap places
with you, trapping you in a reflective surface before wandering off. You can move between reflective
surfaces in the vicinity, but cannot escape unless you succeed an ARC check DC 9 as an action.
19 Every small animal that sees you follows you for the next hour
20 Roll on this chart again ignoring 1 and 20, and the miscast has the opposite effect (any hostility is
turned into benevolence, Disadvantages into only the highest results, gains into losses, and vice versa)
If the effect has no inverse, it occurs as regular

86
D20(+/- Tier 4
LCK) Miscasts
1 Roll again - all creatures within 20 ft including yourself are affected by the miscast with the
exception of a Curse
2 Cursed: Your body is transformed into slime, retaining your form and showing only your skeleton
inside until dispelled (Corruption +2) While a slime you take half damage from physical attacks, but
double damage from spells, and can squeeze your body through any space larger than your skull
3 Curse: For the next 10 minutes, only animals can understand you. When this duration has ended,
you will incur this effect again when you roll double 1’s during any 2d6 dice roll
4 The next tree you see comes to life for 8 hours and falls in love with you, taking it personally if
you try and leave
5 Briney sea water floods the area within 100 ft of you, seemingly transporting you to a sea bed with a
plethora of sea life that drains in a minute or until dispelled
6 Cursed: Your lower half is transformed into that of a horse, snake, large cat, or spider, doubling your
movement speed but preventing you from having any equipment on your Legs
7 Cursed: For the next 10 minutes your arms are transformed into wings that allow a fly speed of 30 ft,
but cannot grab things. When this duration has ended, you will incur this effect again when you roll
double 1’s during any 2d6 dice roll
8 You are transported to an illusory plane of a field of sunflowers and wandering colossal creatures,
reappearing at the start of the next turn
9 Cursed: You slowly begin to petrify, starting at your feet, gaining a point of petrification. You will
incur this effect again when you roll double 1’s during any 2d6 dice roll. (1-3: Movement speed is
halved, 4-6: Disadvantage on FIN, 7: Petrification.) This can be cured early with any anti-petrification
items, or dispelled
10 For the next minute you are Confused (1. North, 2. East, 3. South, 4. West)
11 The ground becomes nearly frictionless, and you slide an additional 1d4 squares in any direction you
move in for the next minute
12 You grow an additional arm that tries to smack things out of your hands for the next hour
13 Food you touch for the next 24 hours becomes comically tiny
14 Cursed: Your body reforms as plant matter. Until cured you gain an extra dice while hiding and
traversing in natural terrain, and you take double damage from fire
15 Your spell changes the weather to either a Blizzard or Thunderstorm
16 Cursed: You become extremely heavy and dense by transforming into stone or other means, halving
movement for the next hour, but removing your need to breathe. You will incur this effect again
when you roll double 1’s during any 2d6 dice roll
17 Cursed: You zombify, and are considered Undead until Dispel is cast on you. Any healing is instead
received as damage, and undead creatures regard you indifferently
18 You grow a large pair of horns that is very hard to fit headgear around, preventing you from wearing
equipment on your Head
19 Your hands are permanently transformed into scaly claws
20 Roll twice on this chart, ignoring this result

87
Charging You can charge a spell for a number of turns equal
to your Magic Modifier, or the spell’s original CD,
When you want to ensure that a spell with a high whichever is lower. You can choose to stop charging and
Casting Difficulty is cast successfully, you can choose cast a “partially charged” spell on your turn. The turns
to Charge the spell to lower its CD. Instead of rolling spent charging are counted at the start of the next turn
dice equal to the spell’s CD, you announce that you are (so that players don’t just “charge for 1” and cast a spell
Charging. In-world, your character both visibly and at the end of their turn with a lower CD).
audibly charges the spell—it’s obvious to all creatures At the end of any turn that you’ve spent charging,
that you’re doing something magical and potentially you cast the spell. If you’ve charged for a number of
dangerous (if physically able - the gist is that it’s very turns equal to the spell’s CD, you must still cast it by
obvious and hard to miss to observers). rolling dice for the chance that it might explode, and
potentially miscast. If you’ve only partially charged the
spell, its CD is decreased by 1 for each turn you spent
charging it.

88
Channeling Counterspell
If a spell description has (Channeled) in it, then the When a creature you can see casts a spell, you can
spell is considered to be Channeled and you must use your reaction to channel your own magic into
first successfully cast the spell (you may still choose countering it. You cast a spell you know, causing the
to Charge a Channeled spell), however the effect takes two spells to clash and “cancel out.” The spell you
place for a number of Turns equal to the spell’s Casting cast must:
Difficulty. A (x2) or so on in the Casting Difficulty has • Be diametrically opposed to the spell you are
no effect on how long it is Channeled for. trying to counter. You must convince the GM this
It is important to note that when keeping is true; for instance, a spell that would teleport
track of Turns, this includes the Turns of other an object might be useful in countering a spell
creatures in combat. that would conjure something physical, and,
In order to Channel, the caster must be able to do the more obvious elemental forces like fire and
the following: ice, light and dark, and vice versa would counter
• The caster must be able to move and speak aloud each other.
freely, unless otherwise stated (again, with the • The spell you choose must be a spell of the same
exception for characters who cannot literally magic origin as the spell you are countering —
speak freely, such as those using any form of sign Arcane, Occult, or Divine/Nature.
language or magical communication) The effectiveness of Counterspells are determined
• The caster must have enough of a magic Score to by comparing the number of successes between the
potentially cast the spell normally (referencing two casters as they perform their magic- meaning the
when a spell’s CD may have “x2” or so on). number of successes you achieve trying to cast your
If either of these are no longer true during the spell, as determined by the CD, are subtracted from
Channeling, it is interrupted. the number of successes the target rolls. If the target
Both Charging and Channeling leave a caster still has enough successes remaining, they cast their
prone to interruption. If the caster is interrupted, they spell and you are affected by a Miscast Tier equal to
immediately suffer a Tier 2 Miscast. The only way the difference of successes. However, if you overpower
to prevent this Miscast is if the spell was cast using the target’s spell and have more successes than they
a Component. do, their spell fails and they are instead affected by a
Similarly, if a spell has (Ritual) it can only be cast Miscast based on the difference.
under specific circumstances that are specified in the Counterspells are risky and specific — do not
spell’s description. expect to be regularly attempting them.
Any easy way to visualize charging your spells Here is an example:
is to imagine you are charging up your magic like a Alfion the Defiler is trying to cast Swarm, with a CD of
battery to release more energy! 5+ using their Occult Modifier. Madil the Occultist wishes
to counterspell it by incinerating the swarm as they are
Important Spell Information summoned with the Whispered Flame spell, with a CD of 4+
also using his Occult Modifier. The two roll as follows:
“S” — Refers to “Successes”, indicating the number
of dice rolled that successfully met the CD. Alfion: 2, 4, 5
“L”— Refers to the caster’s Level. Madil: 1, 1, 4, 5
Duration and Distance — If one is not specified, Alfion only rolled one success, but because Madil rolled
assume 40 minutes and 40 ft respectively. two successes with his spell, the difference between success is
Blinded — The maximum range a creature “1” and Alfion is affected by a Tier 1 Miscast and his swarm is
can target with spells and abilities while incinerated before they are fully summoned.
Blinded is 5 ft.

89
Spells
Arcane
D70 Name Effect CD
1 Pocket Mouse Summon a single mouse with 1 hit point from your clothes that will obey 1+
one simple command before vanishing back into your pocket. If the
mouse is required to make a skill check, it is done with your Luck Score
2 Find Roll 1d20+ARC Modifier. On a 20+, a mundane, non-specific object you d20
were looking for appears in the vicinity. Each hour spent “casting” this
“spell” increases the chance by 1/20, and the spell takes 15 minutes to cast
3 Chameleon Assume the illusory form of an object in the surrounding environment 2+
4 Ingrid’s Melting Turns a handful of metal into a liquid form briefly before reforming 2+
5 Counterfeit You create a solid illusory duplicate of object you touch that lasts S hours 2+
6 Deeppockets Makes a targets pockets hold an extra L Inventory Slots of space for 2+
the next 24 hours
7 Starlight Pluck motes of starlight from the sky that softly illuminates the area, 2+
revealing illusions and allowing for sight in the dark within 10 ft, for 1
hour (Must be cast under a night sky)
8 Arcane Eye Allows you to see through invisible eye that can fly around at 30 ft per 2+
round for L minutes
9 Unmending Cuts, tears, breaks, or splits a small area of a non-magical object 2+
that you touch
10 Flame Burst Cause a non-magical flame to flash and fire arrows of flame in a 10 ft 2+
radius, dealing Ld4 fire damage to each creature in range. Targets who
succeed a FIN save take no damage
11 Gust A gust of wind emits from your arcane focus, capable of pushing a target 2+
or 200 lb object 20 ft in a straight line on a failed PWR vs ARC save. The
caster is also able to lift themselves 20 ft
12 Starshot As a bonus action, enchant a ranged weapon within 5 ft with S 2+(x2)
ammunition of glowing starshot that deal 1d8 radiant damage. Targets
hit with starshot ammunition are covered in glowing spots. Weapons
enchanted with starshot do not need to reload, and glow dimly, but
cannot be enchanted again until the spell ends
13 Daggerstorm Conjure a roiling 20x20 ft cloud within 60 ft that perpetually rains 2+(x3)
daggers. Daggers deal 1d4 damage for every turn spent under the cloud,
which lasts L rounds. If it is stormy weather, the area doubles and
damage is increased to 2d4
14 Starswirl A small comet rapidly orbits out from you, dealing 1d6 radiant damage 2+(x3)
to all creatures for every 5 ft they stand from you in a circle, up to 15 ft.
(1d6 5 ft, 2d6 10 ft, 3d6 15 ft)
15 Slime Makes 10 ft square surface extremely sticky or slick for L minutes 3+
16 Fumble Makes target within 30 ft drop an object they are holding 3+
17 Flammel’s Feathery Fall As a reaction you cause Sx2 targets within 60 ft to drift slowly 3+
downwards in a down of feathers, for 1 minute

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18 Sleep Puts S targets within 60 ft to sleep for an hour 3+
19 Flammel’s Flashblade Conjure a massive spectral blade from the end of your arcane focus, 3+
sweeping in a 10 ft cone arc, and acting as a 2d6+ARC attack roll, dealing
Sd6 cold damage on a successful hit. (+1 CD if cast as a reaction)
20 Flare A 30 ft radius flash of light within 60 ft dispels illusion, and reveals 3+
Hidden or otherwise sneaking creatures. If cast with a Component,
this spell renders creatures in the radius Blinded until the end of
their next turn
21 Kima’s Chest of Drawers Summons a temporary chest of drawers to hold objects in hidden 3+
space. Can be resummoned holding the objects left in it. It has 10
Inventory Slots
22 Messenger Summons a small creature to deliver a message for you. The creature will 3+
deliver the message within an hour
23 Glyph of Lifting Take 1 minute to engrave a glyph onto an object that weighs up to 3+
500 lbs (size: Large). As a bonus action you can command the glyph to
lift the object upwards at a speed of 30 ft per round. When you stop
the command, the object drops. Objects engraved with the glyph can
be affected by the wind. If you would place this glyph on an object
and attach it to another object, both objects lift so long as they are
firmly connected
24 Temperamental Portal Make doors and windows appear or disappear for 1 minute 3+

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25 Cat’s Tongue Conjures a giant spectral cat to roughly lick or bat at a target within 3+
60 ft. The licks deal 2d8 (S) damage, and the bats knocks the target
15 ft and Prone
26 Snap Freeze You blow a frigid fog 5 ft wide and 30 ft long, riming the ground with 3+
icy crystals for a minute. Creatures within the space have Disadvantage
on anything that relies on sight, and their movement is reduced by half.
Targets within the space also take 1d4 cold damage for each turn spent
within the fog
27 Hypnotizing Gaze Hypnotize S creatures who will follow 1 simple command that does 3+
not bring them immediate harm. Creatures that are immune to being
Charmed are not affected by this spell
28 Glitterbomb Launch a pink bomb 40 ft that explodes for 2d4 fire damage in a 10 ft 3+
sphere, Blinding creatures in the area who fail a FIN save, and covers a 30
ft area in glitter, revealing invisible creatures
29 Breath of Polaris A thick ice layer spreads across a touched surface, up to S×10 ft in radius, 3+
freezing all that it touches to the sheet of ice. The ice is sturdy enough to
be walked on,and has 1 hit point
30 Arcane Anchor An object within 30 ft becomes the target of every spell cast near 3+
it for L rounds
31 Mage’s Swaddle Bind a target object or creature within 30 ft in magic cloth. If targeting a 3+
humanoid creature you may choose to clothe them and increase their DR
to -2. Otherwise, the spell Restrains medium sized or smaller creatures.
(+1 CD if cast as a reaction)
32 Gliding Garment Enchant Lx5 sq ft of cloth to be capable of gliding. The cloth can lift one 3+
medium sized creature per 5 ft, and floats 6 inches from the ground. The
cloth has a movement of 30 ft, and falls at a rate of 5 ft at the end of the
wielder’s turn. The cloth has L hit points and 7 Dodge. This spell can
target worn garments such as cloaks
33 Befuddling Pattern Odd patterns begin to scrawl themselves in the sky within 60 ft. All 3+(x2)
creatures within a 30 ft cube beneath the pattern are Confused on
their next turn
34 Blink You teleport 30 ft to a location that you can see on a roll of 4,5, or 6 4-6
35 Ash Storm (Channeled, Ritual) Flames you target in 60 ft sweep up into a storm 4+
of hot ash, buffeting and burning creatures within the 60 ft sphere.
Creatures in the area when this spell is cast take 2d4 fire damage and
cannot easily speak, taking 2d4 fire damage each time they do for the
duration of the spell. This spell does not affect the caster. (Must be cast
near a source of ash or flame)
36 Magnetism Causes target object within 60 ft to intensely attract or repel 4+
metals within 30 ft
37 Ire Makes a target creature you can see unusually furious at a person or idea 4+

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38 Animate Object A small object you can see obeys simple commands for 1 minute 4+
39 Shockwave Contain an arcane blast in a small warbling orb that can be fired to a 4+
point within 60 ft, detonating with a radius of 30 ft. Targets caught in
the blast that fail a PWR save are blown backwards 40 ft from the point,
and 20 ft on a success
40 A Guy Summons a guy to perform a simple task in L minutes 4+
41 Boulder Summons a large boulder, roughly 5 ft in diameter, into the space in 4+
front of you. The boulder you summon is always the same boulder, and
is moved to the new location whenever you resummon it. If the boulder
is destroyed, it will be whole again when resummoned
42 Moonblade (Ritual) Bless a weapon under the moon, infusing it with a pale light. 4+
Until the end of combat the weapon deals an extra 1d6 of cold or radiant
damage and softly illuminates the area with traces of opalescent dust.
(Must be cast under moonlight)
43 Elemental Wall Create a wall made of an available element. The wall is 10 ft tall and 4+
1 ft thick, and is Lx10 ft in Length. The element this wall is made of
is susceptible to the same forces it would be normally (fog might be
dispersed with strong wind, stones would remain after the spell is cast,
etc) If the wall would do damage, use Sd6 of the element. (+1 CD if cast
as a reaction)
44 Starmote (Ritual) Pluck the light of stars from the night sky to streak down and 4+
strike targets within 120 ft. You call L number of stars that deal 1d4
radiant damage each, making one attack roll per target (If you only target
one creature, they would take the full damage from a single attack roll).
These stars leave small glowing craters where they impact. (Must be cast
under a night sky)
45 Exploding Runes You inscribe a rune onto a 1 square ft flat surface that explodes in a 10 4+
ft radius for 4d6 fire damage when walked across. Targets can make an
INS vs ARC check to spot it, and a FIN saving throw to take half damage
from the blast
46 Hall of Mirrors Place yourself within a mirror-like surface within 5 ft. You are able 4+
to move to or exit any mirror-like surface you can see. If the surface
you are in is destroyed, you are either forced out or moved to another
mirror you can see
47 Gargoyle Become a perfect stone statue at will, lasting until you move 4+
48 Rope You conjure a 50 ft length of rope that follows your command. The rope 4+
is magical and can levitate up to one medium sized creature at a time
49 Windhold Whirls a target within 30 ft into the air, immobilizing them and 4+
rendering them unable to take actions or reactions, and making them
prone (+1 CD if used as a reaction
50 Giant’s Gavel (Ritual) Enlarges a hammer into a giant size, slamming it down within 4+
15 ft and dealing Sd10 bludgeoning damage in a 15 ft square. Targets can
make a PWR vs ARC save to only suffer half damage. (Requires a hammer)
51 Unleash Lightning Electricity arcs out from you, dealing Sd6 lightning damage in a 10 ft 4+
radius. Creatures within the radius must make a PWR vs ARC save,
losing their reaction on a failed roll until the start of their next turn

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52 Star Sphere An S×40 ft wide sphere of darkness displaying the night sky appears 4+
53 False Moon Conjure the illusion of a 10 ft false full moon 60 ft above you, casting 4+(x2)
dim moonlight in a 60 ft sphere. As an action you can command the
moon to fall and explode at the end of the next turn, dealing 1d10
radiant or cold damage to all creatures within a 15 ft sphere
54 Lightning Bolt (Ritual) Conjure a bolt of lightning from the sky that strikes in 5 ft 4+(x2)
radius, targets make a FIN save or Sd10 lightning (half on success). If the
skies are stormy, overcast, or raining, double the dice rolled. (Must be
cast outdoors)
55 Starride (Ritual) Call down a glowing starshard from the night sky as a steed. The 4+(x3)
starshard glows brightly for 10 feet and has a fly speed of 60 ft. When
dismounted, the starshard rockets back into the sky. The starshard has
10 hit points, and explodes for 3d6 radiant damage if it collides with
anything. (Must be cast under a night sky)
56 Tiny Frog Transforms a target into a Tiny Frog, reducing their hit point maximum 4+(x3)
and any damage dealt to 1, and all physical stat Scores to 2 (-4). The only
way to undo Tiny Frog is to have it cast on the target again. The target
retains the ability to talk and their equipment is scaled appropriately
57 Flammel’s Flurry As a reaction, you transmute area of falling inanimate objects or 5+
projectiles into a flurry of small flying creatures
58 Anchor Makes an object you can see immovable for S minutes 5+
59 Tovin’s Instant Fortress As a reaction make the objects in a 30 ft cube around you temporarily 5+
indestructible
60 Reduce to Rubble Collapses a 10 ft cube of material you can see into rubble 5+
61 Djinn Jar Enchant a container of any size so that it can hold S willing 5+
creatures for 8 hours
62 Scald Heat a 10x10 ft per L body or container of water to scalding 5+
temperatures, dealing 2d6 fire damage to all creatures within the
area, and an additional 1d6 damage when they begin or end their
turn in the water
63 Animate Armor You animate an available suit of armor or clothing to do your bidding. 5+
It has 1 hit point, and an appropriate DR based on the armor. If it takes
damage, or if the spell is cast again, the armor is destroyed. Sacrifice:
As a reaction the armor jumps in front of its master, taking the blow for it and
collapsing into a pile
64 Hypothermia As a reaction encase a creature or object within 30 ft in ice, preventing 5+(x2)
movement and giving DR -30 with vulnerability to fire, that melts at the
end of the turn
65 Timewarp Either double or half the target’s speed. If the target’s speed is doubled 5+(x2)
and they gain an additional turn per round, for S rounds (turns cannot
be taken consecutively). If the target’s speed is halved they can only take
one action or bonus action per turn, without reactions. If the target
would have multiple turns in a round, reduce them by 1

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66 Sizewarp The target’s size increases or decreases by one step for L minutes, 5+(x2)
doubling or halving their PWR Score respectively. The target’s size can be
increased or decreased one step further by increasing the CD by +1
67 Starfield You conjure a 20 ft square of twinkling stars in a space 20 ft from you 5+(x3)
that sheds dim light for 40 ft that lasts for 1 minute. Arcane spells cast in
the area are given 1 extra dice to cast so long as the caster has at least a +1
ARC Modifier. Spells of other types have their dice reduced by 1. As an
action you can command the stars to explode, dealing 2d6 fire damage to
all creatures inside of it, ending the spell early. The starfield grants use of
spells that require starlight
68 Mystic Masonry (Channeled) Urge loose stones and earth to rearrange and fuse into a 6+
shape desired by the caster. When the spell is completed they are bound
in space by magic, vines, etc
69 Burning Bear You summon a large burning bear with Lx2 hp that barrels into targets. 6+(x2)
As a bonus action you may direct the bear to charge in a 30 ft line as a
flat 2d6 attack roll. If it moves at least 10 ft, it deals 2d8 (B) damage +
1d8 fire damage. If it dies or does not connect with a target by the end of
the round, it explodes in a roar and puff of ash. Sacrifice: As an action you
detonate the bear, dealing 3d8 fire damage to creatures in a 15 ft radius. Targets
may make a FIN vs ARC save to take only half damage
70 Door to Where? For a brief moment, connect two doors you walked through within the 6+(x2)
past 24 hours, going through one and out the other

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Occult
D70 Name Effect CD
1 Scuttle As a bonus action grant yourself or a creature you touch the ability to 2+
climb walls and immunity to having their movement reduced by outside
means for 1 minute
2 Unmending Cuts, tears, breaks, or splits a small area of a non-magical object 2+
that you touch
3 Nyctophobia Conjure a 30 ft sphere of darkness within 60 ft. If any of your dice 2+
explode while casting this spell, choose one creature within in the sphere
to become Frightened while in darkness, giving them a phobia of the dark
that lasts for an hour. Creatures immune to being Frightened or Charmed
cannot be the target of this effect
4 Mirage You create a solid illusory double of an object or creature that can move 2+
and create sound, and disappears whenever someone gets within 5 ft of it
5 Gone Grimoire As a bonus action you can store and resummon magical items into a 2+
pocket dimension. You can store a maximum number of items equal to
your highest magic stat Modifier
6 Snakeskin As a reaction, you shed your skin like a snake and are immune to any 2+
movement impairing effects. Your Dodge increases by +2 until the end of
your next turn, but are unable to benefit from your DR
7 Extinguish Extinguishes all sources of light in a 60 ft sphere within 120 2+
ft of the caster
8 Heatseek You gain thermal vision for L minutes, and are able to detect the 2+
remaining heat trails of living creatures
9 Snake Oil You coat your tongue in snake oil, increasing your CHM by their OCC 2+
for 1 hour. As an action they can spew this oil, coating a 15 ft cone in
flammable grease, ending the spell
10 Snakes Summon L nonvenomous snakes that will obey a one-word command 2+(x2)
before vanishing into a puff of smoke after a minute
11 Snake Sleeve As a bonus action your arms extend into massive snakes, allowing you 2+(x2)
to grapple or bite targets within 30 ft. The poison bite deals 2d4 poison
damage, using your OCC. +1 CD if cast as a reaction. Miscasting while
casting this spell transforms your arms into these snakes until dispelled,
and you cannot grab objects
12 Tonguetrap Glues the tongue of a creature you can see to the top of their mouth for S 3+
turns, affecting them with Silence and preventing them from being able
to activate abilities with a Recharge
13 Fogcraft Turns fog into solid objects that lasts until the fog is dispersed. The fog 3+
object can be created within 40 ft of the caster in an Lx5 ft cube, so long
as they have line of sight. The object is solid, but not heavy
14 Cloak of Ravens As a bonus action you enchant yourself so that movement turns you 3+
into a flock of ravens, allowing flight until the end of your turn without
provoking attacks of opportunity

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15 Maggra’s Mist Conjure a dense 30 ft circle of fog within 30 ft that turns you invisible 3+
and Resistant to physical damage while you stand inside it. Creatures
that begin their turn in the mist must make an INS saving throw or fall
asleep, with the exception of the caster. The mist lasts for 1 minute and
does not affect Undead creatures
16 Face Warp Warp your flesh into a non-illusory form of another humanoid creature 3+
of roughly the same size, except for the eyes
17 Blight Brew You befoul a container of liquid with magic, so that it can be thrown and 3+
shattered, dealing 1d10 acid damage on targets within 10 ft of it who fail
a FIN save. You can easily throw a bottle 30 ft to roughly where you were
aiming, and this does not require a skill check.This item does not stack
in your Inventory
18 Spite Incise a horrid wound upon yourself, taking 2d12 damage, and inflicting 3+
4d12 of psychic damage on a target within 30 ft. Creatures immune to
Charm or Fear are unaffected
19 Curse of Miscasting Causes a target’s Miscast Tier to increase by 2 for 1 hour 3+
20 Shadowpike Conjure a dark spear from a source of shadow you can see within 30 ft. 3+
The spear deals 2d6 of piercing damage and has a 10 ft reach. For every
additional 5 ft square of shadow, the spear gains 5 additional ft of reach
21 Crippling Poison As a bonus action, coat your weapon or piece of ammunition in poison. 3+
The next target you make a successful attack against takes 4 ticks of
poison damage, ticking down
22 Candle Trap (Ritual) Arranging seven candles into a 10 ft circle, you lay a trap for a 3+
specified target, which can be as specific as a person or as vague as any
creature. When that target crosses the threshold the candles ignite and
they are bound in ropes of flame. The target can make a PWR vs OCC to
break free of the bindings, but take 2d6 fire damage for each time they
make an attempt. (Requires seven candles)
23 Creeping Mist As an action you become a creeping mist along the ground. While in this 3+
form you are ephemeral until you take damage, and cannot interact with
objects or cast spells. You can use a bonus action to fill a 30 ft space with
a dense fog centered on yourself that travels with you. Targets in the fog
are Blinded. This spell lasts for 1 minute or until you take damage, and
can be ended freely
24 Rainboil You cause a 60 ft square space of falling objects or precipitation within 3+
100 ft to burn, dealing Sd4 fire damage to all unsheltered targets in the
area. This spell targets the falling objects or precipitation in the area, and
everything falling in that space is effected
25 Melancholy Chord An intense wave of sadness washes over all targets within 30 ft of the 3+
caster who can hear them, rendering targets who fail a CHM vs OCC save
prone and blinded by tears until the end of their next turn
26 Curse of Shrinking The target’s size shrinks by a half of their current size at the start of their 3+(x2)
turn, reducing their PWR Score by half, for 4 turns. All equipment with
the exception of headgear shrink with them. When the spell ends, the
target rapidly resumes their original size

97
27 Possession You possess a creature you can see, completely controlling them. Any 3+(x3)
damage the target sustains also affects you. This spell lasts for L rounds,
until you releases them as a bonus action, or until the creature makes a
successful PWR vs OCC saving throw at the start of their turn
28 Shattered Image (Ritual) You shatter a mirror, summoning 4 illusory duplicates of 3+(x3)
yourself anywhere within 30 ft as you vanish amongst them. Each
duplicate can move 30 ft on your turn, but only one of them can take
an action or reaction. The duplicates have 1 hit point, and after 3 of
them are destroyed, the spell ends and you take the place of the last
duplicate. Duplicates can cast spells, but not use Invocations. Requires
breaking a mirror
29 Pumpkin Bomb Grow a 40 ft square field of pumpkins that is considered rough terrain, 3+(x3)
and explode at the start of your next turn. Targets within the space when
it explodes must make a FIN vs OCC save, taking 4d4 fire damage if they
fail, and only half damage if they succeed.
30 Gravemake Excavate a 6ft deep hole inside loose earth in a 5 ft square. Casting this 3+(x3)
spell again covers the hole with the excavated earth
31 Eyeswap You and a willing creature trade one eye amongst yourselves. You are able 4+
to see out of each other’s eye at any distance, and can make and receive
gaze attacks from each eye separately, although to half the effect
32 Ire Makes a target creature you can see unusually furious at a person or idea 4+
33 Hall of Mirrors Place yourself within a mirror-like surface within 5 ft. You are able 4+
to move to or exit any mirror-like surface you can see. If the surface
you are in is destroyed, you are either forced out or moved to another
mirror you can see
34 Gargoyle Become a perfect stone statue at will, lasting until you move 4+
35 Maggra’s Painted Puppet Cause a painted creature or object to leap off of its canvas, animated for 4+
S rounds. Attacks made with this creature are considered a light weapon,
and attacks are made with your magic Modifier
36 Immolate Ignite a target directly in front of you with an everburning flame, 4+
dealing Sd6 fire damage. If the target would drop to 0 hit points, it is
reduced to ash
37 Corpsebomb You cause L number of corpses to explode in a 5 ft radius for 1d12 fire 4+
damage to creatures in range who fail a FIN save, and take half as much
on a success. If an undead creature is targeted, they take 2d12 damage
instead, and are reduced to ash if they fall to 0 hit points, making them
unable to be revived
38 Wraithform Become Ephemeral, reducing all physical damage to 1. Undead will ignore 4+
you, believing you to be a specter or wraith. You cannot fly, but can slip
through small openings as if made of a gaseous form. You can maintain
this form for S rounds or until you take another action
39 Sanguine Kiss Siphon the life of a target you touch, dealing 4d4 necrotic damage and 4+
healing the same amount. Target must have blood. Miscasting while
casting this spell gives you 1 point of Corruption
40 Curse of Agony The target takes 6 ticks of psychic damage, ticking up 4+

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41 Whispered Flame You breathe a 15 ft cone of fire through a small open flame, dealing Sd8 4+
damage. Requires a small open flame
42 Invoke the Cosmos (Channeled) You recite foul verses in a cosmic language that pierce the 4+
mind of a creature that can hear you. While channeling the target’s
PWR is a 4 (-2) and their OCC is 10 (+2). When the spell ends the
target is Frightened
43 Bloodbramble Conjure a 10 ft square of a bloody red bramble patch of rough terrain on 4+
a large surface that deals 1d4 points of piercing damage for every 5 ft of
movement through it. Whenever a target that can bleed takes piercing
or slashing damage within the bramble, the bramble grows into another
adjacent 5 ft square. Fire instantly destroys all of the bramble
44 Rot You cause a 5 ft cube of organic matter to rot, dealing 2d6 necrotic 4+
damage to a creature or objects you touch, increasing it to 4d6 if
targeting a plant. If this spell miscasts, it deals 2d6 to you as well and
they gain 1 point of Corruption
45 Curse of Mist Curse a target to spill a dense fog from their eyes, nose, mouth or ears, 4+
rendering that body part useless until the curse ends and filling a 10 ft
sphere with heavy fog centered on the target. Lasts L rounds (+1 CD if
used as a reaction)
46 Curse of Combustion Curse a target to explode upon death, dealing 2d8 fire damage to 4+
creatures in a 10 ft radius (+1 CD if used as a reaction)
47 Water Puppet Turn a 5 ft cube of water you can see into a liquid puppet. As a bonus 4+
action you can command the puppet to attack a creature you can see
within 120 ft of you. The puppet has L hit points with 7 Dodge, and
uses your OCC. As a bonus action, the puppet can take the form of a
small body of water, such as a puddle, and move while in this form.
Its appearance in this form is indistinguishable from ordinary water.
The puppet is destroyed if it moves more than 120 ft of you, or if
you cannot see it
48 Snakebite Transforms your head into that of a massive snake, making an OCC 4+(x2)
attack against a target within 15 ft, poisoning them for 6 ticks, ticking
up. Miscasting while casting this spell leaves you with a permanent
snake head until dispelled, but able to make light weapon bite attacks
with reach. Casting this spell with a snake head decreases the CD by 1
49 Dark Storm (Channeled, Ritual) Conjure dark clouds above you to rain burning purple 4+(x3)
hailstones. While channeling, at the start of each turn a small hailstone
falls, dealing 1d4 fire damage to a creature within 30 ft of the caster.
When the channel ends, the weather becomes Cloudy if it was not a
thunderstorm, and a final large hailstone falls, dealing 2d8 fire damage.
(Must be cast outdoors)
50 Medusa’s Gaze Make a gaze attack against a creature you can see, partially turning 4+(x3)
them into stone - reducing their movement by 10 ft and decreasing
their PWR Score by 2. At the end of the target’s turn they must make
a PWR vs OCC save. On a failure, the effect spreads, decreasing their
movement and power again. If the creature reaches 0 movement, they
are turned to stone until dispelled or you die. On a success, the effects of
Medusa’s Gaze ends

99
51 Curse of Rust A roughly medium-sized metallic object you touch rusts away 5+
52 Reduce to Rubble Collapses a 10 ft cube of material you can see into rubble 5+
53 Swarm Calls a swarm of tiny creatures to do the bidding of the caster for 1 5+
minute. These creatures can attack and fly. They make 2d4 melee attacks
using your OCC instead of PWR, ignoring DR
54 Animate Armor You animate an available suit of armor or clothing to do your bidding. 5+
It has 1 hit point, and an appropriate DR based on the armor. If it takes
damage, or if the spell is cast again, the armor is destroyed. Sacrifice:
As a reaction the armor jumps in front of its master, taking the blow for it and
collapsing into a useless pile
55 Burning Gaze Coals burn deep in your eyes, scorching the soul of a target you can see 5+
for 2d10 fire damage and igniting objects within 60f
56 Skin Crawl Gives the illusion of creatures crawling beneath the skin of a creature 5+
you can see. Decreases target’s PWR by your OCC Modifier, and removes
immunity to being Frightened for 1 minute. Target must have skin
57 Waking Nightmare A target you can see within 30 ft is Frightened and shown an illusion of 5+
a waking nightmare they believe to be real. The fear lasts until the end
of the target’s next turn, and for one additional turn for each time a 6 is
rolled when casting. At the start of the target’s turn, they make an INS
vs OCC saving throw to see through the illusion, ending the effect early
if they succeed
58 Barbarica’s Binding The caster rapidly grows hair and has limited control over it. They are 5+
able to Grapple up to one creature or object as an action or reaction,
using their OCC Score to make skill checks or saving throws. As an
action they may whip it into a Whirlwind that occupies the 5 ft space
around them, and has 5 x OCC Modifier of hit points. The Whirlwind is
vulnerable to fire, and if it is moved into an occupied space, the target
creature is pushed out of it. You may choose to end the Whirlwind freely.
While the Whirlwind is active you cannot use your hair to grab, and you
are considered levitating. This spell lasts for 1 minute
59 Shrivel Reduces the current hit points of a target you touch by half 5+(x2)
60 Slow Target’s speed is halved and they can only take an action, bonus action, 5+(x2)
or reaction per round, for S rounds. While slowed, Finesse checks and
saving throws are made at Disadvantage
61 Witch Bolt A chain of necrotic lightning that drains life from its targets. The bolt 5+(x2)
deals 2d6 necrotic damage to a target within 30 ft, and then again to a
target within 20 ft of the original target, and again to a target within 10 ft
of the second target. Each target must make an OCC save or be affected,
and you are healed for half of the total damage you deal. This spell does
not spread further if one of the targets succeeds their OCC saving throw

100
101
62 Unseen Assassin (Channeled) Cause creatures within a mist or fog to be assailed by an 5+(x3)
unseen assassin. Creatures who start their turn in the fog take 4d6
piercing or slashing damage
63 Blades of the Dead (Ritual) Conjure three skeletons from the ground that follow your 5+(x3)
command, but are very dumb. They can each make a single medium
weapon attack using your OCC Modifier that ignores the Ephemeral
status. The skeletons are destroyed when they make a weapon attack,
take damage, or if you summon more skeletons. (Requires any number
of spare bones)
64 Tidecall Summons the front half of a sunken ship to rise up in a crash of briny sea 6+
water, flooding the ground with ankle deep water 30 ft around the ship.
The front part of the ship is roughly 15 ft wide, 20 ft long, and 10 ft high,
and is hollow. The ship and water lasts for an hour before submerging, or
until it is summoned again, where it sinks and reappears
65 Grim Chanting (Channeled) Target creatures within 20 ft become paranoid and fearful of 6+
death. Allies PWR ticks up for 6 for the duration, and any targets within
range at the end of the channel become Frightened
66 Rebirth When cast on a target, if the target dies before the start of your next 6+
turn, the target dissolves into a puddle of ooze, before being reborn and
reforming with all of their equipment at a random point in time within
the next minute with 1 hit point. Miscasting this spell while targeting a
creature with 2+ current points of Corruption revives them as a monster
67 Fiery Prophecy Read a source of flame for visions of the future, gleaning cryptic visions 6+(x2)
and making a 4 word prophecy. You gain a number of Portents equal to
your OCC Modifier that must be spent in ways to further your prophecy.
(Portent: Whenever a creature that you can see would make a dice roll using
a Stat Modifier (including spellcasting) you may consume the Portent to
substitute the Modifier of the target you can see with their own, or your own
LCK Modifier instead. A Portent can only be used within 24 hours of obtaining
it, and is recorded on your character sheet)
68 Terror of the Deep Summon a massive tentacle in a deep body of water. (Health equal 6+(x2)
to user, +6 PWR, 2d10 Bludgeoning, Reaction PWR vs FIN to grab) It
attacks nearby enemies, and disappears if it doesn’t attack for a round
69 Specter Conjure a large spirit, taking the shape of your choice. When it is 6+(x2)
summoned it makes a deathly screech, and all creatures that can hear
it within 20 ft are Frightened by it until the end of their next turn. The
specter can fly 30 ft on your turn and make a medium weapon attack
with your OCC Modifier. It has 10 hit points, is Ephemeral to all damage
except radiant and silvered weapons, and is considered Undead
70 Orochi’s Whistle Blowing a shrill whistle, summon the head of a giant snake from beneath 6+(x3)
the earth to swallow a target on the ground. Target makes a FIN save,
taking 3d6 piercing damage on a failure. If the target is brought to 0 hit
points it is swallowed and dragged underground, and you reduce the
number of Successes required to cast this spell by 1 for the next minute,
to a minimum of CD 6+

102
Divine
D70 Name Effect CD
1 Gentle Dawn (Ritual) Warmth radiates out from you as you chant, healing all allies -
within 30 ft for 6d6 hit points. (Must be cast in the light of a sunrise,
lasting an hour)
2 Font of Life You have a healing pool of d8 dice equal to your INS Modifier per day. -
You may spend any number of these dice to heal a target within 5 ft. You
do not need to roll to cast, however these healing dice have the Miscast
rules applied to results of doubles, triples, and so on
3 Starlight (Ritual) Pluck motes of starlight from the sky that softly illuminates the 2+
area, revealing illusions and allowing for sight in the dark within 10 ft,
for 1 hour (Must be cast under a night sky)
4 Bowl of Soup Enchant a mundane bowl of soup that you touch to be functionally 2+
endless for the next 10 minutes. The bowl will only refill when its
previous contents have been consumed
5 Blessed Decanter A small bottle or water skin with a lid or seal is enchanted to able to 2+
easily hold L gallons of liquid
6 Mending Repairs 1 ft of non-magical material with a touch 2+
7 Everburn Bless a wooden object to burn without being consumed for at least 24 2+
additional hours, at whatever size the object can support
8 Trip As a reaction cause a small object such as a rope, stone, or otherwise to 2+
trip a medium or small sized creature, stopping their movement and
leaving them prone
9 Displace An object appears to be up to L×10 ft from its actual position. 2+
10 Float An object hovers, frictionless, on a tiny cloud 2 ft above the ground. It 2+
can hold up to L humanoids.
11 Lore The Game Master truthfully answers 3 yes or no questions about a 2+
touched object, once
12 Echosense For the next 10 minutes you are able to sense your surroundings through 2+
echolocation for 120 ft
13 Dispel Removes an ongoing magical effect from a target creature or object. An 2+(x2)
Insight skill check must be made after casting. The DC to succeed is equal
to the Arcane, Occult, or Insight Score of the source of the magic. If no
source is evident, the DC is 9
14 Solar Cage Traps a small to large creature within a dazzling solar cage of light, 2+(x2)
preventing movement. The creature can attempt to break free with a
PWR vs INS check, but is Blinded until the start of its next turn on a
success as the cage coruscates
15 Warmth As an action causes a non-magical flame to permanently extinguish and 2+(x2)
heal those within range of its light L hit points (A candle would be 5 ft, a
torch or lantern 10 ft, and so on). If a Component is consumed, the flame
is not extinguished
16 Flammel’s Feathery Fall As a reaction you may cause Sx2 targets within 60 ft to drift slowly 3+
downwards in a down of feathers, for 1 minute

103
17 Oddlight Conjure an illusory torch-sized light to a location within 60 ft that you 3+
can see. The light may take any form you wish up to a medium size.
As a bonus action you may move the light 15 ft, and attempt to charm
all creatures within 30 ft. Creatures who fail a CHM vs INS save are
compelled to follow the light up to 60 ft before they make the saving
throw again. If the light is attacked, or after a minute, it explodes in a
flash of light that renders creatures within 30 ft Blinded and Confused
18 Messenger Summons a small creature to deliver a message for you. The creature will 3+
deliver the message within an hour
19 Breath of Polaris A thick ice layer spreads across a touched surface, up to S×10 ft in radius 3+
20 Gaze Reflection As an action you cause the gazes of surrounding creatures to turn away 3+
from you for 1 minute, preventing them from looking at you directly. In
addition to this, it may be cast as a reaction to reflect a gaze attack back
at the assailant
21 Miscast Ward Decreases miscast level of a target in 20 ft by S for 1 minute 3+
22 Stoneskin Grant a target you touch DR equal to your INS, and grant the target 3+
immunity to poison for 1 minute
23 Sunder In a peal of thunder you reduce a target’s DR by your INS until the start 3+
of your next turn
24 Mindslip Read the surface thoughts of creatures within 60 ft 3+
25 Sanctus Shield Bless a shield with divine prayers, tripling the DR it grants when used as 3+
a reaction. Lasts for a minute
26 Melancholy Chord An intense wave of sadness washes over all targets within 30 ft of the 3+
caster who can hear them, rendering targets who fail a CHM vs INS save
prone and blinded by tears until the end of their next turn
27 Hush A 15 ft sphere of silence descends onto a space within 30 ft of the caster, 3+
affecting all creatures within with Silence. Lasts for one minute
28 Searing Light (Ritual) Focus a source of light into a searing ray, dealing 2d8 radiant 3+(x2)
damage to targets in a 30 ft line from the source of light. Targets
can make a FIN saving throw to instead take half damage. (Requires
a light source)
29 Light of Truth Bless a source of light within 30 ft of you to reveal the truth. The light 3+(x2)
reveals illusions, invisibility, removes magical darkness, and creatures
within the light’s effective range cannot lie (a candle would be 5 ft, a torch
or lantern 10 ft, and so on). This magical effect only lasts for 1 minute
30 False Choir Affect a target who can hear you within 30 ft to hallucinate, perceiving 3+(x3)
you as a small choir with 19 duplicates. If the creature would target you,
they must first roll a d20, only succeeding to target you on a roll of 20.
While the target is under this effect, sound based actions have double
the effect if coming from the caster. The effect ends when the target
succeeds on a PWR vs INS saving throw, they successfully target you, or
after one minute
31 Shimmer Cloak The caster’s clothing begins to shimmer and glow, and they cannot be 3+(x2)
affected by magical projectiles or ranged projectiles. As a bonus action
they can expend the ward, blinding all creatures within 15 ft of them.
The ward lasts L rounds

104
32 Globe of Solitude (Ritual) Underneath moonlight, create an invisible dome that conceals 3+(x3)
all creatures, objects, and light inside it for 8 hours. (Must be cast
under moonlight)
33 Echosong You revisit the echoes of a space, hearing any specified sounds or 3+(x3)
conversations held within a 30 ft radius of the area you are standing in,
that happened within the past L weeks
34 Drowsy Dinner Enchant Lx2 plates of food or drinks to place those who ingest it into a 4+
magical slumber for 1 hour. Creatures immune to Charm are not affected
by this. The spell’s effect is not detectable by any normal means, but
targets can be woken up with an action or upon taking damage
35 Rope You conjure a 50 ft length of rope that follows your command. The rope 4+
is magical and can levitate one medium sized creature at a time
36 Regrowth Spend an hour to enchant a seed with the gift of healing. Targets who 4+
consume the seed regain hit points, ticking down from 8, (An enchanted
seed takes up 1 item slot and does not stack)
37 Star Sphere An S×40 ft wide sphere of darkness displaying the night sky appears 4+
38 Moonblade (Ritual) Bless a weapon under the moon, infusing it with a pale light. 4+
Until the end of combat the weapon deals an extra 1d6 of cold or radiant
damage and softly illuminates the area with traces of opalescent dust.
(Must be cast under moonlight)
39 Starmote (Ritual) Pluck the light of stars from the night sky to streak down and 4+
strike targets within 120 ft. You call L number of stars that deal 1d4
radiant damage each, making one attack roll per target (If you only target
one creature, they would take the full damage from a single attack roll).
These stars leave small glowing craters where they impact. (Must be cast
under the night sky)
40 Speak to the Tides Manipulate an Lx10 ft body of water in one way of your choice: 4+
• Raise or Lower the water level by 5 ft
• Increase or change current (Channeled - PWR save to resist)
• Whirlpool (Channeled, 10 ft radius, PWR save or be pulled and
take 1d10 (B))
• Tidal Wave (10 ft wide line for 30 ft - PWR save or take 1d10 (B))
You cannot affect the same body of water with this spell while it is
under any of these effects
41 Conceal Conceal an LxL foot object within a book, or container 4+
42 Eye of Anura Bless the natural terrain around you to be watched over by the local 4+
wildlife in the night, preventing 1d4 Ambush! Results. Can only be cast
once per night
43 Mirror Shield Bless a shield made of metal with an aura of softly glowing runes, that 4+
replace the shield’s DR with the ability to reflect spells back at whoever
casts them when the wielder is targeted. Lasts for a minute
44 Visions You completely control what a creature sees within line of 4+
sight for L rounds
45 White Wind You sacrifice hit points equal to half of your hit point maximum to heal 4+
a target within 30 ft hit points equal to your hit point maximum. This
spell targets the caster and is not affected by the receiver’s INS

105
46 Dissonant Choir Targets within 20 ft of the caster who can hear them are Confused until 4+
they succeed on an INS saving throw at the end of their turn, moving 15
ft in a random 1d4 direction at the start of their turn, using part of the
target’s total movement
47 Calm Bless the area with serenity, calming any harsh weather effects or the 4+(x2)
emotions of creatures in earshot
48 Lightning Bolt (Ritual) Conjure a bolt of lightning from the sky in 5 ft radius, FIN save 4+(x2)
or Sd10 lightning (half on success). If the skies are stormy, overcast, or
raining, double the dice rolled for both damage and casting. (Must be
cast outdoors)
49 Homeward A sturdy, illusory, 15 ft cubic furnished cottage is summoned within 40 ft 4+(x3)
for 12 hours. You can permit and forbid entry to it at will. If this cottage
falls on a target, it deals 4d6 bludgeoning damage and is destroyed.
(Must be cast with a Component)
50 Kraken’s Lament Cause the skies to grow dark and stormy, whipping the winds into a 4+(x3)
frenzy and making any open waters tumultuous. Change the weather
into a Thunderstorm
51 Flammel’s Flurry Transmute area of falling inanimate objects or projectiles into a flurry of 5+
small flying creatures
52 Anchor Makes an object immovable for S minutes 5+
53 Petal Palinquin (Ritual) Bless a location with petals, preventing a specified creature type 5+
from crossing an Lx5 ft square for an hour. The specified creature type
cannot affect the petals or cross the boundary in any way. (Must be cast
using a flower)
54 Ward A silver circle 40 ft across appears on the ground. Choose one thing that 5+
cannot cross it: Living creatures, dead creatures, projectiles or metal. The
ward lasts for one minute
55 Flammel’s As a bonus action, bless a touched object to be much lighter for the caster 5+
Featherweight for L rounds, reducing the object’s weight by LX10 percent. Weapons
targeted this way become light weapons for the sake of proficiency
without changing the damage dice
56 Tovin’s Instant Fortress As a reaction make the objects in a 30 ft cube around you temporarily 5+
indestructible
57 Shrivel Reduces the current hit points of a target you touch by half 5+(x2)
58 Homestone Enchant a stone from the hearth of a fireplace to become one half of a 5+(x3)
Homestone, linking itself to a stone in your inventory. When the smaller
Homestone is used, it teleports the user and up to 6 targets within 15
ft back to the larger Homestone, and is destroyed. The Homestone
takes 11-L rounds to activate, activating at the start of the target’s turn
once activated
59 Angelic Spears (Channeled) You conjure spears of holy light to release from the 5+(x3)
heavens, wreathed in a down of feathers. On each turn spears may fall
on any target within 30 ft, dealing 2d8 radiant damage to those who
fail a FIN save
60 Mystic Masonry (Channeled) Urge stones and earth to rearrange shape and fuse. When the 6+
spell is completed they are bound in space by magic, vines, etc

106
61 Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the 6+
nearest liquid within sight. They will not willingly drink a liquid they
know to be harmful
62 Aqueous Augury (Ritual) Use a small body of water to glean cryptic information of the 6+
future at the Game Master’s discretion in the form of a vision. (Must be
cast with a Component)
63 Raise (Ritual) Revives a fallen target who has died within 3 rounds. (Must be 6+
cast with a Component)
64 Cosmic Song (Channeled) Creatures that can hear this otherworldly song have 1 fewer 6+
dice to attack you and your allies, and have their Charm Score reduced by
your INS for the duration of the spell
65 Consecration The ground in a 15 ft radius circle around you glows with a dim divine 6+
light, increasing the Dodge of all allies within the space by +1, and
healing them for 1 hit point per turn until the spell ends after S number
of rounds or until they have reached half of their hit point maximum.
Undead creatures in the space have the opposite effect, decreasing their
Dodge and losing hit points. Undead creatures cannot regenerate hit
points while in the space. (Must be cast with a Component)
66 Moonkeep (Ritual) Underneath the true light of the moon, spend 1 hour to coalesce 6+
moonlight into a small container, creating a Bottle of Moonlight. This
can only be done once per night. (Must be cast underneath true moonlight,
and not through the effect of a spell or item)
67 Perfume of Purity The caster sprays a perfume from their mouth, curing the poisons, 6+
diseases, and curses of targets in a 15 ft cone (excluding curses
caused by a Bane)
68 Terror of the Deep Summon a massive tentacle in a deep body of water. (Health equal 6+(x2)
to user, +6 PWR, 2d10 Bludgeoning, Reaction PWR vs FIN to grab) It
attacks nearby enemies, and disappears if it doesn’t attack for a round
69 Entome (Ritual, Channeled) As you speak the pages of an open book begin to fly 6+(x3)
outward and surround a target. If the target has not moved out of range
or effectively destroyed the pages when the spell is completed, chains of
light erupt from the pages and immobilize the target in space. The target
can make a PWR vs INS to break free, but takes Ld6 radiant damage for
each attempt. (Must expend a book in order to cast)
70 Rejuvenating Waters You bless water to restore life to those who touch it. The water becomes a 6+(x4)
healing pool of energy that has 1 point of healing per gallon or waterskin,
or 35 points of healing per 5 ft cube of water. The water heals poison,
and can revive a fallen target who has died within the last minute. If
cast on a lake, rain, or other large bodies of water, it cannot be cast for
another 8 hours

107
Nature
D35 Name Effect CD
1 Sense Danger A voice in your head (the GM) immediately alerts you to whether or not 1+
the situation you are in or are heading into is dangerous or not. It may
additionally advise you to be cautious, or to flee immediately, and can
tell you what element is dangerous ( a creature, a location, etc) but not in
what way. (Must be cast with a Component)
2 Woodweave You are able to manipulate and warp a 10 ft cube of wood within 60 ft of 2+
you. (+1 CD if cast as a reaction)
3 Scuttle As a bonus action grant yourself or a creature you touch the ability to 2+
climb walls and immunity to having their movement reduced by outside
means for 1 minute
4 Sneaky Shrubbery Turn into a small tree or shrub that can move 5 ft per turn. It is non- 2+
illusory and indistinguishable from any plants around it
5 Snakeskin As a reaction, you shed your skin like a snake and are immune to any 2+
movement impairing effects. Your Dodge increases by +2 until the end of
your next turn, but are unable to gain Damage Reduction
6 Overgrowth (Ritual) Massively duplicate a 5 ft square of natural terrain non-magical 2+
plant material such as an underbrush, flowers, fruit, and so on. The
plant material is multiplied by Lx10. Alternatively, you can massively
increase the size of a single plant object by Lx10 times. (Must be cast
with a Component)
7 Crippling Poison As a bonus action, coat your weapon or piece of ammunition in poison. 3+
The next target you make a successful attack against takes 4 ticks of
poison damage, ticking down
8 Cloak of Ravens As a bonus action you enchant yourself so that your movement turns you 3+
into a flock of ravens, allowing flight until the end of your turn without
provoking attacks of opportunity
9 Horn of Ghal Call a denizen of the surrounding nature to come to your aid (At the GM’s 3+
discretion). This cannot be used more than once per square mile
10 Blight Brew You befoul a container of liquid with magic, so that it can be thrown and 3+
shattered, dealing 1d10 acid damage on targets within 10 ft of it who fail
a FIN save. You can easily throw a bottle 30 ft to roughly where you were
aiming, and this does not require a skill check.
This item does not stack in your Inventory.
11 Maggra’s Mist Conjure a dense 30 ft circle of fog within 30 ft that turns you invisible 3+
and Resistant to physical damage while you stand inside it. Creatures
that begin their turn in the mist must make an INS saving throw or fall
asleep, with the exception of the caster. The mist lasts for 1 minute and
does not affect Undead creatures
12 Icestep Solidifies the 5 ft square surface of what you step on into either ice or 3+
stone for 1 minute, after which the material dissipates
13 Fogcraft Turns fog into solid objects that lasts until the fog is dispersed. The fog 3+
object can be created within 40 ft of the caster in an Lx5 ft cube, so long
as they have line of sight. The object is solid, but not heavy

108
14 Messenger Summons a small creature to deliver a message for you. The creature will 3+
deliver the message within an hour
15 Windhold Whirls target into the air, immobilizing them and rendering them 3+
unable to take actions or reactions, and making them prone (+1 CD if
used as a reaction). You can only Windhold one target at a time, and it
lasts for a L rounds, ending at the end of the target’s turn.
16 Thicket (Ritual) A thicket of trees and dense brush up to 40 ft wide suddenly 3+(x2)
sprouts up from a source of plant life, becoming rough terrain (+1 CD if
cast as a reaction). (Requires vegetation)
17 Plague of Toads Conjure a plague of toads to swarm an area, summoning LX100 3+(x2)
mundane toads into a 100 ft square. A 5 ft square with multiple toads is
considered rough terrain. The toads dissolve into puddles of water when
they die, or after an hour
18 Leaping Lightning Conjure a warbling orb of lightning that leaps haphazardly around a 20 3+(x3)
ft square, dealing 3d4 lightning damage to all creatures within the space
at the end of a round. At the start of the next round, the lightning jumps
20 ft into another square in a random cardinal direction. The spell ends
if the lightning has not done any damage by the start of the next round
19 Hidey Hovel Amongst natural terrain, burrow out a pleasantly warm hovel into the 4+
side of a hill or similarly raised terrain that can hold up to 10 medium
sized creatures. If needed, a fireplace is also available. It is a roughly
15 ft cube that can close up as an action from the entrance into a
makeshift door
20 Speak to the Tides Manipulate an Lx10 ft body of water in one way of your choice: 4+
• Raise or Lower the water level by 5 ft
• Increase or change current (Channeled - PWR save to resist)
• Whirlpool (Channeled, 10 ft radius, PWR save or be pulled and
take 1d10 (B))
• Tidal Wave (10 ft wide line for 30 ft - PWR save or take 1d10 (B))
You cannot affect the same body of water with this spell while it is
under any of these effects
21 Boulder Summons a large boulder, roughly 5 ft in diameter, into the space in 4+
front of you. The boulder you summon is always the same boulder, and
is moved to the new location whenever you resummon it. If the boulder
is destroyed, it will be whole again when resummoned
22 Snap Freeze You blow a frigid mist 5 ft wide and 30 ft long, riming the ground with 4+
icy crystals for a minute. Creatures within the space have Disadvantage
on anything that relies on sight, and their movement is reduced by half.
Targets within the space also take 2d4 cold damage for each turn spent
within the fog
23 Maggra’s Painted Puppet Cause a painted creature or object to leap off of its canvas, animated for 4+
S rounds. Attacks made with this creature are considered a light weapon,
and attacks are made with your magic Score Modifier
24 Regrowth (Ritual) Spend an hour to enchant a seed with the gift of healing. Targets 4+
who consume the seed regain hit points, ticking down from 8. An
enchanted seed takes up 1 item slot and does not stack. (Requires a seed)

109
25 Burrow As a bonus action your hands grow mole-like claws, and you are able to 4+
tunnel through soil or unworked stone at a rate of 15 ft per round. If this
is used in combat you can choose to disappear beneath the earth and
reappear within 15 ft at the end of the round. Lasts for one minute
26 Kraken’s Lament Cause the skies to grow dark and stormy, whipping the winds into a 4+(x3)
frenzy and making any open waters tumultuous. Change the weather
into a Thunderstorm
27 Swarm Calls a swarm of tiny creatures to do the bidding of the caster for 1 5+
minute. These creatures can attack and fly. They make 2d4 melee attacks
using your OCC instead of PWR, ignoring DR (this attack is made with
OCC regardless of it being a Nature spell)
28 Wall of Thorns Cause a wall of thorns to erupt out from you in a 15 ft wide line, up to 5+
40 ft feet away. Creatures caught in the wake of the wall as it travels
forwards are pushed beyond it, and creatures attempting to travel
through the wall or caught in the wake take 2d4 piercing damage. The
wall is 5 ft thick and requires a PWR vs INS check to pass through. The
wall can be instantly destroyed with fire, and dies after 1 minute. Must
be cast on natural terrain (+1 CD if cast as a reaction)
29 Wild Lightning Instead of your regular movement this turn, you instead become a streak 5+
of lightning, dealing Sd8 lightning damage to all creatures you pass
through in a line, moving to a point you can see. When moving this way
you do not provoke attacks of opportunity, and can move vertically
30 Orochi’s Whistle Blowing a shrill whistle, summon the head of a giant snake from beneath 5+(x3)
the earth to swallow a target on the ground. Target makes a FIN save,
taking 3d6 piercing damage on a failure. If the target is brought to 0 hit
points it is swallowed and dragged underground, and you reduce the
number of Successes required to cast this spell by 1 for the next minute,
to a minimum of CD 5+
31 Aqueous Augury (Ritual) Use a small body of water to glean cryptic information of the 6+
future at the Game Master’s discretion in the form of a vision. (Must be
cast with a Component)
32 Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the 6+
nearest liquid within sight. They will not willingly drink a liquid they
know to be harmful
33 Beastform Take the form of a mundane animal local to the 6+
environment for L minutes
34 Reincarnate When cast on a target, if the target dies before the start of your next turn, 6+
the target is overgrown with plant life before being reborn and reforming
with all of their equipment at a random point within the next minute,
with 1 hit point
35 Edencall (Ritual) You conjure the spirit of a dead Beast from their remains, 6+(x2)
wicking them away into dust once used. The beast's spirit has identical
stats and abilities as it did in life, with the addition of being Undead,
Ephemeral, is Immune to being Frightened and Charmed, and emits a dim
light for 15 ft. The spirit lasts for a minute or until it dies, and follows
your command. When the spirit leaves you, a sad peal can be heard.
(Requires the bones or corpse of a Beast, and a Component)
110
Invocations
The distraught memories of the unfortunate soul who left behind this trinket still wails within, and will occasionally lash
out in anger.

Occult Invocations are a part of the magic that roils within Occult Trinkets and Talismans, and are additional
magical effects that will become active when you roll a 6 while casting a spell from the Trinket. When you first
make a character who has an Occult Trinket, you will roll a d20 to determine what Invocation lies within:
1. Duskshroud: The caster becomes Invisible to the target until the end of their next turn.
2. Red Hook: The target is drawn 10 ft towards the caster.
3. Poisoning: The target is Poisoned for a number of ticks equal to the CD (ticks down).
4. Blinding: The target is Blinded until the end of their next turn.
5. Figment of Insanity: The caster conjures an illusion that only the target can see for 1 minute.
6. Cloak of Mist: The caster emits a 20 ft radius circle of fog that lasts for 1 minute.
7. Vampiric Thrall: The target is Charmed by the caster until the end of the target’s next turn.
8. Curse of Tongues: The target is Silenced until the end of their next turn.
9. Displacement: The caster can move 5 ft as a reaction, and may use this to move out of a weapon’s range.
10. Branding: The caster knows the target’s location, and the target cannot teleport for 1 minute.
11. Hexing: The target gets a −1d4 penalty to all rolls until the end of their next turn.
12. Beast Tongue: The caster can speak to animals at will, and understand limited monster speak (this
Invocation is always active).
13. Icy Grasp: The target has −10 ft movement until the end of their next turn.
14. Befuddle: The target cannot take reactions or Recharge abilities until the start of their next turn.
15. Gaze of Emon: The target begins their next turn Confused.
16. Whispers: The trinket reveals cryptic knowledge about the caster’s situation (as determined by the GM).
17. Sundering: The target cannot benefit from their DR until the end of their next turn.
18. Arcane Recoil: The target takes damage equal to the caster’s level if they cast a spell or attack during the
current round.
19. Mirror Image: The caster conjures an illusory duplicate until the start of their next turn. When they are
targeted with an attack, there is a 50/50 chance that their duplicate is targeted instead.
20. Arrow Ward: The caster’s body disperses into crows if they are attacked with a ranged projectile for the
next minute.
These Invocations are only the twenty a character may begin with, as a handful of others can be found through
exploration:
1. Nightmare: The target is shown a waking nightmare and is Frightened until the start of their next turn.
2. Doublecast: The trinket immediately casts a random spell within itself at will (without needing to
roll to cast).
3. Puppeteer: If the target dies that round they are revived as a zombie under the caster’s control, who dies at
the start of your next turn (this Invocation is always active).
4. Face Smear: The caster cannot be targeted by spells or abilities until the start of the next round.
5. Dream: The caster partially phases into a surreal astral realm until the end of their next turn, allowing them
to see through illusions, invisibility, and magical darkness, and communicate telepathically to a creature
they are familiar with.
6. Ghost Vapors: The caster becomes Ephemeral until they take damage.
If the Invocation would require a target, but the spell you cast has no target, the Invocation does not occur.

111
Performances
Suggestion. You can Influence the decisions of
creatures that can understand you within 10 ft of
Performances are a special type of magic that relies yourself, CHM. (5)
on your Charm, and affects the minds of creatures Howl of Terror. Creatures within 10 ft of you are
around the performers. Performances take an action Frightened, CHM. (1)
to begin, and are always Channeled for a number of Remember That? You temporarily implant a false
turns equal to the number in the parentheses (x). The memory into a target that can hear you for 1
effect of the performance happens during those turns hour, INS. (1)
unless specified (not rounds), and does not restrict the
performer’s ability to move on their turn. However,
performers may not use their reaction during this
Dance
Vinestep. You are able to walk up walls and over
duration unless they choose to end the performance. water, moving 10 ft per turn until the end of the
Performers do not need to roll to start a performance, performance. (4)
and they are not affected by a Miscast if they are Ghost Waltz. You are able to walk through solid
interrupted. objects, moving 10 ft per turn until the end of the
Some performances require their targets to make performance. (3)
saving throws to avoid the effect, and is indicated at the Burning Bolero. You move at a blazing speed, moving
end of the performance description in italics. Saving 20 ft per turn until the end of the performance. (4)
throws against performances are always against the Silent March. Creatures within 10 ft cannot cast spells
performer’s Charm Score (CHM). or use abilities that require a Recharge. (4)
A performer must attempt to finish the Somber Slowdance. Creatures within 10 ft of you
performance even if it was not effective, unless they cannot benefit from the Ephemeral status. (6)
are physically prevented from doing so, or if the Dance of the Snake. You force target creatures
performance lasts until the start of their next turn. within 10 ft of yourself to mirror your movement,
following any movements taken orthogonally or
Vocal diagonally. (3)
Shout. You release a shockwave in a 10 ft sphere around Naja’s War Dance. Target enemies within 10 ft of you
you that knocks creatures Prone and pushes them are unable to explode their dice. (4)
back 20 ft, PWR. (1) Skystep. All creatures within 10 ft, including yourself,
Cupid Call. Creatures within a 10 ft sphere around you are granted slowfall, falling at a rate of 10 ft per
are Charmed at the end of the performance if you round, and reducing all fall damage during the
were uninterrupted. (5) performance(10)
Scholar’s Sonata. You decrease the Casting Difficulty of Fleeting Foxtrot. You become invisible during the
spells within 10 ft of yourself by half, or reduce the duration of the performance. (6)
number of successes required by 1. (5)
Anura’s Hymn. You call two bestial spirits of nature
to aid you at the end of the performance if you are
Instrumental
Lullaby. You cause creatures that can hear you within
uninterrupted. The actions they take is at the GM’s 30 ft to fall asleep, making a CHM save on each turn
Discretion, and must fall within the intent of the to resist falling Unconscious for 1 minute, or until
performer. (6) their sleep is interrupted as an action, or they take
Sunrise Sacrament. Creatures within 10 ft of you damage. (3)
automatically succeed their Last Breath roll. (5) Soothing Sonata. Creatures that can hear you within
Song of Healing. You heal a target within 10 ft 20 ft of yourself have any Charmed or Frightened
CHMd6 at the end of the performance if you are status effects removed. (2)
uninterrupted, up to half of a target’s hit point Countersong. As a reaction you silence any magical
maximum. (4) effect that relies on sound by making a CHM check
against the source. (Reaction)

112
Accelerando. Hastens a target that can hear you at the Hurled Insults. As a reaction you hurl insults at a
end of the performance if you are uninterrupted, creature attempting to perform an action that
doubling their movement speed and Dodge until the can hear you within 30 ft, rolling CHM d6. For
end of their next turn. (3) every d6 result that is 2 or higher, you decrease
Drums of War. You remove the Resistance or DR from a the result of the target creature’s roll by 1.
creature that can hear you within 30 ft. (6) Creatures that are Immune to being Charmed are
Blazing Chord. As a reaction you ignite the weapons unaffected. (Reaction)
and projectiles of allies, allowing them to deal 1d6 Distraction. As a reaction you cause target creatures
additional fire damage. (Reaction) that can see you within 30 ft to become
Piper’s Peal. You command the actions of animals that Stunned. Once a creature has been affected
can hear you, PWR. (6) by this ability, they cannot be affected again.
Cobra Song. You take control of a humanoid target that Creatures that are Immune to being Charmed are
can hear you within 60 ft during the next turn, unaffected. (Reaction)
controlling their movement and action, CHM. (3)
Last Dirge. You increase the Critical Range of your
allies within 15 ft who can hear you by +1. (5)

Theater
Liar’s Reveal. You disguise yourself in an illusory
humanoid form that lasts for 1 hour, or until you
tell a lie. (1)
Tragedy. Targets that can see you begin to cry
profusely, are Blinded and have Disadvantage on
INS checks and Saving Throws. Creatures that are
Immune to Charm are unaffected. (5)
Comedy. Creatures that can see you within 30 ft begin
laughing uncontrollably and cannot take actions.
Creatures that are Immune to being Charmed are
unaffected. (5)
Murderous Plot. Creatures with a number of hit points
currently below yours that are within 30 ft of you by
the end of the performance, die. (7)
Set the Stage. You conjure a massive illusory set of your
choice that manifests physically, but cannot deal
damage. (10)
Yapping Yorick. You prod a deceased humanoid
creature you touch with 5 questions at the end of
the performance, after which it cannot be spoken to
again. The target responds with the memories of its
living self, but not the personality, as it is effectively
a reanimated puppet. (10)
Play Dead. You become indiscernible from a corpse,
lacking a detectable heartbeat or blood. Creatures
that try to deal damage to you during the
performance automatically miss, but believe they
have successfully affected your body. (12)

113
Recipes
114
Players are able to find Recipes scattered across the
world, from baking recipes to ancient manuscripts.
When a character obtains a Recipe, it is placed in their
Inventory and recorded as though it were a magic
item. In order to craft an item with a Recipe, it must
be in their Inventory, and they must spend one hour
and one Component to do so.

The effectiveness of a Recipe is based on the


Finesse Modifier of its creator. If the item is found or
bought, and is not created through a Recipe, roll 1d4
to determine the “FIN” (Finesse Modifier) if the item
would specify it. If a Recipe would be created by a
character with a negative modifier, the FIN is "1".

115
Poisons
Tongue Twister Tincture. The affected creature
is unable to speak coherently and is Silenced. Lasts for
Poisons are a heinous craft that saps their target’s ability FIN minutes.
to function normally, potentially dooming them when Leadbone Tonic. The affected creature has their
applied at an opportune and calculated moment. It movement speed reduced by half, and will sink when
takes a bonus action and a successful DC 7 FIN check to attempting to swim. Lasts for FIN minutes.
apply a poison to a weapon or piece of ammunition, and Slowdraw Syrup. The affected creature is unable
can only be applied to a creature once before wearing off to use their reaction in combat or recharge any abilities.
of the weapon. Failing to properly apply a poison results Lasts for FIN minutes.
in the user being affected instead. A creature that has a Sorcerer’s Sour. The affected creature automatically
poison applied to them must make a PWR vs FIN save incurs at least a Tier 2 miscast after casting a spell. Lasts
to resist the effect. Creatures cannot be affected by more for FIN minutes.
than one poison at a time. Graveroot Poison. The affected creature ceases
Simple Poison. The affected creature is poisoned to have any perceivable heartbeat, zombifying them
for 6 ticks, ticking down. and turning them into an Undead creature for the
Ichor of Ineptitude. Lowers a Stat Score of the purposes of healing and detection. Undead creatures
crafter’s choice to 4 (-2) when applied to the affected receive magical healing as damage instead. Lasts for
creature. Lasts for FIN minutes. FIN minutes.
Berserker’s Brine. The affected creature flies into
a rage, and will only make unarmed or weapon attacks.
Lasts for FIN rounds.
Poppy Drop. The affected creature is put to sleep,
and is Unconscious. Lasts for FIN minutes.

116
Medical Kit. Can be applied to a wounded creature
Items to heal them 1d6 points of healing per level of the
A diverse toolkit of items will help the intrepid crafter, and cures any poisons on the target. This item
characters overcome perilous challenges, like escaping takes 10 minutes to apply, and dice rolled for healing do
a trap, exploring a dungeon, or changing their not explode.
environment to their advantage. Items require an action Tanglethorn Bag. Creates a 30 ft radius of
to use unless otherwise specified. climbable vines that is considered rough terrain
Antidote. When consumed, cures the imbiber of wherever it is thrown. Creatures within the radius
the Poisoned status. whenever it is thrown are Restrained, and must succeed
Bottle of Smoke. Creates a 30 ft diameter cloud a PWR vs FIN save in order to free themselves.
of mist or smoke in the location it is opened. Lasts for Exploding Marbles. A small bag that, when
10 minutes. opened, creates a 5 ft square of marbles that is
Blast Powder. A small sack filled with a black considered rough terrain. The marbles begin to explode
powder and a fuse. When lit, it goes off in 6 seconds, and duplicate, expanding an additional 5 ft in radius
blowing a 1 ft crater into stone or wood. It is also every Turn until the end of the Round. Creatures
very, very loud. attempting to move through the space must make a FIN
Smoke Bombs. When thrown at the user’s feet as save DC 9 or fall Prone.
a reaction, smoke bombs create a 10 ft diameter cloud Elemental Pine Sap. Can be rubbed on the user’s
that lasts for a minute and instantaneously teleports the weapon as a bonus action, whereupon their weapon
user 10 ft along the ground, appearing as though they erupts with elemental energy (fire, cold, or lightning). For
had vanished. three rounds, their weapon deals an additional 1d6 of
Caltrops. Applied over a 10 ft square that becomes the chosen elemental damage.
rough terrain, and causes 1d4 (S) damage, for every 5 ft
square that a creature moves through.
Flash Powder. Can be used as a reaction to render
a creature within 5 ft Blinded until the end of their next
turn. The target can make a PWR vs FIN save to resist
this effect.
Lockpicks. Used to attempt picking locks. If double
1’s are rolled when making a skill check to open a lock,
the Lockpicks break.
Bottled Moonlight. Releases a soft glow of dim
moonlight in a 30 ft radius over the location where it is
opened. Lasts for FIN minutes.
Bottled Storm. Changes the weather within a 1
mile radius to a Thunderstorm when opened outdoors.
Lasts for FIN hours.
Bottled Sunlight. Releases a bright glow of
sunlight in a 60 ft radius over the location where it is
opened. Lasts for FIN minutes.

117
Rope of Returning. A 50 ft length of rope that ties
and unties itself at the mental command of the user. Potions
Creatures bound in the rope can attempt to unbind Bottled magic that can incur a variety of wondrous
themselves as an action with a PWR check DC 12. beneficial effects! They can be used by a creature as
Grease. A bottle of flammable grease that can be a bonus action, or imbibed by an adjacent ally as an
thrown over a 10 ft square. When lit, the grease deals action. Creating a potion requires an empty container or
1d4 fire damage to creatures already within the space, bottle to store.
and another 1d4 fire damage for every 5 ft square that Health Potion. The affected creature is magically
they pass through on their turn. healed 1d4 hit points per their level.
Spell Scrolls. Spell Scrolls can be created by a Aptitude Alcohol. The affected creature increases
creature to contain any spell they have, and requires any one Stat Score of their choice to 11 (+3). Lasts for
paper, parchment, an empty book, or so on to create in FIN minutes.
addition to the Component. To create the Spell Scroll Sorcerer’s Salve. The affected creature has the CD
the crafter must first successfully cast this spell onto the of spells they cast decreased by 1. Lasts for FIN minutes.
paper. The scrolls have a one-time use, but only require Chaos Calmer. The affected creature ignores
a check of the appropriate magic type (Arcane, Occult, miscasts caused by rolling doubles when casting a spell.
Divine, or Nature) DC 7 to cast, and can be used by any Lasts for an hour.
intelligent creature. Silversight Syrup. The affected creature is not
Bolas. A thrown ranged weapon that can be used affected by illusions, and can see through invisibility.
to render a medium sized or smaller target creature Lasts for FIN minutes.
Grappled. Creatures bound by the bolas can attempt to Gillfilm Gin. The affected creature can breathe
unbind themselves as an action with a FIN vs FIN check. underwater. Lasts for FIN minutes.

118
Bottled Beastie. The affected creature becomes a Over There. The affected creature becomes
small mundane animal of their choice. Lasts for FIN invisible, with an illusory duplicate appearing 5 ft to
minutes, or if they willingly imbibed the potion they their right, performing all of the same actions that they
may end the effect as a free action. do. Attempts to target the illusion automatically miss.
Goddess’ Grace. When given to a humanoid or Lasts for FIN minutes.
beast creature that has died within the last minute, they Diviner’s Drink. The affected creature gains two
are brought back to life with 1 hit point. Portents: Whenever a creature that you can see would make
Ecto Espresso. The affected creature becomes a dice roll using a Stat Modifier (including spellcasting) you
Ephemeral until the start of their next turn. may consume the Portent to substitute the Modifier of the
Ailing Ambrosia. The affected creature target you can see with their own, or your own LCK Modifier
has the Charmed, Poisoned, and Frightened status instead. A Portent can only be used within 24 hours of
effects removed. obtaining it, and is recorded on your character sheet.
Potion of Luck. The affected creature has their
Critical Range increased by 1. Lasts for FIN minutes.

119
Bolstering Bitterballen. A small ragout ball that
Food is breaded and fried, usually prepared in batches as
Food is the heart and soul of the Kindred all across a snack with a sweet condiment such as mayonnaise.
Myriad. These recipes are only a few, pulled from Creatures that eat this savory snack gain Resistance to
various regions. The effects of these recipes have the any one element, chosen by the chef (fire, cold, lightning).
same benefits as eating a Ration during the Rest Camp Meals in the northern reaches of the Three Kingdoms are
Action, additionally bolstering those who consume often taken from other parts of Myriad and slightly altered.
them for the next 8 hours with a special effect, and they Their snacks, however, are unparalleled culinary inventions.
require a Component that comes from a creature, plant, Smart Smoked Salmon. Slowly smoked to
or mineral to create. Characters will not literally need to perfection and rich in Omega-3, this brain food gives
have the ingredients to these Recipes in their inventory, the creatures who eat it an extra die when they cast a
and it is assumed that the materials are available as part spell, or when they make INS checks and saves. Although
of keeping the item “Recipe” in their inventory. perfected in the icy fishing holes of Polaris, the choice to eat it
Gusto Gumbo. A hearty, savory comfort food made with maple syrup originates from Crosswind Vale.
from a roux, and a variety of meat and vegetables that is Coffee Cake. Sweet, moist, and rich, this common
sure to warm bellies and hearts. Creatures that eat this caffeinated confectionery gives the creatures who eat it
hefty meal gain temporary hit points equal to the FIN an additional 10 ft of movement speed. Frequently found
+ Level of the chef. Passed down by generations of those in bakeries within the hills of Crosswind Vale. Not advised
who inhabit the Great Swamp, chefs from this location carry for children.
an old copper coin at all times — only moving past the roux
stage when the colors are identical.

120
Honey Milk. The simple combination of honey Angel Food Cake. Light, sweet, and airy — it’s no
in warm milk does a lot with only a little! Creatures wonder why angels eat this delectable dessert! Creatures
that drink this are cured from being Poisoned, and are who eat this are filled with the protection of the Goddess
Immune to poison damage. A popular midnight snack in (who is rumored to be quite the sweet tooth herself) and
the small tea rooms of Luxion. they are protected from dying, once. This dessert can be
Buff Brûlée. This sweet treat packs a punch! found all across Myriad, made on days of celebration to the
Creatures that eat this increase their PWR Score by Goddess or her aspects.
the FIN Modifier of the chef. Originally conceptualized Abgoosht of Absolvement. This hearty mutton
in Igmund, but further improved to have a bottom layer of stew is made with love, and usually served with
chocolate ganache within the freezing spires of the Northlight onions and bread. Creatures who eat this reduce their
Sanctum in Polaris. Corruption by 1, and any levels of Corruption by 1 that
Dragon Dumplings. This steamed dumpling would be gained under its duration. Alternatively, a
packed with spicy meat or tofu could make even a creature who eats this may remove a Curse (with the
dragon break out in sweat! Creatures that eat this can exception of a Curse caused by a Bane). Originating from
breathe fire as an action, dealing 1d4 fire damage in 15 the colorful desert cities of Gobani, this stew is often made
ft cone to creatures in range that fail a FIN vs FIN save. during their unexpectedly cold winters, and shared by the
Only the wide variety of spices and peppers grown in Forcosia Winders on long trips. Winders collectively travel with beans,
and the southern isles could produce such a heat — but is onions, potatoes, turmeric, or lime in the odd case that one
commonly found in the diverse port city of Bomba Bay in may not have all the ingredients.
Gobani thanks to trade with Ridir of the Three Kingdoms.
Healing Halibut. Pan-seared with a lemon-butter
sauce, this flatfish is chock full of nutrients. Creatures
who eat this recover a number of hit points every hour
equal to the FIN of the chef. This valuable fish can only be
caught in three specific locations: off the North-West coast of
the Three Kingdoms, the Northern coast of Luxion, and the
Southern coast of Polaris.

121
Corruption
Denizens of the world are not immune to the creeping Chaos that seeks to unravel the bindings of Order.
Occasionally, a character may find themselves readily affected by these forces and slowly warped in its image. This
is known as corruption, and is set on a scale of 1-10. There are ways to remove corruption, and this feature should
never interfere with a player’s autonomy over their character!

122
Tier Corruption Effect
1 The inklings of corruption gnaws at your mind, no effects - yet
2 Odd Scrawlings: You wake up to find you’ve been writing in an unknown text throughout the night,
and you do not gain the benefits from your Rest. You are inexplicably able to read Fel scrawl - the
chaotic written language of intelligent monsters. This can only occur once.
3 Transient Curse: Your physical strength is sapped from you as you begin to malform, decreasing
your PWR and CHM by 1 and receiving a random mutation; (horns, claws, scaly skin, monstrous eyes,
sharpened teeth, or grey cracked skin). This curse cannot prevent nor be prevented by the Cursed status
effect.
4 Abandon: The corruption continues to creep across your psyche, increasing your PWR by 2 and
decreasing your INS by 2
5 Dark Insight: Your body and mind become more comfortable with your seeping corruption. Increase
your OCC by 2, decrease CHM by 2, and gain another malformity: (An additional monstrous eye that
never closes, vestigial tail, vestigial bat wings, feathered limbs, stony skin, thorn-like growths across
the body).
6 Soulwarp: The infliction of corruption on your soul tears away at your body, revealing the monstrous
visage beneath, resulting in a random effect:
• Centauroid - Your lower half morphs into that of a beast, doubling movement;
• Arms - You grow two additional functional arms, granting you an additional attack;
• Wings - You grow a set of tattered wings, granting you a fly speed of 30 ft, 3x per day
• Eyes - You grow a massive glowing eye in your forehead, and the spell Gaze can be cast at will (The
target becomes Frightened, Charmed, Blinded, or Confused)
At this point you strike fear in those who see your form, and you will not be permitted within most
civilized locations
7 Felwarp: Your mutations continue to advance, granting another random mutation:
• Burning Belly - A fire swells in your stomach or throat, and you can launch a gout of burning
phlegm as a 60 ft ranged attack that deals 2d8 fire damage, or a 15 ft cone that deals 1d8 fire
damage on a FIN save
• Screech - You can roar or screech with terrifying ferocity, pushing targets within 15 ft backwards by
15 ft, stunning them on a failed PWR save
• Ephemeral - Reduce all incoming weapon damage to 1 until you make the attack action, at which
point it resets at the end of your next turn
• Liquify - Your skin turns into a translucent gelatinous ooze, and you have resistance to physical
damage, and can squeeze through any space larger than your skull
8 Monstrous Mediation: Most monsters recognize you as a monster yourself, and you gain the ability to
use a limited diplomacy with them even if they do not speak in a language you understand. If they do
speak in an intelligent language, you become Skilled in diplomacy
9 Thrall to Chaos: Your body hungers mindlessly for chaos, blood, or destruction, and you reduce your
Charm, Insight, and Arcane to half of their roll
10 Final Transformation: You permanently transform into a monster. Replace all stats and abilities with
that of a monster of an appropriate level of the DM’s choosing. You retain all of your memories and your
personality, as well as control of your character. Your Corruption level cannot be reduced.

123
Curses
While delving into danger, and inching closer towards Chaos, denizens of Myriad can become afflicted by what is
known as a Curse. Often awkward or embarrassing for the Curse’s recipient, and occasionally stigmatized by other
Kindred, a Curse flare-up at the wrong time can be incredibly inconvenient - or an unexpected solution. When
taking on a Curse, be aware of the consequences, and do not accept what you may not be able to handle.

d20 Curse
1 Curse of Shrinking — When you roll double 1’s during any 2d6 dice roll you shrink into a Tiny mouse
for the next minute, reducing your PWR and FIN Scores to 2 (-4).
2 Curse of Snakes — When you roll double 1’s during any 2d6 dice roll your fingers turn into snakes for
10 minutes, making it impossible to grip things. The snakes are Skilled at lockpicking, and you are able
to see out of their eyes, which use Infravision.
3 Curse of Whiskers — When you roll double 1’s during any 2d6 dice roll, spirit cats begin to spew out
of your mouth, before transforming you into a mundane cat for 10 minutes, but still retaining your
ability to speak.
4 Curse of Lycanthropy — A portion of your body transforms into that of a Lycan. Under moonlight,
roll 1d6; on a 6 the wearer gains 2 points of Corruption, and all transformations are lycanthropic in
nature. At 10 points, the wearer becomes a fully formed Lycan at all times, and is actively hostile to all
creatures it can see while underneath moonlight.
5 Curse of Flammel — When you roll double 1’s during any 2d6 dice roll, you rapidly grow an absurdly
dense coat of feathers, which then explode out at the end of your next turn, causing targets within 10 ft
of you to fall asleep for 1 minute.
6 Curse of the Framed — When you roll double 1’s during any 2d6 dice roll, your body is forced into 2-D
space as a painting, allowing you to move across flat surfaces horizontally for 1 minute.
7 Curse of Mirrors — Anytime you see your reflection, you must roll 1d6. On a 1, your reflection will
swap places with you, trapping you in a reflective surface before wandering off. You can move between
reflective surfaces in the vicinity, but cannot escape unless you succeed an ARC check DC 9 as an action.
8 Hedgewitch’s Curse — When you roll double 1’s during any 2d6 dice roll, for the next 10 minutes only
animals can understand you (you can understand them as well).
9 Curse of Chaos — Anytime you miscast a spell or deal damage to an ally, you gain 1 point of
Corruption. When you Miscast a spell, the severity of the miscast begins at Tier 2.
10 Curse of Stone — When you roll double 1’s during any 2d6 dice roll you become extremely heavy and
dense by transforming into stone or other means, halving movement for the next 10 minutes, but
removing your need to breathe.
11 Curse of Swarms — When you roll double 1’s during any 2d6 dice roll you are followed by an
enormous swarm of tiny creatures that will try to drag you away into the air for the next minute,
moving 5 ft at the start of your turn.
12 Curse of the Grave — You zombify, and are considered Undead. Your Last Breath roll now instead
succeeds on a result of 2+, but any magical healing is instead received as damage, and undead creatures
regard you indifferently.
13 Curse of Slime — Your body is transformed into slime, retaining your form and showing only your
skeleton inside. While a slime you have Resistance to physical attacks, but Vulnerability to damage from
spells, and can squeeze your body through any space larger than your skull.

124
14 Curse of Beasts — Your lower half is transformed into that of a horse, snake, large cat, rabbit, or
spider, adding 10 ft to your movement speed and allowing a medium or smaller sized creature to ride
you, but preventing you from having any equipment on your Legs or Feet.
15 Curse of Soaring — When you roll double 1’s during any 2d6 dice roll your arms are transformed into
wings that allow a fly speed of 30 ft, but cannot grab things.
16 Curse of Loam — Your body reforms as plant matter. You are Skilled in hiding and traversing natural
terrain, but you are Vulnerable to fire.
17 Curse of Shadows — Whenever you roll double 1’s during any 2d6 dice roll, all light sources within 60
ft are snuffed out — losing all remaining fuel. If lights were snuffed out in this manner, you become
incorporeal and cannot be seen, felt, or heard until you enter within the range of a light source.
18 Curse of Toads — Whenever you roll double 1’s during any 2d6 dice roll a plague of 1000 toads hop
through the area, and are rough terrain, lasting for 1 minute. If a toad is killed, it simply turns into a
small puddle of water. Occasionally, a Gigatoad, the size of 1000 toads, is summoned instead.
19 Curse of the Sea — Whenever you roll double 1’s during any 2d6 dice roll, for the next ten minutes,
the next thing you touch becomes encrusted with barnacles and gushes briny seawater.
20 Curse of Pumpkins — Whenever you miscast a spell with double 1’s, the target of your spell is instead
turned into a pumpkin for 1 minute.

125
Welcome to Myriad

126
Myriad exists as a setting as well as a system, and the
following chapters will inform the Game Master (or player
reading this), on both!
A larger map is found at the end of the book.

Rovio’s Journal
Rovio is a mysterious Gnome merchant, scholar, and alleged
leader of the merchant faction, the Greentop Caravan. This
well-known group of thrifty merchants who scavenge those
places recently cleared by adventurers without the eye and
patience to find all the treasure available there. Rovio is rather
famous amongst adventurers, though none can claim to have
seen or met him in person even within his own entourage. His
informative journals detailing the corners and curiosities of
Myriad are coveted and occasionally found.
The following are a few of his recovered entries that
include personal notes and accounts concerning the regions
and culture atop Myriad. After the much anticipated
publication of these journals in The Ridir Rizzette Journal,
(which enjoyed astounding sales despite its lack of pictures),
many of the locations he named saw tourism rise for nearly a
decade after their publication.

127
Crosswind Vale/The Hills
Among my favorite places to visit in all of Myriad
are the hills of Crosswind Vale! The lush green
hinterland to the west of Emmen and Ridir is
populated mostly with Gnomish folk, Manlings,
Froglin, and Animus in friendly farming villages.
They are hearty, cheerful people despite the occasional
raiding from Gobbins and dangerous beasts which
lurk in the woods between the hills. The cuisine of the
Hills is incredibly hearty. Hot bread, rich berries, and
the absolutely luxurious Crosswind Honey harvested
from the hives of the gigantic Byuzu Bees. The sheer
size and their cavernous hives make harvesting honey
perilous, and that’s before your gear gets too gummed
up to move. The Hill-folk know the risk is worth it;
Crosswind Honey and Mead, known as the “liquid gold”
of the Hills, are lucrative exports. I have seen bottles for
sale in markets as far as Bomba Bay and Forcosia, and it
is never an unwelcome find.
The Wanderer’s Road stretches the entire length
of the Hills from Ridir to the western sea. It’s a lovely
trek, with swaying trees, singing birds, and creaking
windmills. The cool breeze for which the Vale is named
rolls down from the Red Mesa that borders the coast.
The Hill-folk maintain a large network of sophisticated
windmills to catch the wind and power grain houses,
forges, lifts, and deep well pulleys. Community-
appointed Highland Hill-Stompers walk the trails
between hilltops and villages, maintaining public paths
and structures. They keep heavy blunderbusses slung
about their shoulders. They look intimidating, but I
always enjoy stopping for a chat. They’re always eager to
lend a helping hand and catch me up on local talk.
While the Hills are mostly quiet and peaceful,
Gobbins move through the hills in war parties to raid
traveling parties and farms for loot, food, and weapons.
Some Gobbin bands poison the giant bees with a sap
that makes them docile so they can ride on their backs
into battle. Gobbins hoard whatever wealth they find
into the northern hills near Grail Lake, and decorate
themselves in treasures until even the lowliest Gobbin
could be mistaken for a king. Rumors of powerful
artifacts and mountains of wealth come down from
those hills, including lost heirlooms of the three great
houses and ancient magic artifacts. But retrieving them
is no easy task. Gobbins are small and unorganized,
but the hills are like an ant mound with more and more
Gobbins the deeper you go, and the dark and winding
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tunnels confuse all sense of direction. expected something a bit more grand, but the Belfry
The worst danger of the Hills lurks in dark places resembles not much more than an old cobblestone
scattered about the region. Even the gobbins will not monastery. The few rooms inside are tall, and the walls
go into the forested ravines that Hill-folk call the themselves are hidden by towering shelves of books and
Deeplands. In hollows and valleys throughout the scrolls. The bell towers themselves are the only place
Hills, strange, spindly trees grow from tainted soil, in Myriad to have a view of the sprawling chasm that
and dark shapes move about within thick purple mists. isolates Carima, which still can only barely be seen on
These low-lying pockets of corruption pulse with an icy, the horizon on days when the spray of the waterfalls
draining energy and seem steeped in constant dusk. doesn’t obscure it. Even so, that mysterious forgotten
At night, fear and confusion take hold of anyone who land feels ever present within the belfry.
comes too close. Many adventurers have gone in, and Sometimes Gryphons fly overhead and even skirt
the few that return come out strange. past the parapets. Their nesting grounds are not far
No one knows what the Deeplands are or where from the library, and the more daring juveniles enjoy
they came from, though plenty of colorful theories live playing jokes on the nervous scholars and sages that
in the Hills’ taverns. Some say they are natural rifts stay there during their pilgrimages. What marvelous
and valleys that were tainted with dark magic. Others things they are! Anywhere else in the world, such a
call them craters or wounds in the earth left over from creature is as likely to tear your head off as blink your
a long forgotten cataclysm. Rumors say that pieces of way. While I can’t say their temperament is any better
the stone goliaths seen wandering Carima have been in the Hills, the Hill-folk somehow maintain with
found in the mist, sparking theories that they could be them a relationship of mutual respect. Highland Hill-
connected to the shrouded history of that land. Though Stompers sometimes employ the gryphons’ assistance
only few have tried to lead expeditions inside to learn if searching for someone trapped on a mountainside
more, and fewer have made it back. or fallen in a ravine, but most will know them as the
The Deeplands always fly quickly out of mind once mounts used by the postmasters known across Myriad
I reach a warm Hill-folk hearth. They never stop me as the Whitecap Messengers.
from making regular sojourns up to the wondrous city The Whitecaps were founded here in the Vale and
of Nimhold. A towering rock along the Wanderer’s are still headquartered at the central post office of
Road, Nimhold sits sprawling just under the Red Mesa, Nimhold. Whitecaps carry Searching Pearls, arcane
where you will find the Grey Chasm and broken bridge pearls on necklaces that signal the location of others
that once led to Carima. Windmills line the walls of this like it, and have stations set up in nearly every town
open, breezy city and kites fly above its rooftops. The and village with more than a few hundred occupants.
windmills lift people and goods up and down from the People all over Myriad can register themselves to
lower valley and power a trolley system through the rest receive mail at any of these locations and the Searching
of town. Nimhold regularly hosts festivals, expositions, Pearls will direct Whitecaps to bring their mail to those
gryphon races, and sporting events. Large market stations. Some, like myself, may even opt for a more
squares fill with trading wagons and magnificent scents. direct approach and purchase Receiving Pearls so that
At night, the streets fill with music and fireflies. The mail can be brought to them directly, no matter where
city extends downward into the base of the hill. A vast in the world they are. Whitecaps have been known to
series of underground apartments, vaults, and corridors delve into deep and dangerous caves or climb to perilous
are carved into the ruddy slate stone - some so old they heights in service of delivering a single letter. Their
may predate the city itself. courage is never in question and to impede their duty is
A rickety lift up the cliffs behind Nim leads to the considered a grave offense.
Belfry of Tomes. This tower sits high atop the Red Farewell, Nimhold. I drag my feet whenever I need
Mesa, and further beyond the greener flats nearby the to leave this place. The efficiency of this land has a thing
bridge to the Grey Chasm, where desolate winds whistle or two to teach my Greentops. Perhaps this is where
down over the rocky cliffs. There are no students of lore I will settle one day when my joints get too creaky to
and magic that reside in its halls pursuing knowledge, carry a heavy pack. There’s nowhere else in the world
only a few groundskeepers left to tend the forgotten like it. I don’t think I’ll ever give it up.
Cariman Tablets. When I visited Belfry of Tomes, I
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Three Kingdoms
Most are familiar with the Three Kingdoms, or simply
The Three for short, and if you are one who fancies
yourself a traveler, you have probably paid them a visit
already. After all, The Three is the most central, and
most highly populated area in Myriad, full of bustling
trade, industry, and politics.
The Three benefit from the supervision of strong
and noble leadership, but as the name suggests, rule
is split between three families who reside in each of
three major cities: Igmund, Emmen, and Ridir. Most
of the population makes their homes in the cities,
but plenty live in between in charming villages and
towns scattered along the many roads that crisscross
the landscape, especially around Lake Amble. At the
center of The Three, the Blue River which stretches
from the Blue Mountains down to Ridir, widens into
a deep gorge with this lake at the bottom. The gorge’s
walls are lined with vertical villages of merchants and
fishers. The largest of these towns, Preamble, crawls up
the sides of the gorge and then spills up onto flat land.
Its central location makes it the biggest trade station
between the three kingdoms and is practically a city in
its own right–a fact that seems to make the leadership
of Igmund, only a stone’s throw away, a little nervous.
A few years ago, I was lucky enough to visit Preamble’s
short-lived but truly fabulous new casino district that
perched over the cliffs of Lake Pre, but Igmund claimed
that it was a distraction to their students and it has
since been shut down. Call me a spiteful Ridirian, but I
suspect it wasn’t so much the objection to their students
having a good time as it was the subordinate village,
run by a council of commoners, threatening to compete
that House Igmund found so unacceptable.

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Igmund, the Grand Academy Emmen, the People’s Militia
Igmund sits on the Three’s eastern border nearest Emmen, the kingdom of the protectorate, is located in
Forcosia. The citadel is constructed with the pale white the northernmost reaches of the Three Kingdoms, just
lumber of the Candlewood, straight across the river south of Luxion. Emmen was originally settled when
to the west. Their architectural union is as old as the a manling hero of House Emmen led an army to the
city itself, and a master of the trade told me that each ruins of a marble city at the foot of the Blue Mountains
tree is carefully selected and the lumber divided. The to stem the flow of monsters that poured from the vast
trunks create the straight, tall walls of the city, and caves below. Once the army cleared the caverns as far
the branches are intricately carved into the soaring down as they dared, they settled permanently in the
buttresses and corbels that support them and the clay- ruins. The ivory colored marble towers, arches, and
tiled roofs. The world’s most renowned sage schools domes of the ruins remain. I have always thought it
study within, the greatest of which are called the looks as though Emmen’s harsh gray stone masonry
Amber Antiquarians. They conduct research in an was built inside the sun-bleached skeletons of colossal
endless library of specimens preserved in amber called monsters. The caverns too were fortified and filled
the Amber Archives, which is housed in a colossal by Emmen’s builders, which are used as barracks,
tower that dominates the skyline. Young scholars also bunkers, and training grounds. It is likely that these
travel the world to get their start here in countless are the deepest caves to ever be mapped and explored.
intensive academies of varying repute. Their flyers and The passages into the deep are blocked off and closely
ads litter the streets and paper the walls at nearly every guarded at all hours, because just beyond are monsters
public space. Less well advertised are quiet guilds run more dangerous than one ever finds on the surface, but
out of taverns and basements near the city walls which also, perhaps, treasures beyond your wildest dreams.
send expeditions of hopeful occultists into the Great I have visited precious few times, since Emmen
Swamp nearby to hone their craft. House Igmund is an is something of a challenge to reach, but each time
ancient family of exhaustively, almost obnoxiously well- I visited the bastards they were eager to strip me of
educated Sylvans whose symbol is a black and silver flag my wares like vultures. They don’t see merchants
emblazoned with a crescent moon. Though by no means often. Most who enter are passing through on their
terrible rulers, they tend to be idealistic snobs who are way to Polaris and Luxion, or intend to enlist. Many
pitifully out of touch, and the basic, practical parts marauders and duelists cut their teeth in Emmen’s
of city maintenance often suffer as a result. Igmund’s ranks. Once trained, soldiers from Emmen are sent to
streets are horribly planned. The labyrinth of narrow, every corner of the Three Kingdoms and even Polaris
unmarked passages that pass as streets in Igmund for law enforcement and defense. The city is surrounded
render even the most important locations practically by farmlands, but civilians within the city are mostly
inaccessible. They’re as dusty and shabby as Igmund’s veterans–people whose martial ethos ensures they
many libraries–and just as silent too. House Igmund are satisfied without the finer things. I must say that
has insisted for centuries that in the name of study, a Emmen has exceptional blacksmiths. There is no better
twenty-four hour quiet is strictly enforced. It is rumored place to shop for weapons and armor, but even the
that the House Igmund, who deal in knowledge and general store is sparse and expensive, the inns are as
information, maintain a secret force of spies and rudimentary as the barracks, the food is horrible, and
assassins who operate out of the deep caves upon which the ale is strong and bitter. If you want to shop, you’d
the city was originally settled. It has been a long time better catch the next caravan down to the Blue River and
since every entrance was officially sealed for the safety then a ship to Ridir instead. This house can easily be
of the students, but that doesn’t mean all of them recognized by their boastful tabard of a green and white
remained that way. dragon, plastered over nearly everything.

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Ridir, the Royal Coin Purse provide Ridir with adequate forces for defense and law
enforcement, creating just as many opportunities for
Ridir, the kingdom of commerce and coin, is located thieves as it does for freelance marauders and duelists.
on the southern coast of the Three Kingdoms where For instance, House Ridir employs its own private navy
the Blue River meets the Sea of Blades. Like the other to protect the traders that make berth at Ridir’s ports.
two cities, Ridir was originally settled on the mouth The Three Kingdoms are a stronghold of Order
of a particularly lucrative cave system. This one was a in Myriad. Monsters are rare and citizens enjoy
perfectly preserved castle that had somehow managed remarkable safety. Since its establishment, people from
to flip itself upside-down and sink underground, still all over have flooded into the Three to build lives for
full of treasures. Ridir’s settlers delved down, collected themselves and their families. There’s a saying, “Any
the treasures, and used the fortune to build the first of folk could be from the Three and the Three’s folks could
what is now a sprawling seaside metropolis built of clay be from anywhere.” Citizens of the Three are likely to
mixed with crushed shells which give Ridir’s scalloped welcome even the most unusual folks with open arms
and arched walls and roofs their iconic coral pink color. provided they’re ready to do their part. The greatest
Ridir climbs up from its extensive ports and stockyards threat to order and security in the Three comes from
to spotless streets of markets, workshops, dance halls, the people themselves. Crime is inevitable, as are stupid
taverns, unions, temples, homes, and so on. Instead of magicians. The consequences of complicated politics
a grid-based city plan, Ridir is organized in a clockwork and selfish, cunning aristocrats trickle down to the
pattern of interlocking circles that are maze-like to people. Fanatic groups of zealots like the Hand of the
outsiders and completely intuitive to the geometrically West Ministry seem to cause the very Chaos they abhor
inclined locals. Every curved avenue, round plaza, and wherever they can. Life is never dull in the Three. If a
spiral alley is decorated with colorful flags, fountains, career adventurer ever claims that there’s nothing to do
and flowers. The grandest building of them all is a there, they have only themselves to blame.
towering domed palace at the center of the city. The
palace is said to extend below ground to include the old
castle dungeon. This is the home of House Ridir, who
Luxion
North of The Three Kingdoms, the ominous Macarian
rule the kingdom with prudence and efficiency. Their
Mountain Range rises in dark violet peaks above the
symbol is a red and gold flag emblazoned with a rose.
region of Luxion. An oppressive wind whistles through
And certainly a handsome family of feline beastkin
the few high passes and ill-kept roads, and fog lingers
can be visited in the palace and seen at festivals, but
in the cracks and valleys. Narrow ledges and deep
everyone knows that the true ruling family is not in the
chasms line the roads. My traveling party spent two
palace. The rulers of Ridir rule quietly and secretly from
nights huddling against a cold wind on barren gravel
among the people. Little children don lavish shawls
before we heard our goal. The soft melodies of a choir
from faraway lands and dance around the fountain in
seeped from underground. We followed the sound
the plaza, dreaming of discovering they’re a princess
to a set of great unguarded gates carved into a ravine
one day. Who knows - perhaps even I, a humble
and descended from the lonely surface to the real
travel journalist, am in fact a noble duke on a grand
life of Luxion.
diplomatic mission!
Though the surface of Luxion is harsh, a vast
In addition to supplying merchandise, craftsmen
underworld below the desolate peaks brims with
from Ridir also manage maintenance of roads and
subtle life and the rush of tumbling water. The path
transportation services for all of the Three. Oftentimes
down through the rocky tunnels took us past Lake
the other two kingdoms accuse Ridir of allowing roads,
Xeros at the heart of the country. This massive, serene
goods, and transportation to decline in reliability and
lake radiates an ethereal blue under a roof of rock like
quality the farther one travels from Ridir’s walls. As a
the sky and ground reversed. The life-giving waters
result, Ridir citizens can expect to pay double tuition
of Xeros flow through the caverns of Luxion with
at Igmund. Fortunately for hopeful travelers, this only
luminescent mushroom forests growing along their
creates a thriving economy of private tutoring and
glowing channels.
research within Ridir. Emmen, too, often neglects to

132
133
The beauty of light is never more present than in
Luxion. To honor the Aspect of Light, the Mothma
long ago constructed Luxtria, the Illuminated
City, to be their capital. Behind monstrous gates,
stalagmites stretch between the floor and ceiling and
emit ethereal hues, each a living city spire. Generations
of Mothma builders have carved storytelling reliefs
into every glowing surface. Some are family legends,
some well known lore, and others more mysterious.
Every new addition piles on top of ancient carvings
underneath. Interconnected trams travel through
the enormous city. The ceiling is spotted with drops of
the glowing waters of Xeros like stars in a night sky,
which sometimes falls in a gleaming subterranean rain.
Candles gleam within many windows. Luminescent
firefly lamps hang along the streets. At night, a little
bauble in my room swirled and glittered in a warm hue.
Though I was underground, I have never spent so much
time without darkness.
On my walks through Luxtria, I passed whispery
markets, shops tucked into hollowed walls, and narrow
homes with translucent windows. I discovered alleys
sheltering a strange lifestyle without night or day. I
met socialite Mothma with their feathery antennae and
geometric patterned wings living alongside dark offices
selling secrets. The Luxians wear glowing garments,
cloaks and crowns jeweled with light. Few will spend
long in conversation with visitors, and most speak
cryptically. I found myself speaking in riddles to the
beastkin selling me groceries in a grotto veined with
glowing stone, and he responded in the same way. It’s as
if the rocks in the city itself encourage secrecy.
The most striking structures within each city are
the Lofty Libraries — intricately wrought spires that
overlook all surrounding towers. The shelves inside
spiral upwards in like something more grown than
made. Each Lofty Library holds a wealth of knowledge
that Mothma sages have collected over centuries, but
most of it accessible only to the Libraries’ masters.
Luxtria is home to the Waxlight Libram, which houses
the rarest and most precious artifacts, books, tomes,
and scrolls. I was allowed access to the limited public
portion, which was still one of the largest collections
I have ever seen. A mysterious and very tall Mothma
librarian gave me a tour all in poetry and gave me
the claustrophobic feeling one gets in tight, warm,
underground places.
The librarian led me to the center of their reading
room where honeyed voices resonated down through
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the wealth of ancient knowledge that climbed around We came out along a glowing stream through
us like a refined mimicry of the caverns beyond. To a thicket of tall violet mushroom stalks. After the
protect the Waxlight Libram, Mothma select their outpost, the cave felt as open and wild as a mountain
most accomplished warrior scholars and induct them forest at night. What a place to hike! There were plants
into the Dreaming Choir. From their Chamber high and fungi I’ve never seen or heard of, all tucked into
above us, cupped in the dome of the libram, the songs little nooks. Markets all over the world would clamor
of the Dreaming Choir echo perpetually across The just for a jar of the ferns that grow up walls, and that
Illuminated City. It was their voices we heard seeping was before we stumbled right into an abandoned
up into the dreary fog when we first came to Luxion, treasure horde. Silver bars and scattered pearls,
calling the lost and lonely down. mushrooms sprouting through rings and bracelets. My
There is much more to Luxion than Luxtria, of guide warned me that if I took it greedily without need,
course, but its underground wilderness is uncommonly the price would find me later.
hard to explore. Mining for precious gems and metals Our goal was The Heights — an enormous hollow
is how many here earn their living, and their search for inside Luxion’s tallest peak. Luminescent waterfalls
new treasures has taken them deep indeed. So deep, in light up dim reaches of the expansive cavern that
fact, that the tink and tonk of busy pickaxes echo climbs upwards like an upside-down canyon. Countless
far past their expiry, and only occasionally are the varieties of mushroom make forests on slopes and
bodies of collapsed miners recovered from the depths ledges. A path winds up and up in a spiral, so long that
of these abandoned tunnels. Nevertheless, I set out it is said no one has survived to the top and made it
with a local guide for the rare opportunity to tour the back down. Far above, so distant it was but a candle
mysterious land. We took the Tram, which is a lovely in the enormous cave, a shaft of pure sunlight cut in
system of elevated cars suspended from tracks that run through the rock and lit up a green tree growing on an
along the cave ceilings. I had been enjoying them for upper ledge. Our softest voices came back as whispered
quick transport around Luxtria, but they also travel the echoes speaking words like ours, but subtlety changed. I
great distance between cities through a maze of tunnels longed to ask my companion questions, but every word
and crevices. I said came back to me in a whisper, always on the verge
From the round tram windows, I saw rippling, of saying something I dreaded to hear. It is said that
glistening rock, forests of blue fungal forms with hives the Heights lie to you in your own voice and it is best
of creatures living under their glowing caps, pools of not to listen.
blue water in chambers filled with floating lights, and There is a shrine at the very bottom that honors the
a great mycelial mat moving like a sea slug across the aspect of the mountain itself, the voice that speaks in
roof with thousands of feelers. After hours of riding, the dark, and the dark so magnificent that it can never
the tram shuddered to a stop. I poked my head out the be quenched. We found it shrouded by a crystalline
window and saw the brave conductor prodding a bipedal grove in the cracks of the cavern floor, just a small
mushroom the size of a young tree. It lumbered back pavilion of rock carved into shapelessness–a most
into the darkness and we proceeded. My companion told ancient style of mothma architecture. I stood within
me this is normal, and applause was not necessary. until the shaft of sunlight disappeared from the roof. A
The tram dropped us at a small outpost community number of sages inhabit the recesses and corners of the
sealed within a great chamber called Beakrest. It felt Heights, its custodians and prisoners lost within the
like a town inside an egg. Dwellings climbed the walls, mountain’s whisperings. My companion murmured that
and a glowing well of Xeros’s water pooled at the very if we did not leave soon, one of them would come down
center with a sparse market clustered around it. The to bestow whatever gift or curse they found appropriate
villagers were polite and sold us a few supplies, but for us. The voice whispered back of violence and
they were all too ready to show us the back door. I’ve incomprehensible magic. We hiked in silence all the way
heard that the reaches of Luxion are a good place to live back to the tram outpost without stopping.
for those who don’t like strangers, or who don’t want My companion told me I slept through an attack by
to be found. little mushroom imps on the tram ride back. Personally,
I’m content to have missed it.

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Polaris
Today, I write from the most magnificent place I
have ever encountered on my travels–a spa! Polaris
has welcomed me with astounding warmth for a
land so icy. I look northwards and see tundra, then
mountains rising like ramparts against a perpetual
starlit skyline. The horizon swirls with the magic
and stars that Scholars travel from around the world to
see. I thought Polaris was all frozen, but the shoreline
is warm! They tell me there are tunnels here at the
coast, things underground that work in infernal heat.
Venturing beneath the earth is particularly treacherous,
but here in the capital of Estrellis and in many of the
communities that line the shore, Polarians cook food
right in the ground. They fill opulent tubs with hot
water under their gabled wooden roofs, or right out in
the open under the swirling stars.
Communities are small and far apart. Polarians
raise livestock and simple crops. They are jovial despite
the cool wet weather that comes off the sea, lives
bolstered by the magic of the Polarian stars, the beauty
of their surroundings, and the close-knit support of
their neighborhoods. Most towns are built just behind
the sea walls, which guard against winter storms and
other things that come up from the cold water. Strong
tides rule the shores, so coming and going must be
carefully plotted and timed. Low tides strand boats
on the seafloor, and leave long barren beaches of black
rocks that sparkle with fragments of fallen stars.
Starlight coalesces in Polaris’ magic-dense
atmosphere and falls to the earth. It is quite valuable as
spell components. Complete stars, which are diamond-
like and lit from the inside, are said to have the power
to grant wishes. I joined a party of younger people to
go out collecting those fragments. It’s a risky job. Star
seekers must always watch the tides and keep a lookout
for strange sea creatures stranded on the beaches or in
shallow tidal pools. They talk of fissures opening in the
seafloor and creatures from the deep making their way
to the surface to be stranded on the flats at low tide.
Fishermen of Myriad speak much of Noveliss, the
vast whale, and the aspect of mystery. The greatest
temple to Novellis, the Domain of the Deep is sunk
beneath the water offshore of Polaris. Driven by
curiosity, I urged my star seeking party all the way out
to the edge of low tide, miles out onto the sea-floor.
From there, we saw far off over the waves the tops of

136
spindly shell-shaped towers. Old records say that the fell into a false sense of calm. I ran myself well out of
Domain of the Deep was an island an age ago. It is breath regaling my companions with a tale, forgetting
unknown what caused it to founder into the depths. the heaviness of my pack. As I struggled to keep up
Great treasures sank with it, and many secrets of the on a steep slope, I slipped off the edge of the path,
world as it was. Some divers of Polaris have swum deep rolled down a steep and rocky slope, and fell right into
enough to report views of grand halls, rooms crusted the arms of a tall Manling on the back of a mountain
with jewels, and fish not native to the northern seas. It goat. I had discovered the reason for our journey’s
is a legendary dive, and not everyone has come back up. uneventfulness–a party of Winterlight Rangers.
Those who do return say that they felt called down to Nightspire’s guard, the Winterlight Rangers, are
stay, and that the call lingered for the rest of their lives. some of the best anywhere in Myriad. They fend off
I came in time for the wintertime festival of the monsters who creep from the cavernous dungeons.
Starnight. To get through Luxion and across the Some adventurers choose not to ask for their guidance,
treacherous northern sea, I joined a caravan from a aiming for bragging rights after facing the mountains
wealthier house of the Three Kingdoms. Starnight of Polaris on their own–a true challenge of a journey
is well known even far south in Ridir, so I know the not lightly taken. But as we discovered, travelers often
traditions, and I came with a wish. If the Midnight Sage receive their aid without knowing. The watch of the
had picked me from the masses to make my wish on Winterlight Rangers is deadly and silent, ambushing
this year’s star, I would have wished to complete this dangerous creatures that stalk in the frigid heights
journal in good health, but I was not picked. Instead, I before they can reach their prey. The Rangers led my
enjoyed food, games, and entertainment with all sorts party to their barracks for the night. They have quite a
of wild characters from all over Myriad. The city has cozy setup: a set of towers that resemble the mountain
swelled with strangers and attractions, and I’m sure peaks themselves, each filled with furs, pleasant
some have ill intentions. Across past festivals, the star rooms, and good food. The wide windows gave us a
has been stolen three times, and the wishes were not view of the ever-twinkling sky and the distant city
recovered. Several famous duels have been fought in the of Nightspire, which sits in the dip between three
busy festival streets. Once, in recent history, a strange towerings mountains like a bird’s nest nestled in the
circus took over leadership of the city for nearly a month crook of a tree.
after Starnight ended. After a few days in the tiny city, gathering stories
The very morning after Starnight, I set out north from its hardened and worldly citizens, my party of
with a party of Scholars who sought to study the cosmos scholars brought me up a narrow, treacherous track that
at Myriad’s very rim. They planned to travel to the edges winds up the northernmost and tallest of Nightspire’s
of the atmosphere to collect coalesced starlight before it three mountains. After half a day’s exhausting climb,
grew dense enough to fall as shooting stars. The first leg we reached the Northlight Sanctum, Myriad’s
of the journey took us across the tundra, a barren and greatest astronomy tower. It clings to the steep cliffs,
lifeless place, incredibly beautiful, but, according to my and a domed observatory caps the summit. Year
companions, utterly boring. No artifacts, no monster round, scholars and astronomers study the sky and
attacks, no towns. the magic that fills the northern air. Scholars hike
Beyond the tundra, the tall Northern Mountains up to the highest peak to catch gathering stars out of
rise like a fort. So many dungeons riddle the peaks the atmosphere right at the top rim of Myriad where
that the mountains might as well be termite mounds. a high ring of cliffs and darkness shroud anything
Adventurers who come back from their depths tell tales beyond. Legends say that on crystal clear nights, one
of odd machines made of steam and brass chugging can speak directly to a scion of The Goddess and learn
away down at the mountain’s roots. We began up the truths that can be found nowhere else in Myriad, or
paths with a much greater sense of caution than we had ask for boons that even a wish cannot grant. But this
felt on the tundra. Our destination was the only city has not been confirmed, and the journey to try has
north of the coast: Nightspire. claimed many lives.
The journey, a long, tiring trek unrelentingly
upwards, went so smoothly up the mountains, that I

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Forcosia
Forcosia, the land of trunk and leafy treetop. Few have
touched the earth deep beneath the mighty trees, even
amongst those that live there. I first stepped into the
elevated bark-paths of Forcosia in the green and breezy
days of late spring and did not set foot on dirt and stone
again until I left weeks later.
East of the Three Kingdoms, rain from the sea
rolls in and waters a perpetual canopy of lush, dark
green. I stayed the first evening in a charming little
village high amongst trees larger than any I have seen
outside Forcosia’s borders (that the locals insisted were
“young,” and “flimsy”). At dusk, the downward-facing
wooden “gates” of the village were drawn closed through
the decks of the tree-dwelling homes with long poles,
and sealed by the resident Hedgewitch in a way that
reminded me of a huge upside down parasol around
the lower area of the tree. Through the mossglow
and firefly-lit lamps I saw a darkness warded away,
filled with eyes and claws. Many creatures come even
into the lower reaches of the branches, up to the closed
gates on some terrifying nights, but the inhabitants are
confident in their fortessing.
My journey towards the center of Forcosia led me
through the false twilight of the bark-paths. These
long, curving roots and bridge-like branches wrap
around the large trunks and flow from tree to tree at
an enormous height like a spider across a massive web.
Even if the bark-paths would agree to go in a straight
line, they never stay together for long. Forcosians
say the trees work together, growing and receding to
allow strong young trees to spring up and take hold, or
ripping paths apart over the course of a single season,
requiring quarterly re-cartographing. The view over the
railing is only thick branches and younger trees, coiling
roots, and sometimes the remnants of old shacks left
behind cling to the upward growth of the forest. The
loamy soil feeds Chaos-rich energy into the floor of
Forcosia, and the heat and fury of the life cycle reveals
and buries ruins in slow-moving waves. Bark-paths
never stray too low. Still, fairy rings and sunken crypts
tempt passers-by with treasure pulled from the roiling
forest earth.
After such a difficult journey, I can’t be too
surprised that the inhabitants do not often traverse the
paths! Many people make use of businesses that loan
out great flying beasts such as hippogryphs, giant
bats, and the first gryphons I’ve seen take riders outside
138
of Crosswind Vale. If I had to travel on foot, I tried to do Tree create deep crevasses. Rumors of a strange interior
so as often as possible with lance-wielding knights of to the tree make their way through the branches,
The Miramis. Sworn to protect Forcosia, they defend though to enter the living flesh of the tree and risk
the pathways, and scout the floor - escorting the living disturbing the aspect there is taboo. Dew Weavers know
to safety, and the dead from the grasp of twilight. more about the rumored interior than most, but will say
I met one early on in my journey. I was alone on a little about it.
stretch where the bark path dipped along a low branch In Canopy City, I found something I had long been
to meet up with another in the twilight of the lower missing: a nightlife! The residents of the Elder Tree have
branches when I saw a lanky knight with a jousting less to fear as they are higher off the ground and well
helm and patinated armor standing ahead of me. I guarded. Nocturnal beastkin and birdlings organize
recognized a k​​ night of the ver de gris, a grim creature night markets and towns that prosper by moonlight.
of ill will. As it lowered its lance to charge, a birdling Many of the best traders of magical items and artifacts
riding a hippogryph dropped onto the branch in front can be found only in these nocturnal Forcosian dens.
of me. She lowered her own lance and bore down on After a very agreeable, if rather nerve-challenging
the charging foe, knocking it from its steed into the stay in the heights of Canopy City, I bid farewell to my
leaves below. This birdling turned out to be a duelist nightlife to take my final Forcosia pilgrimage in the
named Poppy. She wore the crest of a unicorn on a direction of the sea. I have left the best until last, of
green field like all of the Miramis, who hold unicorns in course. I could not write this article without a trip to the
reverence, even taking them as their icon. The unicorn famed Jade Ruins.
aspect represents giving aid to those who are pure and Standing tall in the full sun were tall ruined towers,
cannot help themselves. The Miramis too appear to aid, aqueducts, and palaces built in a style of blocky curves
often just in the nick of time, those who are kindly and and intricate tracery seen nowhere else in Myriad. The
helpless. They hunt the wandering souls and undead trees dropped me rather high up in a tower. I entered
that roam the roots and ruins of the forest floor and the dim and mossy hallways to wind my way down
make sure that no people–and no whole villages– through crumbling stairways and overgrown rooms. At
disappear into the trees unnoticed. last, and with minimal encounters with the denizens
At the heart of Forcosia is The Elder Tree, of the forest floor, I came to the swift river that runs
practically a land unto itself. The Elder Tree rises through the lower reaches. Some of the ruins are half
into the clouds and can be seen even from the Three lost in clear pools. The pale green stone wound deeper
Kingdoms as a shadowy tower on the horizon. It is and deeper, always more grand and intricate as I
said that an unknown aspect of The Goddess sleeps walked, like the jungle might clear a few more hallways
within who is revered as a living guardian of Forcosia. and passages further to a city resplendent in perfection
The Elder Tree houses many creatures, more than a and beauty.
few towns, and Canopy City. The inhabitants of the All efforts to map the Jade Ruins have failed. Many
Elder Tree are a little more metropolitan than the legends have their theories on where they came from,
quiet forest folk. They welcomed me with the kinds of but the truth is unknown even to the wisest scholars of
popular pastries you’d find in any tea house of Ridir, a Myriad. The Jade Ruins are so intricate, extensive, and
very welcome find after a long road! There is a unique winding that it can seem as if space and time don’t act
musicality in this city, with messages being constantly as they should within its walls. A slow confusion steals
delivered to each other through the use of enchanted over those who enter. A member of the Miramis riding a
wind chimes. As such, Canopy City can be heard far hippogryph had seen me enter and came to find me. By
down in the forest as a distant, haunting twinkle that point I was deep in the trance of green stone, ready
in the air. to dive into the crystal blue waters to explore a sunken
I stopped to watch a crew of workers weaving a path courtyard where a party of bones and their glittering
of iron strips for the tree to grow around, thus keeping treasures already lay. She turned me around and
a bark path flat and walkable in the coming years. They guided me back to the wildness of the trees. In a daze, I
were part of a civic corps of hedgewitches called the returned to Canopy City by the short way for a hot cup
Dew Weavers, who tend constantly to the places where of Byuzu Mead.
the tree and city meet. The folds in the bark of the Elder
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Gobani
At the onset of Autumn, I set out from Ridir and sailed
southeast across the Sea of Blades on a ship headed for
the country of Gobani. Gobani’s borders are crowded
with beaches and ports, but none compare to Bomba
Bay where we landed, a place where even the most
outlandish can get lost in the crowd. Before, I had
only seen the great floating markets off its docks. This
time I toured every neighborhood, from slop shops
to mansions. In the evenings, I headed into the night
district for dens of merriment with their wooden doors
wide open. There I conversed with the wildest array
of characters that I have met in all of Myriad. (I have
finally found a person who has been to Carima! Or
says she has–a Nomad. Though an unlikely claim from
anyone, she has quite the legend following her in the
community. I will finally be able to publish on Carima!)
I recommend a stay longer than a month. One can find
plenty to do in the streets, towers, and the (occasionally
mummy-ridden) basements of Bomba Bay.
But the wide lands of Gobani promise even greater
challenges to the adventurer. Gobani is an arid land
of eroded steppes and parched lowlands with an
enormous desert. To the southwest is the savanna,
then a dense jungle with scattered communities and
many ruins. To begin my journey over so notoriously
tough a continent, I visited the renowned Winder
Union for a guide — and to provide an account of the
famous faction.
The Winders, a union of rangers, are the only
ones who can find their way through Gobani. They are
as indispensable as a navigator at sea. Though the cost
for their services is hefty (as I found), it is reasonable.
Gobani is a wild, pathless country. Those who choose to
brave Gobani without a Union Winder often disappear
and are said to be taken by the winds. There is a famous
tale here, that a whole army once marched out of Bomba
Bay without a Winder, decorated and carrying many
gifts to the Caverns of the Lost. They never arrived.
No trace of the army was ever found, though for a few
decades, the wealth that washed up against the walls of
Whistlewind seemed greater than before.
The Winder assigned to my travels was a beastkin
Hunter named Sleet. Sleet could climb a cliff as easily
as a dune to find the easiest paths for myself–a small
gnome with an inadvisably heavy pack. (I continue to
struggle with the instruction “pack light,” though I

140
have improved since the mountains of Polaris.) She also holes from which animus dug themselves out of the
had a lovely fire-side singing voice and a great sense of mountain walls). It is a ponderous city without much
humor. On our first cold desert night not far from the conversation, but the creations of the busy craftspeople
outskirts of Bomba Bay, Sleet told me that searching are marvelously entertaining.
for the lost Army of Bomba Bay has become a noble A southwards trek brought us to Whistlewind.
tradition of Winders and young Bomba adventurers. The city holds the dunes from its high walls through
As a cadet, she and some others went out to a rock the power of the temple of Sand Speakers who follow
outcropping a day’s journey from Bomba Bay, spent Oasi, the aspect of community. Whistlewind is a serene
a day exploring, and drank quite a lot of prickly pear city of sun and kites best known for its vast collection
wine. They found no army, and I am beginning to think of treasures known simply as the Archive. The desert
that wasn’t the point. sands wash artifacts up against the walls of the city
My tour of Gobani began along the shores of the like shells left on the shore after a high tide. The city’s
Great Way, said to be the world’s greatest river. I asked guards dutifully collect them.
many locals what makes it the greatest, and received We left Whistlewind to travel through the jungle to
many different answers. The more studious cited the the very southern edge of Myriad, one of the few places
Great Way’s length and depth, its crowded shores. Those where land breaks the Gray Fall over the Edge. One can
with a greater fondness for drama regaled me with look right over the endless cliff into void. I cannot fully
legends of the thousands of heroes and villains who describe what it looked like or how it felt. I can only say
have made a stand on the shores of the Great Way or that I’m very glad there aren’t many places where this
won treasure from its waters. can be viewed, and we did not stay long. No houses or
I witnessed a few legends myself. On a starry communities can be found within half a day’s journey
evening, Sleet and I sat on a bluff of sandstone above from the very Edge.
a wide curve of the river. Below us, flickering lights lit From the jungle, we traveled up the western coast
up long barges sailing deep under the waves. Muffled over the arid savanna, sure to avoid the center mass
music came up from the water, the haunting waltz of of the large span of desert, for within the Gobani
the sunken pleasure armada of Queen Sara with its Desert, an eternal sandstorm churns. I had intended
flagship: The Ecstacy. According to locals, The Queen to find and record this storm since the rumors of what
of The Ecstasy ruled several hundred years ago, famed lay within it intrigued me, but Sleet refused to take
for her opulent revelry. Her final party was too raucous me, and suggested that of all the dangerous things in
to stop even when the entire armada sank under the Gobani, that place would spell the end of me. However,
weight of all her guests. At a small village on the river’s those I met in taverns across Gobani told me of all the
banks, Sleet found us a boat and took me out for a closer strange things they’ve heard people have seen within it
look at her watery grave during the day, when it was - massive beasts beneath the sand, a spire leading to the
safer. As fate would have it, the site of The Ecstasy’s loss sky, and a giant, walking city.
had left an ironic reminder: The City of Jewels. Aptly But you will want to know I saw a Mirage Tower,
named, and cursed like all her treasure, it is sunken and whose unreal forms that dance over the sand by day
glistening under wide floodwaters in a desolate stretch really do freeze in the moonlight in wavering spires.
of the river. We viewed it like birds, floating over its Some say they reflect moments from the past, or
watery streets and crumbling towers. prophesy the future. I’m still not so sure, but legends
After this, Sleet and I trekked East around the are spun further of the treasures that wait within the
Colossus Dunes to the rocky steppes near the Eastern most elusive of these mirages — one with tall spires
Sea wherein lie the Caverns of the Lost — an ancient and a long spiral stair, and at the top, a desert pearl.
city where many animus awoke and carved a home Investigating such a mirage, we passed through a cozy
for themselves. The caverns are a bustling pilgrimage family parlor, with figures huddled around a small
point for craftspeople who follow the aspect known hearth, which brought Sleet to tears. Personally, I could
as the God Vessel, the representation of hard but not make much of the forest of sandstone trees with
meaningful work. We stayed several days in those half-sunken figures that looked like myself.
winding, hollowed cliffs (literally - it is filled with the

141
Frogland
Any Winder will tell you to be out of those
mazes by daylight. Caves open up deep in the mirages
and spill creatures into the sandstone halls. The heat of (Author’s note: The publication of Rovio’s Frogland journal
the sun melts the forms again in great crushing drifts. entry caused some controversy at the Ridir Rizzette. It is
At the first sound of skittering and chittering down the somewhat less complete and more roughly written than most,
sandy passages, Sleet took me by the hand and rapidly and touched on topics that some denizens of Myriad take
led me back out onto the dunes with her unerring sense quite personally. It is presented here how it was published.)
of direction. I will have to come again if I want my I began my search for Frogland without hoping to
desert pearl. find much, and so at least in that sense, I’m satisfied.
I’ve returned to my inn in Bomba Bay, where I write The long, wretched sea journey is finally over. I can
from a terrace overlooking the colorful street below. report that the sea at the edge of Myriad southwest of
When you visit, I urge you to get some tales out of the Carima is indeed shrouded in fog. We sailed in it for
locals, who love to tell their stories. The nightlife of weeks amongst dense, clinging reeds that made rowing
Bomba Bay draws many looking for a thrill, and the an exhausting chore. Most of my trustworthy sources
mirages draw those looking for answers about the pointed to this sea as the original home of the Froglin.
past or future. But not every mirage leads to a pearl. “Frogland” is, of course, a nickname. The true name of
Prepare carefully, and as they say here, never wander this shrouded land is one of its many mysteries. Many
without a Winder. proud warriors claim to hail from this land and name
themselves of the Order of Pond.

142
The Order of Pond is often the only thing many
people in Myriad know about Frogland. The order
is well established in the Three Kingdoms, but very
exclusive. These warriors wear a black lily-pad and
rush emblazoned on their chests, and indeed have
never seen Frogland, only claiming to be from those
shores symbolically. If any of them indeed hail from
Frogland, they would have a hard time getting people to
believe them.
There are popular theories of course (there always
are). Many people say with certainty that Frogland is an
archipelago lost in the clinging reeds. Others say it is
the mossy back of an immense turtle that lives amongst
the fogs and eats the reeds as it moves. Still others
claim it is entirely underwater but for muddy swells
perfect for frogs. Every year just as spring starts and
the ice melts, but before plants have had much time to
grow, expeditions sail out of Ridir to the east, hoping
the reeds will let them through. This was our recent
strategy, and though we sailed for weeks, back and forth
with the navigation equipment constantly watched,
poling deep into the reeds for some sort of ground, we
found nothing–not muddy banks, not the back of a
turtle, nor a small knoll of peat. Eerie lights sometimes
lit up in the distance, but there are half a dozen sea
creatures that lure boats with lights in the fog. We even
followed a couple and found just the luring eels and
phantom wisps we expected.
Some expeditions come back with stories of great
beasts wading through the water as if the bed of the
sea is only feet below the still surface, or islands that
rise out of the reeds by night and are gone by day. I
have heard tall tales of half-sunken castles with Froglin
courts and lilypads the size of islands on their own
and miniature societies of amphibians atop them. But
stories are not proof. If the Amber Antiquarians know
what form the land of Froglin truly takes, they have not
revealed it.
Honestly, I’m just not sure this place exists.
Disclaimer: The views, information, and opinions
expressed in this article are solely those of Rovio the
writer and do not necessarily represent those held by the
Ridir Rizzette.

143
Carima
While the folks of Crosswind Vale are always aware of
Carima’s looming presence, many may be surprised
to hear that this mysterious land is not a fairy tale or a
legend, but a very real place. Since the first edition of
my travel column, readers by the hundreds have sent
in letters to the paper requesting that I cover Carima
next, however to call Carima a travel destination
would be incorrect. I have never been there, nor have
any of Myriad’s most avid adventurers or tenacious
travelers. By all accounts, Carima is completely, almost
miraculously, unreachable. Despite this fact, in the
name of including all the lands of Myriad in this
column, I have endeavored to include it as best I can,
using whatever scant sources I managed to obtain.
The western border of Crosswind Vale slopes up
and up to sheer-sided cliffs of rust colored mineral rock
that end in a high flat expanse called the Red Mesa.
These heights in themselves are navigable only to the
most proficient of mountain climbers, as the local
means of aviation, the Hill’s famous griffons, refuse to
go there. There is one treacherous path to the top which
is maintained at great risk by the only people who find
it worthwhile: the small community of sages who study
Carima. I made the climb once, and found the Mesa to
be wide, barren, and windy enough that the smallest of
visitors must wear weights on their legs and any loose
clothes and belongings must be strapped down. On the
other side, the mesa drops off into a Grey Chasm so
deep, vast, and empty that no one has ever managed to
determine its depth. In the middle are the crumbling
remains of an ancient stone bridge formed of the red
stone of the mesa. It extends only a short way over the
chasm. With a powerful lens, one can see the bridge’s
other end, crumbling over the cliffs of Carima. All that
can be seen of Carima are those tall gray cliffs and the
haze beyond. I was told that on a very clear day, and
with a good lens, one can allegedly see the peaks of
mountains and a hint of grassy hills beyond.
Beside the bridge is a lone wooden tower bolted
deep into the rock against the wind called the Belfry
of Tomes. The Belfry doubles as a dormitory for the
sages and a library of all the knowledge collected on
Carima. The library is full of generations of journals
written by the Belfry’s researchers, endless theses of
theories, each more far-fetched and fantastical than the
last, and stacks of ancient stone tablets which allegedly
originated in Carima covered in ancient pictographs
144 *Artist's rendition
along with shelves upon shelves of conflicting manuals down from their ancestors. Shreem told me with tired
on how one might interpret them. There is more frustration that he’d been across the chasm and back to
evidence against any legend or account supposed to have find the place and had forgotten its name somewhere
originated in Carima than there is for them. During my along the way. Naturally, I pressed him for more. This
time in the Belfry, I listened to the sages engage in a is his story.
great many debates about the facts of Carima and took In Shreem’s youth, lost and at odds with the world
note of the things they all agreed on. Regrettably, that as Nomads often are, he got it in his head that his
list was very short, and I will sum it up here. homeland must be in that unreachable place across
Surrounded by high, smooth cliffs and unnavigable the Chasm. When I asked how he got there, he was
reefs from its Eastern bridge to the edge of the world, confused. “I walked, and perhaps climbed a little. I
Carima is unreachable. Over the tops of Carima’s remember it being a great effort, but I don’t remember
cliffs, the sages and scholars have identified towers how,” he said. Once over the cliffs, Shreem found
of architectural splendor that must belong to ruins himself not homewards, but more out of place than he
of incredible size. According to the stone tablets and had ever been before. Carima was a vast and desolate
corroborated by a handful of recorded sightings, the land of tall, rocky mountains to the east, which slopes
land is populated only by colossal stone giants, some down into deep forests, and then into grassy hills in
of which have found their final resting place in the the west without a single road or path between them.
calamitous Deeplands of the Hills, but these are too Spotting the landscape were ruins like cavernous
dangerous to study. By all methods of measurement temples the size of mountains and immense towers
developed by the sages, there is a great amount of thrown to the earth, but no cities or homes to be found.
magic there. It was quiet. No people, no monsters, nothing but
The sages on the Mesa, while a collection of walking the call of birds and the steps of the giants–massive
dictionaries on the plethora of far-fetched theories and lumbering creatures of stone and moss moving slowly as
debatable speculations concerning Carima, seemed if through water. They wandered the land without aim
hardly less sure about the place than the rest of us. I and for the most part, they paid Shreem no mind.
confess I left with my curiosity unsatisfied, and a great Past the grasslands were fields and fields of
deal concerned for the quality of this much-requested sunflowers that all faced an eternal sunset over
column. After some consideration, and against my shimmering beaches to the west. Shreem waded for
tenuous commitment to journalistic excellence, I have miles out into the shallow, warm water before hunger
decided to include one more source. and exhaustion turned him back. After some amount
This source is far from the most reliable. Once, at a of time, though Shreem wasn’t sure if it was weeks or
seaside pub in a tiny fishing village in Polaris, I met a months, a stone giant finally took notice of him and
Nomad named Shreem who said he had been to Carima. lifted him up in his stone hand, raised him skyward
Mind you, I have met many haughty adventurers and beyond a veil of blue and white, and Shreem found
glib-lipped storytellers who have claimed to have himself floating as if in a dream until he woke in the
crossed the chasm, and I would advise anyone who grassy hills of the Crosswind Vale, the Red Mesa rising
hears such a claim to assume right away that it is false. into the sky behind him. However, the world he’d left
Of this one too, I am incredulous, yet somehow I found behind when he traveled to Carima was not the same
it most compelling. Shreem was an elderly beastkin, one he found when he returned. He listed the names of
though which beast I could not identify. He wore a hat a handful of cities and countries from his childhood that
woven into a beautiful pattern with a drooping, four- I had never heard of, nor seen on any map nor in any
pointed crown, the likes of which I have never seen in history. His descriptions were entirely unfamiliar. Now,
all of Myriad. This was what drew me to him. Nomad three times removed from his homeland, he wanders
accents are often untraceable, but Shreem spoke the Myriad searching hopelessly for answers, and tries to
broken way one does when they try to use a language make the best of it.
they have only known a short time, even though he I am not sure what to make of Shreem’s melancholy
was using the common tongue–most unusual, even tale. The best accounts we have of Carima are tales and
for a Nomad. When asked about their hometown, legends, so I suppose here’s another. I fear it’s the best
Nomads often provide a name of some lost place passed we’ll ever get.
145
The Great Swamp
Thursday:
Yesterday, I snuck out of eerie Igmund with a class
of occult apprentices. We drifted on a raft down the
Candlewood River until the water flowed so slow that
students took out long pale poles and began to push us
onward into the Great Swamp. On either side, grass turned
to ferns and reeds and the trees grew taller and wider and
stretched their boughs over the river like great gnarled
hands, dripping with moss. The air grew pungent with the
earthy odor of mud and decay. I saw a few fungus among
the roots that would have fetched a pretty penny from the
chefs and herbalists in Ridir, but dared not ask my eccentric
companions to pause, nor was I eager to disembark. Now and
then I heard something growl in the trees. What I thought
was a low island of dried mud the size of our raft suddenly
heaved and dipped underwater, nearly capsizing us. If that
was only the hump of its scaled back, I shudder to imagine
the size of the beast.
It is dark under the trees, even at high noon, and crickets
fill the air with their ceaseless trilling. Now and then, a deep
groan echoes from deep in the woods as if an ancient tree
were stirring to stretch its stumps.
The river split, then split again. Each time, the students
and their teacher bickered furiously over which path will
take them the deepest, but the farther we go, the more the
river narrows and splits. I fear that soon there will be no
more river at all.
Information gleaned from the expedition’s professor
(refused to share name): I asked about some half-sunk
ruins at the edge of the Swamp and they said that the Great
Swamp is so mired in Chaos that masonry is impossible,
as is law, and farming, and civilization, and anything else
that requires any semblance of organization. Tuesday is as
good a day as any. Prof. says the Swamp can “sniff out Order
like a bloodhound,” and will “suck it down into the mud.”
They said it was in the Swamp is the birthplace of the occult
since it was here that people first learned to attune to and
wield Chaos.
Friday
As I feared, what was left of the river turned so narrow
and shallow that we could not get the raft through. The
students hastily disposed of any unnecessary weight, which
unfortunately included myself, and then pushed on deeper

146
into the muck. I would have very much liked to avoid the hides mounted on the walls. He welcomed me to stay and fed
Swamp, but the readers were adamant. Still, I think perhaps me snake jerky. It was easy to get him started talking about
it might have been better to let them down. My socks are wet. the Swamp. Much harder to get him to stop. I fell asleep
Sunday during a story about a band of roving monsters camping
Found some locals—a small enclave of shapeless around his tree, and each time I woke, he was talking about
structures made of branches, reeds, and bark patched into something else. I’ve jotted down what I can remember.
the roots and branches of trees. An elderly sylvan named He speaks of something called “swamp wisdom” which
Cob in a rather elegant snakeskin robe offered me some tasty seemed to be a dogma of anti-Order superstition.
mushroom soup in a turtle shell and a night’s sleep aboard The greatest occultist alive lives at the heart of the
his shack, which is shaped like a tumor, and floats atop the Swamp. They have apparently pulled secrets from the mud
water. The neighbors all came over to meet me, no two alike here that not even the greatest sages in Polaris have been able
in any way. A friendly hedgewitch offered me a length of to pull from all the stars in the sky. Rumor has it, they might
woven reed rope and told me she was wanted for murder in take an apprentice–for the right price.
Forcosia. There’s a young lady who, had she not been so kind, Forests half a day’s swim that-a-way named Raymond
I would have sworn was a Gobin hidden in a head-to-toe who makes good soup.
smock of speckled brown feathers. She told me in a squeaky Beware the black hollow. There’s something there with
voice that the Swamp and its people are the kindest and most long tentacles that probably didn’t come from the ocean.
welcoming in the world, but when I dared ask if this was Tuesday?
what counted as a village in the Swamp, they all hissed and Went to use the privy and couldn’t find Radelkin again,
told me that such a thing didn’t exist and if I mentioned it so I’ve lost my supplies but at least I have my journal so I
again, they would throw me to the crocodiles. can keep taking notes for the article. Found a trail of acidic
I asked how they got away with building when it was residue. No need to worry about wet socks once they’ve
supposed to be impossible. Cob said, “The swamp lets you disintegrated! A giant stork with legs like trees tried to pluck
build if it can’t tell it’s a building,” the hedgewitch said “You me off the forest floor but he ate the crawler chasing me
just gotta find a tree that likes you.” And the young lady said instead. Tuesday’s as good a day as any.
“Had to trade my whole left leg.” She seemed to walk fine. The man in the tattered sea coat slapped me in the face
Tuesday is as good a day as any. when I asked what day it was, so we’ll call it Tuesday. He’s
Sleeping was difficult. The “blanket” Cob lent me still letting me nap in his treehouse, which looks like an
smelled strongly of mildew and something in the water kept upside-down hull of a ship stuffed up into some branches. I
tapping and scratching at the shack floor just under my head. think I saw his face on a wanted poster back in Ridir.
Tuesday Some logs float and some logs don’t. A blade of bone
I evidently crossed the line this morning. I asked if tends to go unnoticed.
there was a general store where I could buy provisions. They all say it’s the best place in the world. They asked
Cob shrieked that I was bad luck and that I must want to who wanted to know but I can’t remember. Doesn’t matter.
get them attacked by undead, then chased me away with a Do not come here.
canoe paddle. Found her. Just follow the purple threads. They’re
everywhere if you know how to look.
Tuesday Tuesday’s as good a da-.
I’ve decided to leave the Swamp despite my short
period of exploration. I’ve seen enough. The compass says -The journal entry ends here-
I’m heading north but the trees keep getting bigger. Going
is slow because there’s more mud and water than solid
ground here, and sometimes I have to either re-wet my socks
or climb through the trees. Found a boar beastkin hunter
named Radelken. He hunts for trophies. He says the Swamp
is the best place in the world for such a vocation. He lives in
a hollow tree with all kinds of horrible monster heads and

147
A Brief Rundown of the World What are all of these “Components”?
Components are items that can be consumed for spell
Crowns and Currency casting and item creation. They are often small, natural,
and magical, such as; a basilisk eye, a vibrant green
The currency of Myriad are Crowns, which are mushroom, a vial of purple ooze, or even completely
small, light, copper coins. All currency and costs are nonsensical (but cool-sounding) items like “gravedust”.
expressed in a number of Crowns. Crown pieces can be The Game Master is free to label any likely item
shortened to cp. that the players might have or find as a Component.
Give players Components often, as it encourages them
Where do Dungeons Come From? to utilize the more exciting parts of their character, and
Dungeons are any problem solving space within the gives them a resource to consider in their inventory.
game, such as old ruins, caves, even a tavern back
room with a puzzle that the players can solve. Myriad
is especially full of potential dungeons because of all
Playing a Monster
Players can absolutely play as monsters if they wish.
the remnants of the previous Myriad. These remnants If a player becomes a monster permanently through
either appear randomly, birthed into existence by Corruption or other means, then they still retain
Chaos attempting to spread itself further, or exist complete control of their character, and they do not
undiscovered at the Start of All Things. They are necessarily become “evil”. Leveling up is more tricky,
natural features of the land, both on the surface and since they are stuck with whatever stats the monster
deep underground, still full of chaos and, as a result, has, and do not gain the benefits from abilities of their
monsters and loot as well. previous job. However, the “Monster Maker” should
provide a decent outline for how to continue progressing
So Where Does Chaos Come From? a monster’s abilities beyond a Job.
Chaos pools at the bottom of the world, which is why
there are more monsters, fuller dungeons, and more
powerful magic the closer you get to it. Most monsters
are born deep within the earth where the chaos is dense
and find their way out, although after a while some
reproduce on their own, growing more tame. When a
monster dies, it tends to revert back into a primordial
essence, such as purple-ish sludge, ash, dust, or mist,
while occasionally leaving behind a part of its “core
self” (such as a horn, or a weapon). They do not have an
intangible spirit strong enough to persist after death,
and monsters such as ghosts are either projections of
chaos that prey upon a fear of mortality, or the soul of a
creature that has been corrupted over time.
Take Dragons for example: No one knows where
Dragons come from, possibly born from Chaos
originally, but were powerful enough to survive the
End of All Things, and now exist of their own accord,
spreading their will, corruption, and knowledge across
Myriad as they please. Many powerful creatures exist in
this fashion.

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The Unnamed, Aspect of Silence and Darkness. Only
The Goddess and her Aspects when there is nothing are all things possible.
The Goddess is the creator of the world and the Tessa, Aspect of the home and meals, symbolized by
figurehead of order in the grand cosmic scheme of a serpent on a skewer. Get in here and eat.
Myriad. The denizens of Myriad have broken down her Gilter, Aspect of the Scales and Merchants, portrayed
teachings into what are known as “Aspects”, which are as rough wooden scales or an abacus. All things are
the individual values and distinct philosophies that are measured- plan accordingly.
given form by the beliefs of their worshippers. Although Fortan, Aspect of Luck, portrayed as six eyes or a
these philosophies may clash, their followers know that crescent smile. The odds are what you make them.
they ultimately stem from the Goddess and her order.
The following are the most common Aspects worshiped
across Myriad:
The Light, Aspect of light and Mothma, formless. In
unity there is peace.
Noveliss, Aspect of sea and mystery, known as a
vast whale barnacled with enigmas. Seek without
desiring answers.
Moon, Aspect of secrecy, portrayed as a wizened
Mothma holding a shuttered lantern, patron of
thieves. Some things are better left unsaid.
Oasi, Aspect of community, symbolized by two hands
holding water. A shared load is a light one.
God Vessel, Aspect of purpose, and known
as the first Animus. Divinity is in the hands
that work hard.
Anura, Aspect of verdant life and harvest, Represents
the life found in nature, often symbolized as
a vine growing around a sickle. Soil to life, and
life to soil.
Ghal, Aspect of beasts, ferocity and freedom,
symbolized by a manticore of any variety of
animals. To find purpose in ferocity is to have
ferocity in purpose.
Myko, Aspect of Decay, symbolized by jet-black
mycelium. Life binds us, but in death we meet.
Rhapsody, Aspect of Wonder and Delight, known as
an oil lamp animus that burns with starlight. Fear
binds us, but in joy we meet.
Scriblis, Aspect of Curiosity and Scholars, known as
an orange cat said to be found deep in libraries in
the dead of night. To know what came before is to
know what lies ahead.
Essha, Aspect of The Final Breath, the moment
between life and death, song to silence, and
symbolized as a weaver. The most treacherous line
is the one crossed easily.

149
Game Master’s Guide
150
What do you actually do?
someone so mundane amidst the flashy colors that
their inclusion in such a wild world would be baffling.
The Game Master, or GM, designs a toy box of scenarios What is important is that a single character connects
to pull out for their next session that the players will to something larger than themselves so that their place
interact with. As you run the game, you introduce in the world feels important to the player, and never
players to your scenarios, and will examine how they carries enough power that they don’t need to rely on
interact with your toy and referee the consequences, their friends.
actively thinking about where you can lead the game Once players have established and discussed their
with their actions. own characters, they should discuss why all of them are
It is not your duty to figure out what the players will in a party together, and what common goal they have.
do — that is the job of the players — nor will you need The following are suggestions that may also influence
to scheme a narrative “plot”. Before your next game, the types of adventures you may have:
you simply need to ask: “What kind of situations do I Insurgents: You seek to stop a corrupt and
want my players to encounter? What would I, and they, powerful organization from destroying your
find fun to play with?”. These situations are simplified homes, or worse.
later as The Four Pillars of Gameplay, but it is important Rescue Team: You seek to help those in need, be
to understand that your fun as a GM will come from it those lost in dungeons or to investigate odd
the metaphorical box of toys you bring to the table, and happenings. Your reputation will bring people
helping simulate what the players engage with in their to you from all over Myriad in search of aid.
unique ways (and therefore, engaging with the game Treasure Hunters: You seek treasure and fame!
yourself as well). No danger is too perilous in the face of riches.
There are no rules to what you can and cannot Whether it be a rumor, map, or legend, you are
mechanically include in your game. What you want eager to get your hands on it!
in your toolkit and toy box is up to you — the following Monster Hunters: You seek out dangerous
chapter is all about pre-made tools for the game, and creatures and remove them, be it through
how to make your own (because you will need to if you battle or conservation efforts for the often
want to enjoy being a Game Master). misunderstood creatures of Myriad.
Mercenaries: You seek money and reputation, and
Structure of Play are hired with coin for any variety of tasks.
Morality is not a question as far as business
The First Session (“Session 0”) goes, but that doesn’t mean you can’t squeeze in
a personal agenda every once in a while.
Before everyone begins playing, it is a good idea to
Relic Seekers: You seek to map out the ancient
establish all of the characters, their relationships
ruins and wild landscape of Myriad, detailing
and motivations, and what their collective goals are.
its history and ancient artifacts for research and
Sometimes players do not know who they want their
protection. The more research you do, the more
character to be immediately, and will discover it as they
ancient the evil appears to be…
play the game! They may find it helpful to consider their
Middlemen: You seek money, and to further your
clothing, and go over Designing a Character for Narrative
political goals by aiding whatever group aligns
Play (pg. 42) to help give them a better idea of who this
with them by running important cargo between
fantastical person is. Players should discuss how they
locations with secrecy and subterfuge.
may know other characters, and what their relationship
Soldiers: You seek the safety of your people, and
to the larger world is both individually, and as a group.
are bound by a sense of duty to whatever
Go big! Exaggerated characters are perfect for the
organization you work for. Sometimes though,
setting of Myriad, and a dash of comedy never hurts.
you find your duty and your heart conflict.
A character might be a leader of a hilariously pathetic
Once you have established these things, you are
cult who constantly bothers them with letters, the
ready to begin your first adventure!
long lost ruler of a nation that no longer exists, or even

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The Adventure Planning your Next Session
To begin the adventure you must first establish a goal. You have a game to plan! How do you know what will
This goal should be established at the beginning of make the next session a good experience for everyone?
every session you play, and must be clear to the players. You can begin by trying to incorporate:
An adventure may run for multiple sessions with an
overarching goal, with minor goals established at the
start of every session that moves the characters towards
The Four Pillars of Gameplay
As mentioned in the first chapter of this book, there
achieving the main one. This, of course, lends itself to are three core pillars of play, and a fourth “optional”
Narrative, or the “story” of the game. This does not need pillar. They are:
to be complex — something as simple as “make sure the Social: Built around communication and
important character gets from place A to place B” can be conversation with various entities beyond the
extrapolated on in the world-building sense, to ground players and their characters
the adventure and make it feel important, and most Encounter: Any situation in which there is conflict,
importantly, engaging. or dice to be rolled to determine an outcome
Then, it helps to establish the character’s Exploration: Nooks, crannies, stones to be
relationship to this goal. A method that is often suitable unturned, and investigation
for Myriad is the “one-word story”, where one person and “Shenanigans”: Silly moments where the story
(including the GM) says one word, then the player to has gone awry, and unexpected results ensue
their left says one word, and so on, with the goal being The first tip to being a GM is to try to incorporate
to tell a coherent story about how or why the characters elements from each of these pillars when planning
are involved. This method is fantastic, as it not only your next session! If you do this, you will have a
engages the players by allowing them to take part in session that can provide something for every player, and
telling the story, but the result is often humorous, every type of player at your table, so everyone leaves
and the up-front improv gets the players into a feeling satisfied. The following chapters will have tools
creative mindset. for each of these elements to help you plan your games!
After this step, the players and their characters can Note: You do not need these elements in equal
finally step into the adventure. This step is where the parts — some games will have more of one than the
characters encounter and attempt to overcome various other. Secondly, any of these elements can become a
challenges and hijinks along the way, moving from hybrid with Encounter, so long as there is dice rolling
various pillars of gameplay to the next. The contents to determine the result, and ideally creative play!
of the adventure will be mostly designed by the GM, Combat is a type of Encounter, but note that the
with instructions on how to design it in the following pillar does not say Combat. This is because not every
chapters, but leaving enough open-ended challenges session needs to have combat, but every session needs
that the decisions of the players have an effect on to have some level of challenge. These challenges can
whether or not they are able to achieve their goal. be incorporated into your Social and Exploration,
At the end of the session or adventure, conclude by becoming a Social Encounter, or Exploration Encounter
examining whether or not the players achieved their hybrid! Merging these concepts are a good way to cover
goal, and how that may alter their next course of action! all of your bases, and engage players with a variety of
After the game, everyone should discuss the session, experiences.
what they got out of it, what they enjoyed, and what
they will do next. Afterwards, the GM is ready to plan
the next session! What Do You Need?
Starting your first game can be difficult and tricky,
so here are things you absolutely should have before
starting your next session:

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1. Dice (d4, d6, d8, d10, d12, d20) the creative aspect of designing what you want in your
2. A note containing every player-character’s dungeon! I also encourage you to develop tools of your
Name, Hit Points, Dodge, and Job (the rest of own, if you find yourself constantly needing to fill in
the information is up to them to know on their an aspect of your game. Tips for this can be found at the
Character Sheet) end of the section in “Make Your Own Tools” (pg. 200)
3. Plans for available Social encounters, things to Keep it open-ended! The player’s decisions on how
Explore, and chances to test the player’s creativity to approach problems should influence the outcome of
with Encounters. the game. Failure should be taken in stride, as it allows
4. A small list of notes concerning each of the the players to consider a new and creative approach.
elements in Step 2, such as names, stat blocks, When the goal of a session is failed, they will have to
potential items, and 3-5 rough ideas of things adjust their plan in order to achieve the overall goal of
players may chance upon. the adventure, and this will allow the players to engage
5. Prepare one or two contingencies for when with the game and tell their own stories (keeping this
“Shenanigans” occur to keep the game flowing workload off of you, since a GM has enough on their
(these usually happen when players miserably and plate already). Over-planning may lead to you as the
hilariously fail at a task, resulting in their plans GM feeling boxed in and limited by how you are able
going off the rails). to proceed when players do not perform in the way
Great! Now, you can begin to plan the session. you have expected or hoped! This is what the pillar
It is important to note you only need a few things “Shenanigans” embodies, and should be accounted for.
roughly laid out — do not specify locations! You do
not need to plan for things players will not encounter,
and it is a waste of time to plan things only for your
Game Master Tools
This section is a condensed set of tools for you to
players to walk right past them. Have a few fun things reference when running the game. For theoretical skills
on hand, and introduce them when it feels appropriate. and helpful notes, see the chapter titled “Game Master
For example: If your players may encounter a magical Theory” (pg. 202) which is featured at the end of this
gem when they explore, it does not need to be behind a section. These tools are optional, and help streamline
specific bookshelf, or knothole in a tree. The only thing running the game so that there is more room for you to
keeping players from the item are their own drive to explore, be creative!
and maybe a Skill Check.
Remember, you do not need to over-prepare
elements of your game! It is a lot of work being a Game
Master, so save yourself the energy and only bring
what you need.
Similarly, use tools to eliminate guesswork! In
this book you will find many charts and tables to help
eliminate the need for developing the basics on your
own. Everything you find in the tables are suggestive,
and based on elements that can be found consistently in
all games and storytelling, leaving room only for your
creativity and voice as a Game Master.
For example, the Dungeon Generator has you rolling
for doors, and then the type of door. This is because
dungeons ought to have doors. Seems obvious, but you
save a lot of brainpower and effort not needing to guess
at and place every single door in a dungeon. Let the
tools do the boring work, and let the Game Master be
creative. With a framework in place, you can focus on

153
154
Dungeons
155
What is a Dungeon?
Say your players have just entered a little crumbling
archway in a steepled hut sticking out of the ground, and
A dungeon is, in effect, any closed location the players descended a spiral staircase. You, the GM, know that they’ve
may enter that requires problem solving. It is not just entered an ancient, submerged house of worship through
necessarily a dark, dingy space deep underground. the old bell tower. Right now, they’re standing on an old
A dungeon may very well be a building in a civilized circular landing at the base of the tower. Time to find out
location or a grove, so long as it requires players to use what they do next. You roll a d6 on the Door chart and get a
creative thinking to solve problems - which is the most 1: Hidden. If you were in a cave, this could mean the door was
important aspect. Sometimes, that problem is things in behind a stone, but you’re in a bell tower. “The room appears
said dungeon wish to kill them, of course. empty,” you tell them, but you’ve decided there’s a trap door
Because Myriad is full of the pieces of its previous blending in with the dusty tiles on the floor. A fairly low
iterations, from old, mysterious tunnels to ornate Insight check will give it away.
ruins full of treasure, there is no shortage of possible With each new roll, keep the dungeon’s story in
Dungeons for players to explore, and no end to the mind. What was it? What’s in it now? What will the
rewards of exploring them. But these pieces can be players find at the end? You don’t have to know right
dangerous. They were chewed up and spit back out by away, you can make it up as you go along. Below are
the essence of Chaos when the previous world ended, some tips to help use the Generator.
which inevitably infected them with that same force • Plan Ahead. The Dungeon Generator can cut
of disorder. prep time down to zero, but planning important
Dungeons are complicated play spaces that can be portions of your dungeons ahead of gameplay
daunting and time consuming to create. The modular gives the GM more opportunities to weave better
Dungeon Generator allows GMs to randomly generate a clues, stories, and challenges into each session.
Dungeon and its elements through dice rolls. It can be • To avoid repetition, you can cross used elements
used to assist during preparation for GMs that are more off the list and reroll if you roll it again.
comfortable with a plan, or it can generate a dungeon • Use Encounters, Ambushes, and Traps sparingly.
on-the-fly for GMs who want to skip preparation
altogether.

Dungeon Generator
The Dungeon Generator is a flow-chart designed for
inspiring the framework of a dungeon. Roll for a door,
then roll for the space beyond, then roll for an element
inside. For each roll, the Dungeon Generator provides
a list containing generalized options that are chosen
by dice roll. The GM should customize each roll to the
particularity of the Dungeon.

156
• Puzzles are tricky because players may blow 4. Topside (like a window, or otherwise
right through them or take forever. Timers help entering from above, leading to a floor above
on the latter. For How to Make Good Puzzles the main floor)
go to pg. 200. When the players would enter a new space, decide
• Use verticality and branching or looping how many exiting doors are in that space. For each
pathways — avoid linearity to encourage door, roll one d6 to see what kind of obstacle that
exploration. door presents and a second d6 to see if it leads to a
• The deeper they go, the better the loot and Pathway or a Room.
the more dangerous it will be to obtain!
Make this clear.
Doors*
• Dungeons are not well lit unless there is a 1 Hidden (invisible, switch, curtain)
given reason - darkness can be used to pique 2 Fake (roll again)
curiosity or reinforce the danger of the character’s 3 Locked
environment. 4 Trapped
• Foreshadow events! Players won’t take the risk if 5 Barred (there may be an alternative entrance)
they aren’t mildly sure what might be waiting for 6 Unlocked
them. Mentioning things like claw marks, blood, *After rolling for a door, roll a d6 to see what it leads to: (1-3) a
soot, slime, etc on a pathway or door can help you Pathway, (4-6) or a Room
slowly work out in your OWN head what might be
lurking if you haven’t planned it, and encourages
Pathways (leads to…)
players to take the risk. 1 Roll for Door
• Repeating and connecting rooms is a completely 2 Roll for Trap, then roll again. If you roll Trap
viable method of expansion. For simplicity, you again, ignore and reroll
can have a connecting room be the same room 3 Roll for a Room
type as the one before it. 4 Roll for Encounter, then roll again. If you roll a
• Rolling an Encounter on this chart only means second Encounter, ignore and reroll
that you encounter other creatures in this room, 5 Roll for a Hidden Thing
it does not automatically mean those creatures 6 Split: Roll for two results on this chart, ignoring
are hostile. You can always roll on the Social this result
Interactions charts (pg. 159) to see how the
encountered creatures are feeling. Rooms*
• Giving Players options lets them take control of Room Types What is in the Room?
the exploration for you
1 Kitchen/Food Place Puzzle — have a few
• This generator is just a tool to reduce work and
prepared (pg. 200), or
stress, but at any point, if you have a better idea,
make it an obvious trap
you should ignore the generator and improvise.
2 Storage Roll for a Vertical
Do not expect to complete a dungeon in one Element, then roll
session. In fact, it is probably better that you are able again on this chart,
to continuously expand upon a single dungeon, giving skipping this result
the players something to look forward to exploring, 3 Ritual Roll for a Hidden Thing
and allowing them to leave a dungeon and return 4 Meeting Roll for an Encounter
with better supplies and rewards with the loot they
5 Study Roll for a Trap
may have found.
Consider the 4 ways of entering the dungeon: 6 Barracks Pathway/Door
1. Main Door *After rolling for a room, roll a d6 to see what is in the room. Then,
roll a d6 to see what the room leads to through its exit: (1-2) Door,
2. Side Entrance (hidden, or guarded less)
(3-4) Pathway, or (5-6) Room
3. Underway (like a sewer grate, leads to a floor
below the main floor)
157
How do I fill a Room with stuff? 3 Tall pillar objects (obscuring vision, low light)
Fire, water, and gravity are important elements when 4 Various traps
considering interactability. Try to include one of these 5 Dilapidated (rough terrain, falling bits)
in every room: 6 Consequences for standing still (collapsing,
Fire: Candles, braziers, fireplaces, smoldering murky ritual, quicksand etc)
remains, etc
Water: Fountains, basins, leaks, pools, etc Challenging Encounters*
Gravity: Ledges, chandeliers, chasms, banisters, 1 Teleports
stairs, overhangs, etc 2 Invisible/Hidden
3 Calls minions (tiny/small)
Elements 4 Joint boss (halve HP for each, but two)
5 Flies, but swoops down to attack
Vertical Elements 6 2 medium creatures as guards
1 Stairs (Pathway - up or down) *These charts are included to help you consider various types of
2 Tall Ceiling, Balconies, Parapet (Access to higher challenges should you find yourself stuck
floor, or outdoors)
A dungeon often has enemies known as monsters.
3 Overlook (Looking onto a lower floor) This book includes examples of monsters and where to
4 Chute, Shaft, or Lift (including choke points find them in the Bestiary (pg. 206), however it is heavily
and crawl spaces encouraged that you design your own! Monster design is
further explored on pg. 160.
Traps — Obvious Traps are free puzzles
1 Floor
2 Ceiling What Does “Room Type” Mean?
3 Wall Not every Room Type is obvious given the environment,
but they are all applicable given a bit of creative
4 Magical
stretching. For example, “Kitchen/Food Place” suggests
Hidden Things* a place where creatures consume things. In an urban
1-2 Switches (Opens something, or sets off trap) environment this is more obvious, but for a spider’s cave
this may be where they store their webbed victims, or
3-4 Room/Pathway
where soulless guards toss remains to their fetid dogs
5-6 Treasure
within a rotting fortress.
*Hide things behind exploration (Verticality, Crawl Space, Covered
or Contained). Hidden things should require creative thinking
through the use of items or abilities to explore an environment, Social Encounters in Dungeons
such as shrinking down to the size of a mouse to fit into a Not all dungeons are devoid of intelligent life — after
crawlspace, destroying a stone wall for treasures, or using arrows all, they’ve been there quite a while and you never know
to hit a switch behind a closed gate!)
who might have taken up residence. Dungeons have the
Encounters potential to be quite lively but that doesn’t mean players
1-2 1-2 4 small creatures need to creep through with their swords out. Encounters
3-4 2 medium creatures with Dungeons are just as likely to be social as they are
5-6 1 large creature to be combative.
For instance, it may be possible to convince a
malicious trap smith who lives in a dungeon to lay off
Challenging Terrain* the traps while you clear it of other dangers for them. Or
1 Breakable wards that cast spells at players maybe someone has taken to living in the safer halls of a
2 Illusory, or periodically changing long-lost abbey, and has walled off the more dangerous
and treasure-laden areas, but can be convinced to hand

158
the players a key. Benevolent or otherwise apathetic wish to leave the crypt. The players could help them inhabit
wraiths lingering amongst a necropolis may be some spare armor that would keep them safe above ground.
persuaded to offer information about the location of the By approaching the Dungeon residents socially, the players
hidden riches in a burial chamber, but will grow angry avoid danger and perhaps get some insider guidance to the
at the prospect of their body being disturbed or robbed. crypt and its best treasure.
Players might be able to solve problems by If players don’t know there might be alternatives
understanding the bigger stories of dungeon residents. to combat the GM should provide hints or
Let’s say there are multiple factions inside of a outright tell them.
dungeon — each of which want control of it. These Social solutions may come with important
sides could be bargained with, persuaded, or even stipulations and hesitant truces that can be broken by
tricked into fighting one another. the players, complicating their relationship to the social
For example: The players’ characters find some elements at hand. Using the previous example, the moss
intelligent moss creatures who have a symbiotic relationship creatures may be deathly afraid of fire, informing the
with some Skeleton warriors. They use the skeletons’ rib characters that the use of flame will ruin their truce
cages as shields and emit paralytic spores. The players could and lead to an early end of the benefits. This stipulation
fight these creatures at their own peril, but if they choose offers an optional challenge for the players for a better
to talk to them, or if they notice the pictures of forests and reward should they choose to engage with it.
sunlight scratched on the walls, they could figure out that
the moss creatures are bored with their lifeless company and

Social Encounter Chart


Upon encountering a creature (or rolling for an Encounter), roll to determine their mood:
Stranger (humanoid, or Kindred)
DC 5 7 9 12 15
Attitude Unfriendly Reserved Indifferent Friendly Helpful
1d6 roll 1 2 3-4 5 6
Wild Animal/Beast
DC - 7 10 13 16
Attitude Actively Hunting Hostile Territorial Warning Trepidatious
1d6 roll 1 2 3-4 5 6
Un-intelligent Monster (bestial and unthinking, acting on instinct)
DC - 9 11 13 15
Attitude Murderous Hostile Territorial Dissuadable Indifferent
1d6 roll 1 2 3-4 5 6
Wild Animal/Beast
DC - 7 10 13 16
Attitude Actively Hunting Hostile Territorial Warning Trepidatious
1d6 roll 1 2 3-4 5 6
Intelligent Monster (understands trading, and possibly speech)
DC - 9 11 13 15
Additude Murderous Cruel/Toying Hostile Curious Persuadable
1d6 roll 1 2 3-4 5 6
If the players manage to increase a creature’s demeanor to its highest result, they should be rewarded XP based on
how many steps it took to improve the creature’s original demeanor.

159
Designing Monsters
be whenever the monster explodes their dice,
whenever a player rolls a 1, casts a spell, or if
one of the monster’s allies falls. Be careful not
for the GM’s Fun to overuse this mechanic— currency-focused
“Sacks of hit points” are not enjoyable if you are aiming monsters are best used with the intent of a
for combat to be fast-paced and exciting. They are not long and arduous fight. You should avoid this
fun to fight, and they are not fun to run as a Game mechanic with less important monsters because
Master. Enter “mechanics” - designing a monster or boss they probably won’t get the chance to use their
with a sense of flow in mind. Designing a mechanic for ability to the fullest extent.
a monster allows the Game Master to have fun while Timer: This is the simplest mechanic. At the end
operating them, and will often spur the imagination or of a round, or the monster’s turn, something
engagement of the players when they realize they need happens. This effect should not normally be
to pay attention to the thing trying to kill them. Note damage, as free damage from a monster is not
that it is also possible to replace “monster” with “a group fun for players. Instead, use the Timer to play
of monsters” as well. on the player’s tactical advantage - by either
The following are examples of common mechanics adding or removing it. For example, causing
that you can use when creating a monster: characters to switch places, a roulette effect, or
Trigger: This effect occurs when a certain trigger by placing/destroying various types of cover
happens in the creature’s vicinity, such as that can be further used when using a monster
healing, falling to half hit points, a creature as a puzzle. Healing on a timer may feel like
casting a spell, or so on. They normally serve to a cheap tactic, so be sure to include a way for
place the monster in a more favorable position the players to prevent the monster from doing
- either literally by moving, or by making them so. To be clear, your timer can include damage
stronger in some fashion. Observant players — such as a shockwave being emitted from
should learn to avoid the Trigger. the monster’s weapon at the end of the next
Recharge: The monster has access to a higher- turn that targets the area in front of it, forcing
power ability, but once they use it they must players to avoid rushing in to attack - so long as
recover their energy before using it again. In it is something that the players can learn from
the Bestiary this is referenced as (Recharge and plan around. In this instance, the monster
5-6), indicating that the monster rolls 1d6 at could be vulnerable during this stage, such as
the start of their turn after they have used the removing their Ephemeral status to perform
ability. If they roll a 5 or a 6, they may use the their special attack.
ability again. Randomized Effect: This is a good tool for when
Currency: This mechanic has the monster creating the players are fighting a monster you did not
a “currency” - something that the monster may have planned. Rather than simply making
then spend for the purpose of utilizing higher- weapon attacks, you can design the monster
power abilities. The currency can sometimes around the random effect of a d4 roll. You can
be dictated by the players, creating a Currency- use this in your planning as well, to ease some
Trigger hybrid, but be aware this may spoil of the stress of needing to operate multiple
your fun. The higher-power abilities should monsters and their kits.
serve to diversify the monster’s toolkit, such Monsters that only run up to a character, and
as countering spells, healing, teleportation, or try to hit them, will not last long in this game.
unique status effects, not simply dealing extra Expect your players to be powerful, to dodge easily,
damage. Currency allows the GM to not have and to hit hard, then plan accordingly. If you have a
to decide to use a list of abilities randomly, group of characters that have a Dodge so high, it would
and instead excitedly await the next time their be literally impossible to hit them without exploding
Currency is obtained. Common currencies may dice, then do not attack them with creatures that need

160
to roll to hit. Create monsters that utilize saving throws
(whereupon success would result in half-damage or However!
so on). Monsters should hit hard, and die fast, It is advised that you not combine a complicated enemy
or are otherwise clearly designed outside of the with a complicated environment! Keep one simple,
player’s ability to damage it directly, such as the use or connect the enemy to the environment itself. For
of the Ephemeral status during certain moments of a example, if the environment is a slick rainy rooftop,
monster’s actions. If a monster has DR −4 then they then enemies should only be threatening to knock the
cannot be harmed by light weapons without exploding, characters off of it — this way the Encounter is not
so you should make it evident that the players whose structured as a combat where hit points are the solution
characters are not skilled at combat must discern a to the character’s problem. Another example would be if
different solution (or at least stay out of the way). the characters need to escort a creature across the forest
Try to avoid “basic attacks”. Of course, a monster floor, but they cannot move if enemies surround them.
will need to be able to do something if all of its options If the enemies all have complicated abilities, it detracts
are exhausted, but whenever you make a monster it from the focus and purpose of the encounter, and will
should be doing absolutely bonkers stuff. Not “unfair” bog down the game with an unnecessarily amount of
per say, but creative and exciting. If you make your dice rolling that will slow down the action.
players fight gobbins in the middle of a room, who all These mechanics can be seen in action in the
do basic attacks, and follow it up with skeletons in the Bestiary section of the book (pg. 206).
same scenario, then you have just run your players
through the same fight twice, and it will be boring.

161
Monster Maker
If there are fewer enemies than the player’s
characters, they will need to have extra damage,
Quick guide to making monsters for Myriad! These are defenses, or actions to balance them out. For few and
suggestions for those quickly looking for something large enemies, attacks that affect multiple targets
relatively balanced and fun. Monsters should generally are an effective way of keeping all of the characters
deal a lot of damage, and have low health. on their toes.
Use Damage Reduction and Dodge sparingly, and If there are more enemies than the player’s
focus on a fast and exciting burst of life from less- characters, they will automatically have an advantage
important monsters. It is better to have a fast and because they have more cumulative actions, so reducing
exciting fight, rather than a slow and boring one. their survivability beyond a single attack will help even
the playing field - but be aware of the player’s characters
How Many Monsters Should There Be? ability to affect multiple creatures at once.
Small, weak enemies should use the terrain to their
For relatively “balanced” combat, 4 Small creatures, 2
Medium creatures, or 1 Large creature are roughly the advantage so they cannot be easily affected by only a
same difficulty for a party of 4 adventurers of the same single ability. Large enemies may also have incredibly
level. However it is more important what abilities and weak minions to serve as extra defense.
defenses a group of monsters may have. For example, Most importantly however is that you will learn
granting a creature extra actions, or DR will begin to how to balance your encounters as time goes on. You
skew the balance in their favor. will learn how to challenge your players the more you
play, and it will be incredibly rewarding so long as you
keep an open mind to it.

Quick Stats
Size bonus
To Hit Dodge Damage** Magic
Small 0 9 d4 -
Medium +2 8 d8 -
Large +3 6 d12 -
Style
Bruiser +1 +0 d8 −2*
Skirmisher +1 +2 d4 -
Magic −2 −2 d4 +2*
Level Increase
3-5 +1 +1 +1 dice size (d4-d6) Status Effects, Spells
6-8 +2 +2 +2 dice size, max d12 (d4-d8) AOE effects, multiple actions
9-10 +3 +3 +2 dice size, max d12 (d4-d8) Damage avoiding abilities (such as Ephemeral)
*Choose between INS, ARC, and OCC to make +2 (10), the other two become 0
**Upgraded from Size, not cumulative. Instead of increasing die size, you may add an additional die of the current size
Hit Points: (L = player level, X = no. of players past the 3rd player, # = can be substituted for the creature’s PWR)
Small: (L + X − DR + 2)
Medium: (L + X − DR + 2) x 3
Large: (L + X − DR +5) x 5
Dodge: 7+/− FIN - default to 8 if you need to
DR: −1 Dodge for each point of DR, max of −3
Boss Creatures: Extra turn in combat, increase damage dice by 1 per 3 player levels

162
Monster types and features
for a non-humanoid creature
Type General Feature
Undead Abilities might add corruption (1 point max), regenerating, immune to charm and fear.
Healing damages them
Plant Abilities might add Status Effects, often vulnerable to fire, poor Insight (−1 or less)
Construct Often has an elemental ability, an elemental weakness, and Damage Reduction (−2)
Monstrous Depends on relative intelligence, but commonly has weapons, equipment, or magic items
Beast Natural Senses, weapons, and armor (DR). Higher INS, or ARC, low OCC. Magic beast parts
may become magic items
Abomination High OCC, weird ability, DR
Demon Usually high INS, ARC, OCC. Either decent PWR or FIN (choose one). DR

Ability Quick-Chart
Flavor Purpose Type
Slime/Web Evasion or Movement Recharges on a 5-6 at the
start of their turn
Elemental Damage Spell — CD 2+ (+1 CD per d6 of
Necrotic/Radiant Curse, Transforming, or Corrupting damage or status effect)
Illusory/Sound Status Effect — Grapple, Stun, Fear, (x2 for 15 ft Area, x3 for 30 ft
Charm, Prone, Confused, etc Area, or healing)
A creature may have 1-2 abilities depending on level. Varying the ability between action, bonus action, and reaction
is better than adding more. Keep in mind a monster’s ability can be copied by certain Occultists and Morphers - so
do unto others and all that.

163
The following are a handful of spells that can be easily used for giving a monster magical abilities:
Arcane Spell Quick-Chart
Name Description CD
Flame Burst Cause a non-magical flame to flash and fire arrows of flame in a 10 ft radius, 2+
dealing Ld4 fire damage to each creature in range. Targets who succeed a FIN save
take no damage.
Slime Makes 10 ft square surface extremely sticky or slick for L minutes. 3+
Sleep Puts S targets to sleep for an hour. 3+
Snap Freeze You blow a frigid fog 15 ft wide and 30 ft long, riming the ground with icy crystals 3+
for a minute. Creatures within the space have Disadvantage on anything that relies
on sight, and movement is reduced by half. Targets within the space also take 1d4
cold damage for each turn spent within the fog.
Hypnotizing Gaze Hypnotize S creatures who will follow 1 simple command that does not bring them 3+
immediate harm.
Mage’s Swaddle Bind a target object or creature in magic cloth. If targeting a humanoid creature 3+
you may choose to clothe them and increase their DR to −2. Otherwise, the spell
would immobilize the target. +1 CD if cast as a reaction.
Befuddling Pattern Odd patterns begin to scrawl themselves in the sky. All creatures within a 30 ft 3+(x2)
cube beneath the pattern are Confused on their next turn.
Blink You teleport 30 ft to a location that you can see on a roll of 4,5, or 6. 4-6
Hall of Mirrors Place yourself within a mirror-like surface within 5 ft. You are able to move to or 4+
exit any mirror-like surface you can see. If the surface you are in is destroyed, you
are either forced out or moved to another mirror you can see.
Animate Armor You animate an available suit of armor or clothing to do the caster’s bidding. It has 5+
1 hit point, and an appropriate DR based on the armor. If it takes damage, or if the
spell is cast again, the armor is destroyed. Sacrifice: As a reaction the armor jumps in
front of its master, taking the blow for it and collapsing into a pile.
Sizewarp The target’s size increases or decreases by one step for L minutes, doubling 5+(x2)
or halving their PWR Score respectively. The target’s size can be increased or
decreased one step further by increasing the CD by +1.

Occult Spell Quick-Chart


Name Description CD
Nyctophobia Conjure a 30 ft sphere of darkness within 60 ft. If any of your dice explode while 2+
casting this spell, choose one creature within in the sphere to become Frightened
while in darkness, giving them a phobia of the dark that lasts for an hour.
Creatures immune to being Frightened or Charmed cannot be the target of this effect
Snakeskin As a reaction, you shed your skin like a snake and are immune to any movement- 2+
impairing effects. Your Dodge increases by +2 until the end of your next turn, but
are unable to gain Damage Reduction.
Extinguish Extinguishes all sources of light in a 60 ft sphere within 120 ft of the caster. 2+
Maggra’s Mist Conjure a dense 30 ft radius fog within 30 ft that turns the caster invisible and 3+
resistant to physical damage while they stand inside it. Creatures that begin their
turn in the mist must make an INS saving throw or fall asleep, with the exception
of the caster. The mist lasts for 1 minute.

164
Melancholy Chord An intense wave of sadness washes over all targets within 30 ft of the caster who 3+
can hear them, rendering targets who fail a CHM vs OCC save prone and blinded
by tears until the end of their next turn.
Malevolent Miscast Causes a target’s Miscast Tier to increase by 2 for 1 hour. 3+
Ire Makes a target creature you can see unusually furious at a person or idea. 4+
Whispered Flame Breathe a 15 ft cone of fire through a small open flame, with Sd8 damage. 4+
Curse of Mist Curse a target to spill a dense fog from their eyes, nose, mouth or ears, rendering 4+
that body part useless until the curse ends and filling a 10 ft sphere with heavy fog
centered on the target. Lasts L rounds, +1 CD if used as a reaction.
Specter Conjure a large spirit, taking the shape of your choice. When it is summoned 6+(x2)
it makes a deathly screech, and all creatures that can hear it within 20 ft are
frightened by it until the end of their next turn. The specter can fly 30 ft on your
turn and make a medium weapon attack with your OCC bonus. It has 10 hit points
and is Ephemeral to all damage except radiant and silvered weapons.

Divine Spell Quick-Chart


Name Description CD
Trip As a reaction cause a small object such as a rope, stone, or otherwise to 2+
trip a medium or small sized creature, stopping their movement and
leaving them prone.
Solar Cage Traps a small to large creature within ft within a dazzling solar cage of light, 2+(x2)
preventing movement. The creature can attempt to break free with a PWR vs
INS check, but is blinded until the start of its next turn on a success as the
cage coruscates .
Gaze Reflection As an action you cause the gazes of surrounding creatures to turn away from you 3+
for 1 minute, preventing them from looking at you directly. In addition to this, it
may be cast as a reaction to reflect a gaze attack back at the assailant .
Shimmer Cloak The caster’s clothing begins to shimmer and glow, and they cannot be affected by 3+(x2)
magical projectiles or ranged projectiles. As a bonus action they can expend the
ward, blinding all creatures within 15 ft of them. The ward lasts L rounds.
Visions You completely control what a creature sees within line of sight for L rounds 04+
Dissonant Choir Targets within 20 ft of the caster who can hear them are Confused until they 4+
succeed on an INS saving throw at the end of their turn, moving 15 ft in a random
1d4 direction at the start of their turn, using part of the target’s total movement.
Lightning Bolt Conjure a bolt of lightning from the sky in 5 ft radius, FIN save or Sd10 lightning 4+(x2)
(half on success). If the skies are stormy, overcast, or raining, double the dice
rolled for both damage and casting (must be cast outdoors).
Kraken’s Lament Cause the skies to grow dark and stormy, whipping the winds into a frenzy and 4+(x3)
making any open waters tumultuous. Change the weather into a Thunderstorm.
Angelic Spears (Channeled) You conjure spears of holy light to release from the heavens, wreathed 5+(x3)
in a down of feathers. On each turn spears may fall on any target within 30 ft,
dealing 2d8 radiant damage to those who fail a FIN save.
Cosmic Song (Channeled) Creatures that can hear this otherworldly song have 1 fewer dice 6+
to attack the caster and their allies, and have their Charm Score reduced by
the caster’s INS.

165
Nature Spell Quick-Chart
Name Description CD
Woodweave You are able to manipulate and warp a 10 ft cube of wood within 60 ft of you. +1 2+
CD if cast as a reaction.
Cloak of Ravens As a bonus action you enchant yourself so that movement turns you into a flock 3+
of ravens, allowing flight until the end of your turn without provoking attacks
of opportunity.
Horn of Ghal Call a denizen of the surrounding nature to come to your aid (At the GM’s 3+
discretion). This cannot be used more than once per square mile.
Speak to the Tides Manipulate an Lx10 cubic foot body of water in one of a few ways: 4+
• Raise or Lower 5 ft
• Increase or change current (Channeled - PWR save)
• Whirlpool (Channeled, 10 ft radius, PWR save or be pulled and 1d10
bludgeoning)
• Tidal Wave (10 ft wide line for 30 ft - PWR save or 1d10 bludgeoning).
Fogcraft Turns fog into solid objects that lasts until the fog is dispersed. The fog object can 3+
be created within 40 ft of the caster in an Lx5 ft cube, so long as they have line of
sight. The object is solid, but not heavy.
Thicket A thicket of trees and dense brush up to 40 ft wide suddenly sprouts up from a 3+(x2)
source of plant life, becoming rough terrain (+1 CD if cast as a reaction).
Burrow As a bonus action your hands grow mole-like claws, and you are able to tunnel 4+
through soil or unworked stone at a rate of 15 ft per round. If this is used in
combat you can choose to disappear beneath the earth and reappear within 15 ft at
the end of the round. Lasts for a minute.
Wild Lightning Instead of your regular movement this turn, you instead become a streak of 5+
lightning, dealing 2d8 lightning damage to all creatures you pass through.
When moving this way you do not provoke attacks of opportunity, and can
move vertically .
Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the nearest liquid 6+
within sight. They will not willingly drink a liquid they know to be harmful.

166
Loot
If everyone had the money to buy whatever they
wanted, we wouldn’t have adventurers! Luckily for
them, dungeons and monsters hide a smorgasbord of
loot that can be discovered, sold, or used to decorate a
room (it’s a real fixer-upper). During play, a variety of
items will be able to be obtained by characters to help
fuel the economy of myriad, which largely runs on these
recyclables, pun intended. It is important to note that
while monsters will leave behind an “essence” of sorts,
such as a horn, magical item, or glowing eyeball, they
are not necessarily running around with their pockets
full of their most valuable possessions, and may be
keeping them in chests within the surrounding area.
The following charts can be used to help you, the GM,
have an idea of what types of enjoyable treasures to let
your players find based on what, and where, they may
be engaging with.

167
Types of Loot Creature Types Typically Carried Items
Money (Crowns) Humanoid Any
Mundane Items (general or small gear) Undead Any
Magic Items (Arc, Occ, Div) Plant Poisons, Components,
Potions, Poisons Equipment, Trash
Recipes Construct Weapons,
Equipment (Shield, hat, helmet, armor) Equipment, Magic Items
Components Monstrous Mundane, Poisons, Money,
Weapons Weapons, Components
“Trash” (misc) Beast Poisons, Components, Magic
Items or Equipment, Trash
Abomination Magic Items, Components,
Potions, Equipment, Weapons
Demon All, except Trash and Mundane
If you do not have specific items planned, the following
charts can be rolled on to quickly decide what a charac-
ter has just uncovered:

General Value of a Loot Table by Monster Level


1d6 Roll Levels 1-3 Levels 4-6 Levels 7-10
1-2 1-8 cp of Trash 10-20 cp of Trash 30-100 cp or Component
or Mundane Item
3 Mundane Item Equipment, Weapon, Weapon or Equipment
or Potion/Poison
4 Equipment or Weapon 15-30 cp or Component Magic Item, Recipe,
or Potion/Poison
5 5-10 cp or Component Magic Item or Recipe Magical Item or
Magical Equipment
6 Magic Item or Potion/Poison Magical Weapon or Equipment Magical Weapon or Equipment

168
Weapons
d12 Size Material Type Special Abilities*
1 Light (1d4) Rusty, Broken, or Dagger Fires a projectile 30 ft that does 2d4 of an
Bent (−1 to −2) elemental damage as a ranged FIN attack.
2 Stone or Ironwood Axe Casts a 15 ft cone attack that does 1d8 of an
elemental damage on a failed DC 9 FIN save.
3 Icy Hammer Casts a 15 ft gravity sphere that either draws
targets inwards, or pushes them away on a
failed DC 9 PWR save (choose one).
4 Jade Flail Casts a 15 ft cone that does 1d8 of an
elemental damage on a failed DC 9 FIN save.
5 Medium (1d8) Steel Halberd/Glaive Of Jumping — The wielder can jump 15
ft vertically.
6 Copper Flintlock Pistol Of Weaving — Fires a 60 ft long web that
(always Medium) can be walked on.
7 Darkiron Spear Of Blinking — Teleports the wielder 60 ft as a
bonus action. Recharges on a 5-6 every minute.
8 Monster Bits Whip Of Slowfall — Slowfall for 1 minute. Recharges
on a 5-6 every minute.
9 Heavy (1d12) Ivory Sword (long, Of Detection — Glows while within 100
short, shotel) ft of a certain type of monster (Undead,
Plant, Construct, Monstrous, Beast,
Abomination, or Demon).
10 Onyx Katana Of Returning — Gains 30 ft of range with the
“thrown” property, that returns as a reaction.
11 Clockwork Longbow/Crossbow X- Bane — Deals double damage to a selected
(always Medium) monster type (Undead, Plant, Construct,
Monstrous, Beast, Abomination, or Demon).
12 Silver Claws Cursed! Roll for an additional Special
Ability, and a Curse.
*Roll 1d20+Luck, if 1-15 ignore. Recharges on a 5-6 at the start of wielder’s turn.

1d6 Curse!
1 Curse of Binding — The item binds to the wielder and cannot be removed from their inventory until
dispelled.
2 Curse of Duplicating — Every hour the item duplicates, taking up an extra inventory slot until removed
from inventory. Any time you wish you use an item from your Inventory, you must roll 1d6. On a 1, you
instead pull out the cursed item, preventing you from using the intended item that turn. (Duplicated
items are not cursed but crumble into dust when used).
3 Curse of Slipping — When a 1 is rolled while attacking, the item shoots 15 ft away from the wielder.
4 Curse of Screaming — The item screams loudly when used.
5 Curse of Ghostliness — The item deals normal damage to Ephemeral creatures, but only 1 damage to
anything else.
6 Curse of Darkness — This item makes the wielder Blinded until the start of their next turn if a 1 is
rolled while attacking.

169
Equipment
d12 Protection Style Type Special Abilities*
1 Minimal Rusty/Verdigris Hat (visored, Of Resistance — The wearer gains resistance to
pointed, wide- an element (fire, cold, lightning, poison).
brimmed,
round, hood, mask)
2 Leather Helmet (Kettle, Of Seeing — The wearer can extend their
Great, Hounskul, consciousness to a point 60 ft from them as
Armet, though they were there for 1 turn. Recharges on a
Sallet, Frog-Mouth) 5-6 every minute.
3 Ornate Scarf/ Of the Beast — The wearer’s natural senses are
Pendants/Necklace increased, making them Skilled in INS checks that
rely on either sight, sound, or smell (choose one).
4 Light (DR −2) Scaled Gloves Of Swimming — The wearer is unimpeded by
water, and can hold their breath for an hour.
5 Animal Themed Pants/Leggings Of Protection — This armor has −1 extra DR (if
Heavy, roll again).
6 Quilted/Silken Dress/Robes Of Climbing — The wearer gains climb
/Woolen speed of 15 ft.
7 Medium (DR −3) Candled Tunic/Gambeson Of Trail Blazing — As a bonus action, teleports
the wearer 30 ft along the ground, leaving a trail
of an element that lasts for 1 round and deals
1d6 damage to creatures they pass through.
Recharges every minute.
8 Monstrous Cloak/Cape Of Slowfall — Slowfall for 1 minute. Recharges
on a 5-6 every minute.
9 Plant Mantle Of the Ghost — The wearer is considered
Ephemeral while in dim light, darkness,
or moonlight until they take damage.
Recharges on a 5-6.
10 Heavy (DR −4) Brass Pauldrons Of Light — The item can be commanded to emit
Maximum bright light for 30 ft as a bonus action, lasting for
Dodge of 8 1 minute. Recharges on a 5-6.
11 Ivory/Onyx Cuirass Of the Wind — The wearer’s movement speed
increases by 10 ft.
12 Silver Shield Cursed! Roll for an additional Special
Ability, and a Curse.
*Roll 1d20+Luck to determine if it is magical. If 1-15 ignore.

170
1d6 Cursed! All Cursed equipment is BOUND to the wearer until Dispelled!
1 Curse of Vulnerability — The wearer is Vulnerable to an elemental damage type (fire, cold, lightning,
poison)
2 Curse of Slime — The wearer becomes extremely slippery and cannot be grabbed. When using an item,
the wearer must roll 1d6. On a 6, it slips from their hands and they drop it
3 Curse of Lycanthropy — The portion of the body that this armor is attached to transforms into that of a
Lycan. Under moonlight if the item is worn, roll 1d6 — on a 6 the wearer gains 1 point of Corruption, and
all transformations are lycanthropic in nature. At 10 points, the wearer becomes a fully formed Lycan at
all times, and is actively hostile to all creatures it can see while underneath moonlight
4 Curse of the Dead — While wearing this item, the wearer is considered Undead. Any healing is instead
received as damage, and undead creatures regard the wearer indifferently
5 Curse of Chaos — Anytime the wearer miscasts a spell or deals damage to an ally, they gain 1 point of
Corruption. Any miscasts while wearing this item starts at Tier 2
6 Curse of Darkness — This item makes the wielder Blinded until the start of their next turn if a 1 is rolled
while attacking

Additional Enchantments
Magical Items are an opportunity to challenge or diversify how a player (and by extension, their character)
approaches a situation! Some of the following operate as both a bane and a boon for the weapon to let players choose
whether or not to accept the “gift”.
…of the Assassin: Whenever your dice would explode while making an attack, you become invisible until the
start of your next turn or until you take damage.
…of the Berserker: Whenever you take or deal any damage while in combat, you gain a stack of Rage. At 10
stacks, your next attack deals double the damage, but you take double the damage until the start of their
next turn. Once you deal double damage, the stacks reset.
…of Mistweaving: Whenever your dice explode, you may conjure a 5 ft cube of mist or smoke around you that
lasts for a minute. In addition, you can always control the shape and density of smoke and mist within
30 ft of you.
…of the Seigebreaker: While equipped with this item, your fists are as tough as stone, and can punch
through wood (PWR DC 7) and stone (PWR DC 11).
…of Undeath: Your Last Breath range is increased by +1, but you are considered undead and any magical
healing damages you (does not include healing gained through rest).
…of Spellweaving: +1 to all magic dice rolls, but Disadvantage to physical dice rolls (PWR and FIN).
…of Cursed Life: When attacking with this weapon but before you deal damage, you may choose to regain
hit points equal to the damage you deal, but you must decrease your hit point maximum by 1d6 until the
next long rest.
…of the Snake: This weapon has a stone snake coiled around it. Whenever your attack explodes, the snake
leaps off and bites the target, dealing 4 ticks of poison damage, ticking down. After this occurs 5 times
against an enemy creature, you can command the snake to do it once per day. After this next phase occurs
10 times, this weapon coils around the user and no longer takes up an Item Slot. If at any point you roll
double 1’s when attacking, instead of losing durability, the snake instead bites the wielder.
Try to make weapon and armor enchantments entertaining, but double edged or situational.

171
Exploration and Travel Generator
The amount of daylight and darkness may vary per
location, but the simplest metric is 12/12 hours.
To begin, a player rolls 1d6 to Explore, and 1d4 hours
for the time it takes between events. After a result Explore -1d4 hours Discovery
from Exploration has been resolved, you may choose 1 Discovery Natural Bane
to continue exploring and roll again, or stop for a 2 Natural Boon Resting Site
short rest. 3 Natural Bane Ritual Site
Have a set distance between the players and their 4 Challenge Ruins
destination, each hour successfully exploring is 4 miles, 5 Encounter/Ambush Natural Boon
or 1 “Hex” on a hex-based grid. Inform the players of 6 Weather Change Curiosity/Oddity
this distance.
Natural Bane; Roll on Exploration again Natural Boon; Roll on Exploration again
1 INS Survival check or get Lost (roll on the Lost table) Natural resources for foraging — Food, Curative,
or Ingredients
2 Natural Delay — path obstruction (Check to clear, Refreshing spring or oasis — cure point of
otherwise advance 1d4 hours with no distance) exhaustion for an hour spent here
3 Trap — Environment (party separation, verticality, Weather changes away from hostile and into a calm
poison/damage. Advance 1 hour with no distance) or accommodating environment
4 Hostile weather change — GM’s Choice Natural Resting Site — Outcropping or otherwise
guarded and away from the elements — change
weather
5 Stalked by a creature (Hostile ambush at night) Can Hidden Shortcut — Next 3 actions do not take
make an INS to detect, possibly scaring it of up time (Hidden with DC 7 INS check — nature/
perception)
6 Ambushed by hostile natural denizens — Swarm Blessing of Anura — Avoid the next natural bane,
172 using that time as eventless travel time
Challenges - Detour for 2d4 hours for no Ruins - additional hour to explore with no
additional distance to bypass distance
1 Vertical Challenge: Cliff, Wall, Tree, etc Magical Ruins — floating/teleporting (75% arcane
focus, 25% trapped)
2 Optional Vertical Challenge: (75% Treasure, 25% Natural Ruins — (50% random rusted weapon,
Large Encounter) 50% empty)
3 Horizontal Challenge: Ravine, Dense Bog, Destroyed Village — (25% ambush, 75% random
River, etc armor)
4 Horizontal Challenge with hostile encounter — Necropolis — (50% talisman, 25% Divine
small ambush, or large and immobile manuscript, 25% only hostile undead creatures)
small group of hostile undead creatures if disturbed
5 Horizontal Challenge: Toll, or impending ambush, Dungeon Entrance — This is a dungeon, use the
guarded passageway, locked/magically sealed Dungeon Generator if they delve deeper. (A lot of
doorway, puzzle time will pass with no distance gained)
6 Horizontal Challenge: Passing through a dungeon Long Forgotten Temple — (50% Divine
(use Dungeon Generator) Manuscript, 50% cure 1 point of corruption)

173
Resting Site Ritual Site: Take Gift/ Make Sacrifice
1 Guarded — Unable to be ambushed Arcane focus/Decrease INS by 1
2 Out of the elements/no poor weather effect Magic Weapon/take 1d6 damage per 2 levels
3 Natural Resources — No travel supplies spent Take a Boon/Take a Bane
during resting
4 Restorative — Cure Poisons, a Curse, and 1 Occult Trinket/Decrease ARC by 1
Exhaustion
5 Hallowed — Heal 1d6 per 2 levels Information or Divine Manuscript/
Decrease PWR by 1
6 Safe — Roll for two results on this table, ignoring Change weather/requires ARC check DC 12
this result

Encounter/Ambush Curiosity/Oddity
1 Friendly — group, local (can negate next bane or A tall pile or piles of stacked objects such as stones,
generally be helpful) tower spires, etc…
2 Friendly — solo, local/hermit (can negate next bane A Celestial Event such as a falling star, aurora
or generally be helpful) borealis, an eclipse, a red sky, etc...
3 Neutral/Negotiable — group (can be helpful or A non-euclidian passageway or road, stairs that lead
become hostile) upside down or nowhere, doors that show strange
places, etc…
4 Neutral/Negotiable — solo (can be helpful or A monolith such as a massive tree, stone, etc,
become hostile) engraved with a text in an odd unknown language
that would lead them to a great treasure or
draconic temple
5 Hostile — group (small or medium creatures, only A floating temple ruin or building, held aloft by
more than the players if small) air or clouds. A figure might be seen on it, and a
pathway may be found
6 Hostile — solo (local or foreign/abnormal creature) Evidence of a past battle, or currently warring
factions/monsters/etc… (weapons and equipment
may be found)

174
Weather Chart
d20 Effect
1 Heavy Fog: Cannot see more than 30 ft. Targets are blinded beyond this distance if perceived through
normal means. Reroll: on a 6-20, becomes Light Fog after 4 hours.
2 Thunderstorm: Disadvantage on Perception checks. Targets outdoors have a 1d20 (on a 1) chance to be
struck by lightning (2d6 lightning, Finesse DC 9). Targets wearing metal roll with Disadvantage. Reroll: on a
6-20, becomes Heavy Rain after 4 hours.
3 Blizzard: Disadvantage on INS Perception checks, PWR save DC 10 or suffer 1 point of exhaustion unless
you were bundled up, or resistant to cold. Reroll: on a 6-20, becomes Light Snowfall after 4 hours.
4 Heavy Rain: Unless covered, half of perishable goods and non magical paper is destroyed. Reroll: on a 11-
19, becomes Light Rain after 4 hours, or a Sunshower on a 20.
5 Light Fog: You cannot see or target creatures and objects beyond 30 ft.
6 Light Snowfall: Terrain becomes rough terrain, doubling travel time.
7 Light Rain: PWR save DC 9 (1d4 cold damage) for every 4 hours of travel unless properly covered or
resistant to cold.
8 Windy: Disadvantage on ranged weapon attack rolls.
9 Cloudy: Spells that require sunlight cannot be cast.
10 Partly Cloudy
11 Sunny
12 Light Breeze
13 Overcast: Spells that require sunlight cannot be cast. Spells that require water can. Reroll: on an 11-20 it
becomes Light Rain after 4 hours.
14 Chilly: Frost rimes the ground. Spells that deal cold damage deal an additional 1d4 damage.
15 Hot: PWR save DC 8 or suffer 1 point of exhaustion unless you were prepared for the heat, resistant to
fire, or stopped for 1 hour to rest in nearby shade once every 4 hours. While outdoors, spells that deal fire
damage deal 1d4 additional damage.
16 Scorching: PWR save DC 11 or suffer 1 point of exhaustion and 1d6 fire damage unless you were prepared
for the heat, resistant to fire, or stopped for 1 hour to rest in nearby shade once every 4 hours. Perishable
food spoils.
17 Distant Thunder: Reroll: on an 11-20 it becomes a Thunderstorm after 4 hours.
18 Chill Wind: Reroll: on an 11-20 it becomes Light Snowfall after 4 hours.
19 Sunshower: There is a golden glow as the sun can be seen during a light drizzle.
20 The day is honestly pretty wonderful. The next skill check made in this weather is made as though
you were Skilled.

175
Camp Actions and Rests
creatures to allow the entire Camp to eat 1
ration (requires 2 rations, and any number of
Characters will inevitably need to rest while on their cooking supplies).
grand adventures, and while exploring you may not Explore: Spend 1 hour to roll randomly on the
reach your destination before nightfall. In this case it Discovery table on the following Exploration
may be best to set up camp! chart (this can only be performed once, by one
There are 10 hours for you to utilize between person for the entire Camp).
evening and the next morning while exploring the Multiple characters may take the same action at
wilds, which are done by taking Camp Actions: the same time, so long as they have the resources, such
Rest: You regain 1 hit point per hour. Six hours as Foraging or Exploring together simultaneously - but
of rest are required a day, or else you become only to a single effect.
Exhausted. By consuming 1 ration, you While resting in a hostile place that is not the
increase this healing to 1d4 hit points per wilderness (such as an ancient crypt, or an abandoned
hour of rest. hideout) you may only rest one hour at a time without
Keep Watch: Spend 4 hours to ignore a single automatically drawing the ire of the environment. For
Ambush! result on the Camp Encounter chart. the purpose of the Camp Encounters chart, there are 10
(If you are in any sort of Dungeon, this only six-minute intervals that make up the hour.
lasts 1 hour). Lastly, anytime an Ambush! result would be
Forage: Spend 1 hour to gain 1 ration after a ignored, replace the next highest chart result with
successful FIN check DC 7. If this action is that of an Ambush!
repeated by any member of the party, the DC For example, the Ambush! result only occurs on
increases by two (DC 9, DC 11, DC 13, etc). a result of 1. Should that happen while a character is
Craft Recipe: Spend 1 hour to craft a known Recipe, Keeping Watch, the ambush is ignored, but now any
provided you have the Components (pg. 114). Camp Encounter roll of 1-2 will result in an Ambush! as
Shelter: Spend 1 hour for every 2 medium sized hostile creatures begin closing in.
creatures to ignore weather effects, and become
Hidden while Resting.
Cook: Spend 1 hour for every 2 medium sized

176
2d6+LCK Camp Encounters (have a character roll every 2 hours/12 minutes)
1 Ambush! (1d3: 4 small, 2 medium, or 1 large creature)
2 Eyes peer at you from a distance, and vanish. Replace this result with an Ambush!
3 Weather Change — roll on the Weather chart.
4 Something approaches the camp looking for food - you may choose to give it one ration. If you
do, it may return with a reward. If you do not, it grows angry and leaves: Replace this result
with an Ambush!
5 A small throng of creatures stare at your camp from just beyond the border. Silently, they turn and
leave. Replace this result with an Ambush!
6 Something bears a fel omen (birds, bats, ghosts, stars, etc). Replace the next highest result
with an Ambush!
7 You find a small creature rifling through your supplies - catch it or lose 1 ration.
8 There is a cry in the distance from an unknown creature. You may choose to investigate it for free, or
ignore it. (It may result in an ambush, but you may get an ally out of it).
9 Anyone Resting must roll an INS DC 7 check or they suffer a Nightmare - losing half of the hit points
restored from the full length of their rest, and losing one hour of Resting time.
10-12 You converse with your allies or sit by yourself, but nothing out of the ordinary happens.
13 A local creature observes your camp before scuttling away.
14 A stranger (any creature) approaches your camp wanting to share your fire, they want nothing other
than warmth and company, and may leave after a few hours.
15 Something in the distance catches your eye - you may take the Explore action for free to see what it is
(even if someone has already taken the Explore action).
16 There is a moment of tranquility; the sky clears and the space you are in becomes a little bit safer.
Ignore the next Ambush! result.
17 Food! You find 1 ration in the nearby environment.
18 Something in the sky bears a pleasant portent! Double your next result on this chart,
ignoring this result.
19 A merchant wanders into your camp, offering to sell 1d3 unique items. If you are not in the
wilderness, treat this as a roll of 10-12.
20 You catch a glimpse of a shooting star! You may craft an item from a Recipe without
consuming a component.
Creatures will only attack during an Ambush! for 1d4+1 rounds, before fleeing. It is rarely their intent to fight
to the death - and some more intelligent monsters may only be after supplies.

177
Urban Exploration
• What are the Townsfolk’s Demeanor towards
strangers? (Unfriendly, Conniving, Uninterested,
Kindly, etc)
and City Planning • What does the Underbelly of this location look
So you want to have your players explore a city, but like? (A Sewer filled with intelligent monsters,
where do you start? Much like Travel and Exploration, Kidnappings, A Gambling Den with a low
Urban Exploration should also be a fast-paced gamble tolerance for debts, etc)
between positive and negative events as players explore • Are there special means of Travel? (Hidden
a potentially dangerous locale, walking headfirst into teleportation circles, Gondolas, special Magic
various Encounters, many of which are social. This Doors, Trams, etc)
requires more planning than Travel and Exploration Once you can answer these questions, the kinds of
does, so answer these questions first about your city: encounters to throw at your players will become more
• What is the Theme? (Magical, Thieves, Traps, evident. Every city is a mystery — there is something
Religious, etc) to uncover about it that may aid or hinder the players.
• How big is it? (This will determine the variety of Cities are not always stopping points, and may be dense
Stores and Inns) locations required for the players to pass through to
• What is the Conflict in this city? (High crime, a continue onwards. For the following charts, here are
Brutal Police, Cult Activity, etc) questions you must answer while building your city:
• Who are the “Guardians”? (Mercenaries, • What is the Mystery/Secret of the city?
Soldiers, Sorcerers, etc) (The monsters are planning an attack/The
• Who is the Leader? (A Lord, a Council, a Missing leaders are all dead/The cult collects in the
Council, etc) Gambling Den/etc)
• The Street Speaker may be foreshadowing
knowledge or giving hints to the city’s secret:
What are they saying?
• Every city has a Monument, what is the secret of
the monument? (Under moonlight something is
revealed/The statue is alive and attacks those who
steal offerings/There is a lever hidden that reveals
a passageway into the temple)

How to Build the City


To begin, you will start with the History — or
why the city was built. This will help determine the
conflict or theme.
You do not need to roll, but it may
help creatively.
To simplify the design the city will be built on a
grid via Districts. Decide how many squares on the
grid a single District will occupy, as it will be used
to measure travel and important locations (such as a
2x2). Districts will have landmarks known as District
Capitals that are not necessarily specific to a District
(a Royal District does not need a palace) and these are
suggestions. Not every district will be in every city, and
the following districts are examples:

178
District District Purpose Potential District Capitals
(d10, reroll 10 or (d10, reroll 10)
repeats if you wish)
Residential People live here. There may be multiple Plaza(see Plaza Types chart)
Residential zones.
Royal/Noble/Leader The city most likely has a leader, and they need Palace, Castle, or Manor
somewhere to stay, such as a palace, or mansion.
This is also where a council may attend.
Military Military guards, or soldiers stay and train here. Tower
Depending on the relative danger level, this may
be an over/underdeveloped zone.
Commerce People need to buy, sell, and trade things. There Inn or Tavern
may be multiple Commerce zones that have their
own identity, such as an open marketplace, a
bazaar, or stalls.
Academic Scholars visit or attend here to study, but these Monument (such as a statue,
areas require lots of money to uphold, so they may obelisk, or gate)
not be common or well-kept.
Religious Typically in reverence to a particular Aspect of the Church or Temple
Goddess, these are meeting places for followers of
a particular philosophy. Magical events and secrets
may brew here, but their size and number varies.
Workers/Guild People need places to work. These zones may Guild Hall, or a Multi-story
be populated by local trade, if the city has Building with significant grounds
a local resource (ships, farming, etc) or by
guilds that oversee the work in the city, such as
stonemasons or carpentry. A destitute city will not
usually have a guild.
Entertainment Cities with a large enough population need Arena, Theater, or
entertainment to keep the populace happy. These Festival grounds
may be festivals, arenas, or theaters.
Outskirts While in the city limits, this area is sparse with Graveyard or Cemetary
residents, and potentially sparse with everything
else. Often in ruins, and often sheltering
hermits and secrets.

d4 Things to Find per zone (roll for two different results)


1 Clue: Something that pertains to the city’s Conflict that can be referenced by the players for more
information at a later time (odd symbols, potential locations of secrets, and so on). Two Clues can often
be combined for a Secret, and connect two parts of the city to each other.
2 Secret: Something that directly corresponds to and reveals an aspect of the city’s hidden workings, such
as a building, password, or secret leader. This is literal — allow players to spend two “Clues” for you to
reveal something they didn’t know!
3 Treasure/Goodies: Crowns, Components, Potions, and so on. Players will most likely need pocket
change.
4 Danger: A stalker, an ambush, a trap or a scheme. Pickpockets, thugs, or booby traps set by the architects
of the city are common to dissuade those who go poking around in others’ business.
179
For flavor reasons, consider each location to have Plazas are the most common type of social space,
its own Quirk to make it more identifiable and and they connect like nodes to other parts of the city.
interesting, such as:
d4 Plaza Types — Roll for a Social En-
All of the residents of this particular area are under the effect counter whenever entering
of some sort of Curse. 1 Park: A relaxing place for people to gather.
Or Fountain or Well, sometimes clues.
2 Commerce: Designed around marketplaces
The festival held here is only attended by thieves who are (stalls, bazaar, or individual buildings).
briefly protected by the law to try and undermine 3 Memorial: A statue or otherwise grand
one another. architecture. They hold secrets and clues.
List two to three key points that can be 4 Collective: People are often traveling or talking
investigated per zone, and what specifically can be amongst each other here for various reasons.
found there. For example: Common for street speakers or town criers to
be here.
Red Square Plaza
There is a fountain in the center adorned with Between each District will be Barriers. Barriers de-
unicorns, and painters slowly working about the scribe how easy it is to get between zones, as well as
lush verdant park. possible environmental storytelling:
d6 Barriers
Unicorn Fountain 1-3 None, it is easy and simple to walk from
• In the fountain are three Crown pieces. one into another
• The water looks cool and refreshing. If players 4-5 Soft, such as a bridge, small gates, or requires
drink the water, they will restore 1d4 health. Local Streets to get to
• The centermost unicorn horn looks well-worn, 6 Hard, such as a large wall, river, or gorge, and
and reveals a compartment in the fountain has a specific entrance
holding a secret. You do not need to roll, but it may help creatively.
Small locations such as Towns will not have large
constructions such as walls.
Painters in the Park
You may also choose to have a Critical Event
They are painting various scenes from the park
Clock: Something that happens in the city or to the
greenery, with the exception of one — an old man
players if they dally too long (such as an invasion, the
who seems to be painting odd symbols. When
completion of a ritual, or Notoriety). Events such as
disturbed, he will gather his things and leave the
“Alley: You see something you weren’t supposed to” can add
park, revealing a clue. (Increase Notoriety by 1).
a tick to this timer, as the players inch ever-closer to
disaster. A timer of twelve ticks is usually a good meter.

180
Methods of Travel
Players will not be aware of zones and specific
locations unless they ask around, have a map,
As players travel between zones they will be able to or wander aimlessly in a direction — make this
choose between the Main Street, Local Streets, and evident to them.
Alleyways. These methods of traversal will heavily When traveling, players may run into social
influence the social encounters they come across, as well encounters, whose prompt is based on what kind of
as how long it may take to get between zones. pathway they are choosing to take.
Main Streets tend to lead visitors down the city’s When designing your city, not every street has an
more important landmarks to the center or head on the alleyway, and vice versa. When players are exploring
city. While the main streets are the most occupied, and and traveling between set locations, which will be done
generally the quickest and most safe route (aside from by rolling on appropriate charts and resolving their
pickpockets looking for newcomers) they will not often course of action, they may find that an alley leads only
lead to clues or secrets except in a Plaza. On your grid, to a local street, or that it only continues further down
decide this pathway in advance. When your players wish into more sinister alleyways. You may record this if
to follow the Main Street, they will only move along the you wish, but part of the fun is the idea of a winding
designated grid squares. city whose paths you never seem to travel twice, only
Local Streets are the streets most commonly winding up where you need to go after considerable toil.
used by the citizens of the city, usually to get around
Residential Districts or to niche shops. They are a good
way for players to gather information about the city,
as they and the local stores are used by the people who
live there. However, players will take longer to travel,
and they can encounter more hostile and unsavory
types this way.
Alleyways are great for secrets and clues, and
getting around town undetected, but will more readily
have dangerous events taking place. Players may find
shortcuts, hidey-holes, or get lost down the various
alleyways in a city.

181
Urban Exploration Charts
As players move between zones, time will pass. Depending on their choice, certain social events may occur in
between. If you are on a grid, you may roll 1d6 to determine if an event occurs for every square.

d4 People’s Reactions
1 Everyone is paying no mind to it (or don’t notice)
2 A crowd of people are quietly huddled around (possible clues, possibly dangerous)
3 People seem to be avoiding this thing (the source is most likely dangerous)
4 Everyone seems to be shouting over/at this thing

d4 A Mysterious Entrance
1 Into the sewers
2 Into a trap
3 Into a shortcut
4 Into a Secret Location

Notoriety
Notoriety level determines how well the characters are known around this location. Characters’ Notoriety can
increase when they go poking their noses into places they shouldn’t or when they commit crimes. The most
comfortable level to be for the characters will be levels 2-3, and it is very difficult for them to get rid of Notoriety!
This can be done at the GM’s discretion, but for the most part, their social actions may have long-lasting
consequences.
Notoriety Notoriety Effect
Level
1 New in Town - The players are active targets for pickpockets, scammers, and thugs as they are
clearly new here
2-3 Blending In - While sticking out a bit, players are not actively targets anymore
4 Drawing Attention - Citizens are becoming familiar with the players and their deeds
5 Local Scene - Citizens who may be more associated with the Underbelly are beginning to
notice the players
6 Stalked - Players begin to be actively stalked by suspicious individuals
7 Drawing More Attention - Local “guardians” are becoming familiar with the players and their deeds
8-9 Wanted - Players are being searched for by local “guardians”
10 Pursuit - Players are being actively chased by the local “guardians”

182
Social Encounters — Roll 1d6, on a 5-6, consult the chart.
Depending on their path (Main or Local Street, Alleyway), time will pass at a certain rate (there are 12
hours of sunlight normally)
d10 Main Street (+1 Time, but only Local Street (+2 Time, but can Alleyway (+1 Time, but can
moves along the main street) go anywhere) go anywhere)
1 Something has begun to block A body, slumped over (d4; 1-3 A group of thugs or creatures
the street that people are upset dangerous, 4 is helpful, but begin to follow you, surrounding
over (+1 travel time, must go on a always has a clue) you on both sides
Local Street or Alleyway)
2 Something bumps into A ruined landmark, such as a The alleyway gets increasingly
you before scurrying off statue, fountain, or dome (50/50 winding and dark (+1d3 travel
(stealing 2d4 crowns) trap or treasure) time for getting lost)
3 There is a commotion as the A slowly shuffling figure, A body, slumped over (d4; 1-3
city’s “guardians” are accosting who’s form is mostly hidden dangerous, 4 is helpful)
a character (if interacted with (most certainly dangerous and
you may gain an ally, but at the players may need to hide or
cost of Notoriety) face an encounter)
4 A commotion has broken out. Someone is attempting to make You find some treasure in the
Two or more subjects are fighting their way into a building through gutter (1-5 cp or item)
over something (players may get suspicious means (they may or
roped in if they don’t duck off of may not live there)
the Main Street)
5 Something approaches you You meet a curious stranger on Something rustles nearby (it will
looking for assistance, leading the road. They do not appear to be probably bite you when agitated)
you into an Alleyway (d4; 1-3 malicious, and may offer advice
offers a reward, 4 is a trap)
6 There is a Street Speaker A group is gossiping about current A Mysterious Entrance (+1
shouting out (d4; 1-3 clue, events. They may or may not Notoriety if taken)
4 is nonsense) provide a clue.
7 The city’s “guardians” approach A lone character speaks out You witness something you
for any sort of “routine to you from a hidden spot. weren’t meant to see (+1 clue)
inspection” (+1 Notoriety) (50/50 selling/clue)
8 Someone is attempting to The weather changes (see Weather Someone or something in the
outreach about a group they chart pg. 179) alley needs help (d4; 1-3 clue,
are in, and ask for a donation 4 trap or scam)
(whether it be a local temple, cult,
or performing troupe)
9 People in the street are preparing A commotion has broken out. You notice you are being trailed
for something, such as a festival, Two or more subjects are arguing before they fall off (+1 Notoriety)
procession, or so on (this may over something, and the players
provide a clue) may be asked to mediate
10 There is a person in the street A wandering merchant is A shortcut! (−1 travel
who appears to be in need of aid walking through the street, selling time, −1 Notoriety)
(such as a beggar). This may be odd wares (and possibly clues).
legitimate (gaining an ally or a They are difficult to find again
clue) or a ruse without the help of other citizens

183
Shops and Stores Alchemist
Will Buy: Any of the sold items, at half price, Items
Quick Pricing Chart labeled Component (40cp)
Seller’s Quirk:
Item Cost 1. Very twitchy, jittery hands
Small Single Item (chalk, bucket, 1-5 2. Wears a mask and doesn’t speak, uses
vial, whistle) sign language
Common Tool, usually for crafting 10 3. Drinking their potions always causes a Miscast
(hammer, ladder, tar pot) 4. Mutters nonsense under their breath
Common Special Use Item (lantern, 20-30 5. Enjoys performing sleight-of-hand tricks
padlock and key, small bell) 6. Sometimes exhales a heavy plume of smoke
Small Special Use Item that fits in the 100 Shop Quirks:
palm of your hand (Lockpicks, Lens) 1. Underground lair hidden by a switch
Fine Craft, usually with glass 200-300 2. Army of rats that collect supplies (might steal
(instrument, mirror, spyglass, books) from players)
A house, or small abode 1200-5000 3. The shop is mechanical and can move locations
4. Experimental Recipes
5. Has clientele who are exclusively sold
Random Store Chart placebo-potions
When randomly determining what kinds of stores 6. So crowded with components hanging from the
may be present, roll 1 for a village, 3 for a town, and ceiling that anyone over four feet tall struggles
5 for a city to get around
d12 Store Item Cost
1 Alchemist Bottle/Vial 1
2 Bakery Black Grease 1
3 Blacksmith Cookpots 10
4 Bookstore/Library Glue (bottle) 1
5-6 General Goods Iron Tongs 10
7 Jeweler Oilskin Bag 5
8 Leatherworker Incense (component) 50
9 Mercenary Guild, Witch’s Guild, or Soap 1
Merchant’s Guild Tar (pot) 10
10 Weaponmaster Health Potion* 150
11 Engineer Potion of Invisibility (lasts 5 minutes) 150
12 Stablemaster Vial of Fire (2d6 fire, 10 ft radius) 100
Bottled Beasty (potion)* 200
Over There (potion)* 100
Diviner’s Drink (potion)* 150
Health Potion (Recipe)* 300
*potions found on pg. 118

184
185
Bakery
Will Buy: Baking Supplies, Recipes
Seller’s Quirk:
1. Extremely large, hunches in their own shop
2. Constantly pushes free samples
3. Is a very professional team of 5, none of which
will talk to you twice in a row
4. Will toss in an extra item for free if you buy a Item Cost
dozen of anything Bag of Flour, 5 lbs 1
5. Sings or hums constantly, getting lost Eggs, 24 1
in their work Sugar, 1 lb 12
6. One of their wares boosts a stat of your choosing
Oven Mitts 1
Shop Quirks:
Cupcakes, 12 5
1. Has an intelligent civilization of small mouse-like
creatures that live in the walls and rafters Bread, 1 loaf 1
2. The oven is a massive Animus Cake 3
3. Houses the baker on the second floor Croissants 1
4. Spontaneously generates small confections that Local specialty pastry 1
may grant bonuses into open player item slots Angel Food Cake* 300
5. Built inside a converted caravan and is extra cozy Honey Milk, bottle* 50
6. An invisible servant will wash any dish left empty Coffee Cake* 50
and unattended for longer than five minutes *recipe found on page 121

186
Blacksmith Half Plate (Heavy, −4 DR) 3000
Will Buy: Weapons and Armor Repair Item (removes one level of 50 (+50
Seller’s Quirk: −1 applied to an item per 50 cp) per DR), 1 day
1. Has missing limbs replaced by tools Improve Armor 500 per DR
2. An animus who is the forge (metallic armor only) added (max of −4)
3. Must finish whatever they’re doing before they
speak with customers (this can take a while)
4. Is a pair of workers who are identical and work
Bookstore/Library
Will Buy: Used Books, Quill and Ink
simultaneously
Seller’s Quirk:
5. Dislikes working on or repairing items they
1. Blind, sells books in Braille
didn’t make, and may charge extra or completely
2. Has multiple arms used for stocking bookshelves
change the item
3. Enchants books to stock themselves
6. Is comically small compared to their tools
4. Subtly anti-establishment, aligned against any
Shop Quirks:
authority and stubborn about cooperating with
1. A gnome operates out of a cabinet in the back as a
people in formal factions
secret second, cheaper blacksmith
5. Would rather be reading than talking to you
2. All the walls are hollow and can be entered
6. Very strong opinions on every book
through a secret door behind the forge. The
Shop Quirks:
shop is very insulated from noise but gets
1. Some books may curse the reader if stolen
extremely hot
2. There is a small society of tiny creatures that live
3. The smith is a fantasy weapon hobbyist, and
in the shelves
some of the overdesigned weapons wear down
3. Magic circles line the store to prevent some entity
very quickly.
from leaving
4. Extremely dark inside, lit only by the
4. Books read aloud at a certain time of night
striking of irons
become stuck to your dreams
5. Armor may be borrowed for a cheaper price
5. The shop’s cat talks, and is brutally honest
6. The camp dish and silverware sets improve the
6. There is a massive, shadowy creature that
flavor of food greatly
stalks the store
Item Cost Item Cost
Bellows 10
Book (blank) 300
Hammer 10
Book (reading) 600
Iron Tongs 10
Book (research) 900
Metal File 5
Candle, 4 hours 1
Camp dishes 10
Divine Manuscript (rare) 5000
Nails (12) 5
Quill and Ink 1
Dagger, Cudgel, Sickle, Staff 5
Arcane Ink (component) 60
Spear, Sword, Mace, Axe, Flail 10
Study (Library only): If there is a 100 per attempt,
Halberd, Warhammer, Long 20 specific spell you wish to find, roll once per day
Sword, Battle Axe a (d100 + Spell casting Modifier
Arrows (20) 5 + LCK). At 90+ you discover the
Shield 40 spell you were looking for and
Helmet (−1 DR) 40 may replace a current spell in an
Brigandine (Light, −2 DR) 500 item in your inventory
Chain (Medium, −3 DR) 1200

187
General Goods Item Cost
Will Buy: Anything, half price Rope, 50 ft 10
Seller’s Quirk: Sack 1
1. “Let me check in the back” - Single player can Lantern (with oil) 35
make a Luck check DC 10 to see if the Owner can Candles, 5 1
find a generic item they are looking for Torches, 5 2
2. Blind, but knows where everything is Flint and Steel 10
inside the store Shovel 10
3. Very paranoid about thievery Backpack 30
4. Was once a great adventurer, and still looks like a
Bedroll 10
formidable adversary
5. Dislikes the Emerald Caravan immensely Cooking Gear (pots, pans, utensils) 15
6. Constantly loses and misplaces items Rations (1 day) 5
Shop Quirks: Waterskin 5
1. Free small and useless item with every purchase Sewing Kit 1
2. Though small, the store is a maze. High chance of Saw 10
becoming lost Small Bell 20
3. Too dark to be completely sure you’re buying what Hammer 10
you think you are Nails, 10 5
4. Contains a back room where townsfolk gather to Padlock and Key 20
discuss local secrets and gossip Green Traveling Cloak 10
5. Absolutely everything in the store is a knock-off
Bear Trap 20
of a nicer product
Tent (3 person) 100
6. Incredibly cramped–and if you break
it, you buy it Tent (1 person) 50
Fish. Rod and Tackle 10

188
189
Jeweler Leatherworker
Will Buy: Raw gems, valuable ore, damaged jewelry Will Buy: Rawhide of any creature, leather armor
Seller’s Quirk: Seller’s Quirk:
1. Absolute snob who is only polite to visibly 1. Tells tall tales about where the leather came from
wealthy patrons 2. Usually eating while conducting business
2. So bedecked in jewelry that it inhibits movement 3. Very curious about shiny things and may try to
3. Willing to part with valuable components if a barter them off of you
story moves them to tears 4. Is a pair of siblings who are hard to tell apart
4. Very shrewd and suspicious of forgery 5. Sweet on the seller at the next shop over and
5. Wears enormous magnifying lenses that give obvious about it
them strange insight into whatever they look at 6. Wears a very elaborate fur hat that is actually
6. Has a disconcerting habit of disappearing and a live animal
popping back up right behind you Shop Quirks:
Shop Quirks: 1. Prices start very high, but are easy to haggle down
1. Many small jewels have rolled off the table and 2. Has a ranch very close-by where animals
gotten stuck in the floorboards permanently are raised for their leather (potentially
2. Specializes in life-like little statues made of rock strange animals)
crystal and gems - useless, but so mesmerizing 3. Multiple apprentices who don’t seem to like each
3. Always has a plate of incredibly delicious baked other and are very competitive
goods out, which distracts from the steep prices 4. A staircase leads up to a comfortable little lounge
4. The grand first floor is huge but empty. All where business deals are made
business is conducted in a small room up 5. An enormous dog watches over the space
the stairs. 6. Contains a back room with strange-looking large
5. The site of constant scandal. Seems to have a way harnesses and straps for sale.
of bringing out people’s secrets
6. A noisy nest of birds lives in the rafters, that will
Item Cost
trade jewelry for valuable items stored in their Gloves, hats, greaves 10
nest when the shopkeep is not present Chest/leg coverings 100
Item Cost Boots 50
Semi-precious stones (5 in a 5 Soft shoes 5
little velvet bag) Belts 5
Cut gems 50 Whip (light, Finesse, Reach, S) 20
Rings without gems* 150 Rain cloaks (protects from negative 20
Rings with set stones* 300 storm-based weather effects)
Brooches, clasps, hair pins* 150 Decorated dolls/animals made 5
of scrap leather
Complex jewelry* 400-900
Bags (+2 Inventory slots) 50
Tiara, circlet, crown* 2000
Armor Kit (increases DR by −1 on a 100
Figurines, statuary, crafts with 1000
single piece of non-metal armor)
precious materials*
*often times magical, see enchantments on page 171

190
Mercenary Guild Item Cost
Will Buy: Weapons, armor, information, service Bunk 5 cp a night - breakfast and
Seller’s Quirk: dinner included
1. Easily derailed with talk of local politics Mercenary for hire Usually 30 cp per day - which
2. Heavily scarred but very friendly includes their food. Mercenaries
3. Copes with existence via humor will come with a medium weapon
4. Doesn’t look old enough to be doing this and a shield, or a ranged weapon
5. Carries a carrion crow on their shoulder which and 30 ammo, and their own
they’ve taught to speak Tent and Rations. Mercenaries
6. Constantly strumming a finely stats are almost always around a
crafted instrument 4th level Marauder or Hunter (25
Shop Quirks: hit points, 9 Dodge, +3 PWR/+2
1. Underground fighting ring through a hidden door FIN, or vice versa), and have 5
2. Is also the local meeting-place of the spare Inventory slots. They can
youth poetry club be outfitted with better armor
3. Always smells strongly of pine and lemongrass as light-medium.
if they’re trying to cover another smell Mercenaries will begin to run
4. Was once a temple and still contains divine traces for their lives if:
5. Always hazardously smoky inside, but the • More than one player
smell is pleasant character dies
6. Has a small take one/leave one library with a very • They are ever Frightened
odd selection • Combat exceeds 10 rounds
• They are brought
within 3 hit points, and
are not healed
• The party is
outnumbered 2-to-1

191
5. A wretchedly foul smelling fruit
Witch’s Guild (The Cult of Thistle) 6. A sweet tasting root that can be added to food
Will Buy: Natural components, animal parts, herbs, Recipes to remove a Curse
roots, artwork featuring cats and other cute animals 7. A StickWick: A small mischievous imp
Seller’s Quirk: resembling a stick-like humanoid that will
1. Covered in bugs or other small animals consume a single Ration in the character’s
2. Suggests unnecessary holistic remedies before Inventory before exploding
agreeing to sell services 8. A flower that could brighten anyone’s day
3. Suggests practical remedies before Shop Quirks:
resorting to magic 1. Definitely growing illicit substances out back
4. Addicted to gossip and local drama, wants to tell 2. So overgrown it’s hard to tell what is for sale and
you everyone’s scandalous secrets what is invasive
5. Is a group of three distinct women: a young, spry 3. Completely overrun with cats, local rumor is that
woman, a middle-aged motherly one, and an they are all shoplifters hexed by the owner, the
older, more terse witch owner does not deny this
6. Includes free seeds with every purchase, Roll a 4. Upstairs is a comfy lounge hosting knitting
D20+LCK: on a 15+ the seeds grow in your pocket circles and tea parties where the witches share
over 24 hours producing: recipes and gossip
Roll D8: 5. Basement is full of elderly gamblers betting on a
1. A mandrake child that imprints on the player strange and incomprehensible game; if the player
(Mandrake has 1 HP and no dodge, once per day chooses to bet, they will lose.
it can release a Sonic Wail - 30 ft cone of wailing, 6. 1d4 carnivorous plants are scattered around
targets within make PWR save or become Stunned valuable items in the shop, the plants are
for 2 turns, friendly targets within the cone may aggressive and will try to snare customers who get
automatically succeed) too close (Bite - 1d4−2 poison dmg), the owner has
2. A stalk with 1d4 berries that heal 1 hit point zero sympathy if you get hurt and will not forgive
when consumed any damage done to the plants, tossing out any
3. A Witchweed (Component) person who hurts them.
4. Something very illegal (better get rid of it)

192
Item Cost Merchants Guild
Will cast any CD: 30 Will Buy: Anything you can convince them to
3+ or less spell from Seller’s Quirk:
the Nature spell 1. Is always checking their inventory, and is only
list (page 42) half-paying attention to their customers
Natural 50 2. Rotating staff - the seller is rarely the same, even
Components (x3) within the next five minutes
Gardening advice Free 3. Also officiates marriages and similar
Herbs 2 formal functions
Trinkets 10 (200 if an Occult Trinket 4. Once a well known performer or duelist and
with two Occult spells and an wants everyone to know
Invocation pg. 43) 5. A sucker for new trinkets, and will buy them and
Witch’s Brew (they 100, Component double the price
will brew any 6. Mutters under their breath when they are
Potion or Poison thinking to themselves
recipe on pg.74- Shop Quirks:
75 as long as you 1. Is also the village bell tower (this can
have a component) get quite loud)
Luck Charm (1 hour 200 2. Is an indoor market that is absolutely packed on
ritual to produce a certain days and completely empty on others
Luck Charm: Wearer 3. A hilariously complex contraption machine
may add their LCK transports items around the building
Modifier to any 4. The birds, vermin, cats, and dogs of the village
roll once per day) treat this building as neutral territory
Witch for Hire Usually 30 cp per day - which 5. Stock overflow has piled up everywhere, some
includes their food. Witches of which they will happily give away if you
will come with a light weapon think to ask
and two Nature/Occult spells, 6. Filled with all kinds of wanted posters, not just
and their own Tent and for people, but all kinds of things
Rations. Witches stats are The Merchant’s Guild is a combination of 3
almost always around a 4th shops not found in the city, with the exception of
level Hedgewitch or Occultist any other Guild
(20 hit points, 11 Dodge, +2
FIN/+3 INS or OCC), and have 3
spare Inventory slots.
Witches will begin to run for
their lives if:
• More than one player
character dies
• They are
surrounded by fire
• The party is
outnumbered 2-to-1

193
Tailor Item Cost
Will Buy: exotic fabrics/thread, striking garments Non-magical Clothing 50-100
from distant lands, rare dyes from nature, cloth armors Magical Clothing 300-500
and clothing “Repairs” (wearing this bedazzled 200
Seller’s Quirk: clothing increases your Dodge by 1,
1. Immediately measures any being that does not stack)
enters their store It is recommended you draw clothing ideas from the
2. Asks too many personal questions equipment loot tables (pg. 91), otherwise you may use
3. Speaks so softly they can barely be heard the following as inspiration:
4. Only wants to discuss local sports, specializes in
jerseys and school uniforms • A blue hood with gold embroidered stars and
5. Covered in such an array of stylish clothes that it moons and tassels
defies all logic and sense…but it works…players • A tall green wizard’s had with a “third eye”
may find themselves paying more than necessary emblazoned on the front
6. Owner is unspeakably old and insists on getting • Baggy linen pants with pale green stripes
products down from the upper shelves at a • Long curled wizard’s hat (blue, red, yellow)
painfully slow pace • Tall Tiered “cake” hat
Shop Quirks: • Fancy occult cloak with tall, closed hood and
1. Outfits a secret cult and/or resistance group, but intricate feather patterns (bird hood)
are otherwise unaffiliated • Cat-eared hood
2. A password will grant you access to the • Mask of Forest Sprite
“forbidden” section • Fur hood with cape
3. 1 in every 6 garments is haunted by its • Pointy Hat (moon and stars, suns, flowers, plain)
previous possessor, or may otherwise talk • Lilly Coat (rain coat)
occasionally (usually the hats - especially the • Petal Hat
animal-themed ones) • Snakeskin Jacket
4. The clothes purchased here are so striking that • Hide Jacket with beads
people are taken aback when talking to you • Leaf Hat
(wearing garments from this location adds your • Leaf Cape
LCK to CHM checks with humanoids) • Leather Cap and Goggles
5. 1 in 4 garments has a distinct smell, of either • Rat Cap
intense perfume, rot, moth balls, or terrible BO • Silver night club shirt
that can never be washed out
6. All purchased clothing must be modeled on the
central runway

194
Teashop Item (every unit of tea purchased Cost
Will Buy: Herbs, ceramics brews 1 pot of tea. A pot can serve 3
Seller’s Quirk: people. Requires a teapot to brew)
1. Has a complicated relationship status with an Pot of tea 5
intelligent monster Cup of tea 2
2. Has intricate facial tattoos that look different Chamomile (get +1d4 healing while resting) 10
every time they turn around Green tea (add 1d4 temporary hit points 15
3. Is extremely sassy and dry, but loves the banter until the next rest)
4. Is over 100 years old. Easy. Black tea (+1 to dodge for 4 hours) 20
5. Uses too many ridiculous pet names Herbal Infusion (Grants resistance to poison 10
with customers damage until the next rest)
6. Amateur fortune teller who “knew you were Jasmine Pearls (Cures 1 level of the 20
coming” and “knows your fate” Exhausted condition)
Shop Quirks: Teacup and Saucer 30
1. The teashop is also a joint Bookstore
Finely crafted iron teapot 50
2. You must sit down and talk with the seller while
you drink the tea you purchased. Porcelain Tea Set 150
3. Town busy-bodies watch the main shop floor
from a lofted sitting area
4. In the corner, a live band of teenagers plays music
that does not suit the location
5. Strange local art is displayed for sale
6. The shop is very small and crowded with delicate
wares. Move slowly.

195
Shop Quirks
Weapon Master 1. A vault in the back holds a weapon of legend.
Will Buy: Alcohol 2. The local adventurers union meets here and leaves
Seller’s Quirk: all their pamphlets around.
1. Has a deep personal attachment to every weapon 3. Another local is always here, mostly to argue
they own and is pained to part with any of them with the weapon master about the fine points
2. Will go on for hours about the historical context of weaponry. Isn’t sure why anyone else
behind every type of weapon and its purpose to would be here.
anyone unfortunate enough to ask 4. There’s a tender romance between the weapon
3. Constantly brings up their children either with master and the smith next door
deep love and admiration or deep frustration 5. There’s a vicious rivalry between the weapon
and derision master and the smith next door
4. Is actually an intelligent monster who has taken 6. Contains extensive, maze-like training grounds
residence outside of town, and keeps their that look like a mini village
store very dark
5. Loudly chewing something and constantly Item Cost
spitting in a nearby can 1 point of Proficiency in 50, 1 day
6. Wanted to be a traveling lutist. Settles for a Light Weapon
performing for customers. They’re very good. 1 point of Proficiency in a Medium 100, 3 days
Weapon or Shield
1 point of Proficiency in 150, 1 week
a Heavy Weapon
1 point of Proficiency in 100, 1 week
a Ranged Weapon
Weapon types: Dagger, fist, whip, axe, flail, sword,
hammer, polearm, scythe, bow, pistol, thrown

196
197
Engineer Stable Master/Caretaker
Will Buy: Firearms Will Buy: Domesticated animals, oats, healing herbs,
Seller’s Quirk: saddles/bridles, horseshoes
1. Has a large cigar in their mouth that is never lit (a Seller’s Quirk:
permanent blast of black soot in the face makes it 1. Is never seen not holding an animal
obvious why) 2. Very soft and gentle, despite their immense size
2. Certifiably crazy, but earnest and honest 3. Is a very cheerful and close-knit crew of young
3. Swears like a sailor people with a million inscrutable inside jokes
4. Is constantly harassed by a fly 4. Gets along better with animals than people
5. Covered in oil and grease, just like their store. 5. Frequently gone on hikes and is hard to reach, but
6. Arm is bandaged up in a sling due to recent has an assistant who does the heavy lifting
accident in the workshop 6. A local heartthrob and celebrity
Shop Quirks: Shop Quirks:
1. The owner holds a serious grudge against the 1. Animals all have matching sweaters
people of the town and is working on a doomsday 2. All the wood in the stable is fantastically carved
machine in secret with local folklore
2. Displays are mechanized and will move to present 3. Attached to a local manor
the item a customer points at 4. Hot springs and lodging are also on the grounds,
3. Very young apprentices working in the back and making it a lovely resting place for travelers as
behind the counter well as beasts
4. A little separated from the village, and dangerous 5. Strangers and their animals are kept separated
to get stuck in after nightfall from the reclusive local animals
5. Located in an old shipwreck, that has a dredge 6. Everyone is invited to music in the center of the
or claw in the back that brings things up from stables held every evening
below the surface Massive Jungle Cats do not consent to saddles, but
6. Smells surprisingly like flowers. The shop is full will allow riders to either grip their neck fur or attach
of flowers resting inside metal casings a specific kind of collar. Sand Rays are similar to
Manta Rays, but dive in and out of the sand while the
Item Cost “rider” drifts behind on a sled of sorts. Wyverns (also
Flintlock Pistol 700 called flying serpents) are dangerous and not common
Scope (+1 to hit with firearms) 300 mounts. Don’t expect to find one in a shop, but certain
Lenses 300 societies will brave the shadowy mountains in search
Black powder, small capsule 100 of them. Some fearsome warriors are able to tame the
Black Powder, small barrel 500 beasts through domination or by earning their respect.
Bombs (2d6 fire, 10 ft diameter) 50 each
Burning Ammo (firearms only, 50/per 10 shots
+1d4 fire damage)

198
Item Description Type Cost
Pack Animal NOT TO BE RIDDEN. Pack animals carry Pony (3 Kingdoms), Mountain Goat 300
8 surplus Inventory Slots. They can carry (Crosswind Vale), Monitor Lizard
a person, but do not grant any bonus (Gobani), Pack Beetle (Luxion), Ice
to movement. Requires 1 ration a day, Yak (Polaris)
or to graze.
Rideable Mount Rideable creatures that grant an extra Ground: Horse, Ram, Jungle Cat, 1000
+1 to movement while Exploring (or Camel, Horned Lizard, Sand Rays
60 ft of movement per turn otherwise) Flying: Giant Bat, Gryphon, Blue
and prevent exhaustion if the rider is Finned Heron, Wyvern
over-encumbered. Water: Pearlfin (white dolphins), Giant
Mounts can double as pack animals, Gerridae (waterbugs of the great swamp)
but they cannot hold excess inventory
AND a rider at once. Mounts will not
enter buildings or confined structures
(they usually can’t fit).
Mounts carry 2 inventory slots when
bearing a rider.

199
How to Make Good Puzzles safely, and the answer being almost entirely up to
the players.
Puzzles are tricky, and we don’t often know the Here is an example of a good puzzle, with bad
logical pitfalls when designing them from an outside alternatives:
perspective until it is put in motion. Too often a Game “You enter a food storage room with a number of locked
Master has left their players stumped on something that windows and a single locked door across the hall. As you
is evident only to the GM themselves. Here are a few enter, a mouse with a key on its tail scurries into a hole”
tips to avoid this: In this example the goal, micro-goal, and answers
Establish the Goal — Players always need to are clear - the players need to get the key off of that
know what they are trying to do (this is usually mouse. They are also in a food storage room, so clearly
getting through a door, but it applies to the they need to bribe the mouse with cheese or the like to
micro—puzzles and minor goals that make up a get the key. A bad alternative would be to not include
larger puzzle) the mouse or key. Remember — the minor goal should
Flow and minor goals — Have each “minor goal” always be immediately visible!
be immediately visible and understood after “After retrieving the key, you try the door to no avail, but
each micro—puzzle is completed. The question it does open two window shutters across from one another.
should always be “I can see what I need, now how One of the windows beyond the shutters opens, the other does
do I get it?” not. Curiously, the rooms are nearly identical, containing a
Fun and Logic — The puzzle should be fun and painting of a woman (the one in the locked room is drinking
make logical sense - handouts or props can tea), a tea set, and a cupboard and stove. The locked room
not only immerse the players, but give them contains a key, and you notice the tea has cutlery and is
something solid to focus on piping hot.”
Teamwork and Communication — It is beneficial This is an interesting setup to the puzzle, because
to play that answers should require people doing it indicates that this puzzle WILL be multi-step.
or solving multiple things at once — for example, Again, the key is visible, as are all other parts, and the
one person holds a light open while another differences in the nearly-identical rooms would suggest
chants a phrase, etc. These “multiple parts” play that the goal is to make them match. Once again, a bad
as the micro—puzzles alternative would be to omit pieces of the puzzle.
Micro-Puzzles should reward the players with a “The cupboard opens to a list of tea recipes and various
piece to the next puzzle — not a random new puzzle blends. However, it is not clearly stated which tea to use, but
Remember, the question is not: there are little drawings of “proper cutlery etiquette” and
“What is the answer to my goal” how to arrange them based on the tea. Using this, and based
But: on the opposite room, they arrange the silverware and choose
“I see the answer, but how do I get it?” the proper tea. During this time another player puts the
The players must always know what it is they are water on the stove to boil. After it is finished they notice that
trying to do - do not hide puzzle pieces from them. the woman in the painting in their room has no tea, so they
Players will almost always default to using what they hand the teacup to her. Astonishingly, she reaches out with a
have already seen, instead of inventing a new solution. smile and takes a sip. They hear the room across open up and
For instance: they are able to take the key and escape.”
If the solution to a micro-puzzle is based on a This part of the puzzle relies on the player’s
specific sequence of events happening, but you have observation skills - noticing what is out of place, coming
done nothing to indicate that it is a sequence puzzle, across questions and trying to find the answers. When
then players will not just assume the solution is they find the tea cupboard is a great time for handouts
sequence based, and may feel frustrated rather than to keep your players engaged and immersed. With that
smart when it is revealed. in mind, let’s talk about an even better alternative!
In a pinch a very obvious trap is a good way to A recipe book is a great opportunity for handouts,
set up a small puzzle, with the goal clearly being to riddles, props, and red herrings! If I were running
circumvent the trap for an item or to continue forward

200
this session I would have a physical copy of the list of
ingredients, recipes, and a little tea set with silverware Step Two: Make it a d6 Chart
for the players to arrange. This not only lets the players For each element, try to conceptualize six randomly
physically see what they need to do, but it gives them a occurring events that would be suitable and engaging to
chance to do things separately. incorporate or encounter, and organize them into a d6
My recipes would require a blend of ingredients, chart. Do not make them all equal; some results should
but the ingredients required would be written be great, some should be middling, and some should be
cryptically, requiring the players to use those big brains downright poor. What is important is that they are fun
of theirs to put the right tea leaves on to boil - with for you to write and run, and can easily engage players.
some of the ingredients being similar enough to one Note: The type of dice used in the chart is only
another as a red herring. (If you want, the woman in the relevant to how much time you have to plan, and they
painting might spit the incorrect tea back out, dealing do not need to be all d6 charts.
damage to the players, etc)

Make Your Own Tools


It would be impossible to instruct a Game Master how
to plan for every scenario, and there are many resources
out there for specific game types, such as Heists,
Parties, Dungeon Crawls, and so on. This section will
offer advice and examples for building your own tools to
reference, similar to what you saw earlier in the book.

Make it a Chart
As mentioned earlier, you can create your own charts to
streamline your design and process.

Step One: Identify Essential Elements


All stories have core aspects that are repeated time
and time again. Identify these elements, and get ready
to incorporate them:
Mystery: A Hook, Suspects, Motives, Clues, Red
Herrings, Timer, and a Twist
Party Scene: Ways into the party, the Venue,
the Goal, Partygoers, Servants, Bodyguards,
Royals, Rumors, and the Target
Heist: Intel, Man on the Inside, Security, Puzzles,
Setbacks, and Escape Route, and a Twist
Dungeon Crawl: Monsters, Loot, Traps,
Rooms, and a Timer
And so on.

201
Game Master Theory Encounters
“Game Master Theory” is an attempt to condense the An encounter refers to anytime the players are
experiences and common threads shared by many required to roll dice to test their skills. They are the
GMs into a handy guide. These are not rules, but may key to your ability as a GM to heighten the tension and
be helpful to new Game Masters as a way to consider explain to the players how their actions unfold. The
running the recurring elements found in many games. key to creating good encounters is to provide problems,
without providing solutions — that’s the players’ jobs!
How to be a Good Game Master You, as a GM, cannot possibly plan for every way a
player may approach a problem, which is why your
Welcome to being a Game Master! You, as the “GM”
have a very important role when it comes to the game job as the referee is to be consistent and fair with your
— arguably the most important role, in fact. You are outcomes while providing engaging challenges, and
the grand referee, the puppet master behind the scenes, be quick to understand how a player’s actions have
and, should you be interested, a small part storyteller. affected the world to determine what the consequences
The GM is not a writer or actor, nor is it their ought to be.
duty to script a long sequence of narrative events that
result in a good story. Their job is to prepare elements Designing for Combat
for the game session at hand, know the rules, and Combat is often about reducing the other side’s hit
make sure everyone at the table is having a good points to 0 — but remember what was mentioned in
time (themselves included) by both making fair and the previous section! A combat is an encounter, and
consistent judgements, and preparing elements of the encounters have goals. Sometimes this goal is to wallop
game that the other players will find fun. In addition to the other side, and that’s fair, but establishing the goal
this, a good imagination is needed, as it is impossible for each side will help your combat feel more natural
to plan for every event that may occur in a game about and less video game-y.
creative decisions — you only need to let things unfold Secondly, although this is a game with lots of fun
naturally as you play! Loot does not mean that enemies are goodie bags filled
Writing, acting, and long fulfilling story arcs are with gold, eager to be killed. “Survival” may be a goal for
icing on the cake, so to speak, but all you need to do to enemies, or looting the players themselves. Designing
be a good GM is to ensure that while playing the game, combats around this may make them less violent, and
everyone is having fun, and will leave excited for more. instead help the outcome evolve naturally (such as
The Game Master’s Guide section of the book will be negotiation or fleeing, even for the players).
detailing just what you need to prepare in order for Here are tips for designing better combat:
this to happen. Unique Victory Conditions: Very rarely should
Make no mistake, Narrative elements are important a combat be "kill everyone, now". It works, but it gets
in a game such as this, and some players may focus on old. Instead, eliminating a leader before they escape, or
it more than others, but running fun games will always holding key objectives before being overrun will shift
result in a good story, so it is more pertinent to focus the combat into being more tactical, requiring players
your efforts on that element and not stress yourself with make bolder moves in order to win.
needing to learn good writing chops overnight. Limitation: We don’t have all day — the players
There are many, many, resources out there for being need to get the magic stone within three rounds before
a Game Master, referee, Dungeon Master, etc. This the building collapses! Limiting the playspace makes for
book cannot possibly hope to incorporate every ounce of much more interesting encounters - such as the number
wisdom squeezed from these resources, but it will grant of rounds before failure, how far you can see, magic,
you some insight and handy tools for doing it yourself! etc. You can even let these limits be changed over time
or by the actions of the players an enemies to shift the
tide of battle.

202
Positioning: The positioning of a character or colors, just as well as they can fail miserably. Rather
group of characters is key in objective-based combat than trying to prevent the players from succeeding,
situations. Unless enemies fall quickly, you don’t want make their foes just as likely to succeed.
characters to clog up a spot. Try to include one of these: In all aspects of your games, designing your
• Beginning combat in unique locations, such as encounters to have tension will engage your players
the center, or unfortunately isolated from allies. and help them become invested in their own actions.
• Punishments for standing still, such as Regardless of how you prepare something, some
quicksand, debris, or attacks that target an area encounters will be very easy for the players, and some
happening after a period of time. will be very difficult. You do not need every encounter
• Enemies out of reach, in separate areas (be careful to be perfectly even — tension is an overall concept, not
of this, as pelting characters with range without a condiment to be thrown over everything.
them being able to retort or hide is aggravating). When in doubt, go big!
• Enemies that fall quickly as a frontline, for the
more important ones in the back. Designing Social Encounters
• Enemies motivated to move often through For a social encounter to occur, you must have multiple
entertaining and follow-able means. characters who each have their own desires and goals,
Above, Below, Cover: Your “ABC’s” are a good way between the players and the NPCs. To plan for good
to remember to avoid a blank, flat room and have items social encounters, you must establish the wants, likes,
to climb on top of, hide underneath, or hide behind. and dislikes of your parties at hand (the players will do
Which of these you need to include is based on the this for themselves naturally, or you may send them on
next point — a quest with specific parameters). The wants, likes, and
Make it a puzzle: The most engaging combats are dislikes can be anything — especially those concerning
ones with problems to be solved. Hit Points are a viable other groups or people — and will determine what the
method of defeating an enemy of course, but getting to players can clue into how to go about the encounter to
the hit points may also be a problem. get what they want.
Finally, Interactability: This is what ensures your A social encounter is one where the players must
players have a creative use for those big brains of theirs. figure out what an NPC or group wants by navigating a
Try to include one of these: conversation, and how they can play on that to further
• Fire — such as light sources to put out, ash and their own goals.
cinder to scatter, or stuff to explode. (Torches, For example, in a dungeon, the players come across
Braziers, Fireplaces) an old skeleton chained to a wall. Now, imagine this
• Water — to freeze or sink foes, or to hide in. skeleton is quite rambunctious and does not cooperate
(Basins, Fountains, Ponds) with conversation, but the players notice empty beer
• Gravity — Debris to collapse, furniture to push bottles all around, and ask the skeleton for a drink
over, boulders to roll down hills. — revealing amongst the rambling a deep hatred
For designing Monsters, see pg. 160 for another monster in the dungeon. The skeleton is
embarrassed to say what the monster is, and this may
What Makes Something Exciting? prompt a skill check to convince them to say, but the
skeleton will give players vital information should they
Tension. What makes something tense? A near-equal choose to aid the skeleton in killing the monster.
chance for both allies and enemies to succeed or fail. This example is basic and obvious, but in a high-
Understand that the rolling of dice represents this fact brow setting the wants, likes, and dislikes may not be so
— if players succeeded in their actions all the time, easily discovered! Not to mention, a rambling skeleton
while enemies failed theirs, then there would be no is a fun character that the players may interact with in
point to playing the game. You will find in this game myriad ways — such as convincing it to fight its mortal
that the characters can usually succeed a test with flying enemy with them.

203
Making NPCs “What were they thinking about before the players
approached them?”
There are types of characters called “NPC’s”, or non- Answer this, and you not only have a character to
player characters. These are any character in the pull from, but oftentimes an entire disposition towards
game that the Game Master is operating. One of the the prospect of how they were just interrupted, and for
challenges of a Game Master is needing to populate what purpose.
their world with such characters, which is tricky when For example, the players approach a blank canvas
you consider how varied people are. When designing NPC who is thinking about (let’s say) a carpentry
characters for your game, there are only two types book. Now try to imagine the type of person who’d be
of NPC’s: Fun ones, and ones not worth mentioning. thinking about a new carpentry book they purchased.
Simply put, only include characters that you and your Maybe they are a tall, mustachioed man with a bulbous
players will enjoy. Now, this enjoyment may come nose and overalls, stomping around in heavy boots.
from a collective hatred for a character, but in this Carpentry isn’t the most extreme hobby, so they are
instance do not create a character that the players must most likely laid back, possibly grandfatherly in nature.
“put up with”. There you have it: A tall mustachioed man with
Sometimes a GM must create an NPC on the fly — a round nose, wearing overalls and heavy boots, who
in order to do this, the simplest trick is as follows: speaks in a calm and kind voice.

204
5 Tips for Game Masters
4 — Consistency is Key (and fair): The only
thing that determines “fairness” is consistency.
1 — Don’t waste your players’ time: Both in and out If something has been established as a core
of the game, endeavor to not leave them confused mechanic, and you are 100% consistent with
and scrambling for what to do next. In my own it, players will accept it as fair. Consistency
games, I am very quick to tell players “you get also extends to internal logic — for example,
the feeling like there is nothing important here, a sport is assumed that every team has an
and you should move on”, or something to that equal opportunity to play the game without
effect to inform them what is and is not worth interference. Just because Team 2 consistently
interacting with. I usually only include details plays on the side of the field where they, and
worth investigating, even if they end only in only they, are attacked by badgers does not make
a red herring. Mystery is for storytelling, not it fair, because it conflicts with the consistency
gameplay elements. of the internal logic. This concept of fairness
2 — Monsters are meant to die: Characters in this is extremely important regarding your players’
game can get strong, and it is often felt by GMs reaction to certain penalties they may be affected
that if their players are not on the brink of death by in the game (and by extension, fun).
after every encounter, then it wasn’t worth it. 5 — You are the Game Master: Any roll, any DC,
There is a time and place for long and difficult any result is your own consequence. You choose
combat, but this game does not dwell on combat when players make rolls, and you choose what
as much as it does for engaging in exploration. they encounter. Most importantly you choose
Monsters are meant to die, and the players are what to communicate. If you do not accurately
not (although they will and that’s ok). With communicate with your players your goals with
how initiative is done in this game, you can be playing the game, what you all find fun as a
guaranteed to get to use your monsters, so make group, or even just how dangerous something
them count before they go out. is meant to be, it can result in frustration and
3 — Let characters die, but don’t kill them: annoyance, because, let’s be honest, games like
Player characters are not individually the main this are a commitment and it can be hard to
character of the game — the players are the feel like your time has been wasted (see: Game
main characters. Their characters will most Master Tip no. 1).
likely fall at some point, usually due to their own
misjudgement and poor choice of action (as it
should be). If characters cannot die, there are no
stakes. Yes, it can be frustrating for the players,
but there is a reason the game starts with the
“funnel”, and does not treat them like dramatic
epic heroes with important storylines. Violence
is sad and cruel, and players will feel those
consequences for engaging with it.

205
Sample Bestiary
The following are a handful of monsters to provide These monsters are fit with mechanics of their own,
examples of various mechanics or possible encounters but it is always acceptable to simply allow them to make
that you could include in your game, or to inspire regular attacks, so long as the character’s environment
creatures of your own design! is engaging. Having both will slow down the action, and
However, remember when it comes to may be difficult to keep track of.
combat either: Some monsters are designed to be mechanically
• The enemies have an interesting mechanic, or complex. For fast combat, avoid using these mechanics.
• The environment has an interesting mechanic

Undead
Shambling Zombie
Level Size Type Location
1 Medium Undead Swamp, Urban
Abilities: Gravebite: 1d4, Melee, (B)
Humanoid targets must make a PWR vs OCC save DC 10. If they fail they are afflicted with
the disease “Graverot”, and their Corruption score increases by 1 every day until it reaches
10, at which point they die and become a Shambling Zombie. Each of the corruption-based
transformations are uniquely undead in theme and not rolled for.
A target afflicted with Graverot can be cured before reaching maximum corruption with
magic or by consuming Graveroot, and their corruption resets to its previous amount before
they were bitten.
Last Breath: The shambling zombie follows the Last Breath mechanic unless they are brought to
0 hit points with fire, acid, or radiant damage (surviving on a d6 roll of 5-6).

Immune to Fear, Charm, and Poison. Any healing it receives is instead converted to damage.

Movement: 20 ft.
Stats: HP: 2 Dodge: 6 DR: 0
PWR FIN INS CHM ARC OCC LCK
6 (-1) 5 (-2) 5 (-2) - 5 (-2) 9 (+2) -
Lore and Notes: Loot:
Scarred, rotting, and infectious, the shambling zombie is the 1. Rotten Flesh (gross)
image of a walking horror. Although they can be crafted by 2. Human Skull (Component)
occult means, they are more often the result of residual occult 3. Old Pendant (10 cp)
magic left long to steep. Similar to how magic finds its way into 4. Grave Warden’s Cloak (light, back)
common items over time, so too can be the corpse left at the 5. Graveroot (Component)
bottom of a fen. 6. Ash of an Unmarked Grave (Component)

206
Skeleton
Level Size Type Location
1 Medium Undead Forests, Ruins
Abilities: Crossbowman — Arbalest, 60 ft, ranged
Wearing a saucer helmet
Janitor — Ice Mop, light: Surfaces the janitor move across become Frozen (+1d4 squares of
movement when moving across these spaces, FIN save or fall Prone)
Wearing a bucket helm, just wants the place to be tidied up a bit
Duelist — Dual Scimitars, medium
Parry — as a reaction can make a FIN check against an attack roll to parry it
Priest — Golden Candlestick, light, fire, Occult Trinket: Whispered Flame CD 4+
Prayer Tome: 1 Manuscript, Lightning Bolt (Ins, CD 4+ (x2)): 2d8, 5ft radius, half on FIN save.
(The Priest has their OCC and INS score swapped, and will Charge their Lightning Bolt spell,
which can be cast indoors)
Bounce Around: When brought to 0 hit points with a damage type other than radiant, their
skull will fly off and bounce around the room, having 1 hit point and moving 10 ft per round. At
the end of their next turn, if the skull is not destroyed, the skeleton will reassemble itself with 1
hit point

Immune to poison, Resistant to (S) damage, Vulnerable to (B) damage. Any healing it receives is instead
converted to damage.

Movement: 30 ft.
Stats: HP: 4 Dodge: 8 DR: 0
PWR FIN INS CHM ARC OCC LCK
4 (-2) 9 (+1) 4 (-2) - - 10 (+2) -
Lore and Notes: Loot:
It is a well known fact that most people have a skeleton inside of 1. Coin Pouch (15 cp)
them. Some find a macabre sense of unity in this - after all, we 2. Rusty Medium Weapon (pg. 169)
will look quite alike in the end. Real Skeletons however resent 3. Random Helmet (pg. 75)
this mindset, and find remarkably numerous methods of self- 4. Random Armor (pg. 170)
expression and personal identity, despite formally lacking them 5. Random Potion (pg. 118)
both inherently. But don’t tell them I said that. 6. Random Magic Item (Arcane, Occult,
Divine, pg. 72)

207
Postergeist
Level Size Type Location
1 Medium Undead, Aberration Urban
Abilities: The Postergiest possesses paintings to torment victims. They can invisibly fly from painting to
painting, at which point they are vulnerable.
Stain: A painting the Postergeist is currently possessing carries a call-sign known as a stain (such
as the color red, an animal, a flower, etc) that will not be present if they aren’t.
Rising Dread: Once a player has witnessed a haunted painting, they will all begin to feel a rising
sense of dread, which is kept track of over the course of every 10 minutes of real-time until the
Postergiest is slain.
1 - 3: Paintings will occasionally assault players in the form of an Activated Painting when they
are fighting other creatures
4 - 5: All paintings become Activated
6: The building begins to collapse piece by piece until the Postergeist is slain
Activated Paintings: The elements contained in a painting come to life to torment the living:
Weapons: 1d4-1d8, (S), +3 to hit
Gaze: The target becomes randomly Frightened, Charmed, Blinded, or Confused for 1 minute
(15 ft of their movement in a random cardinal direction)
Elements: Fire (d4 damage), Flooding or Overgrowth (rough terrain)
Swarm: 15ft cube, 1d4 (S), -2 to Spellcasting results, 1 hit point
If a painting is destroyed, the Postergeist is forced out and cannot return, causing a
visible ruckus as it swiftly flies out of the room or to another painting. Players will need to
preemptively prepare to strike at the Postergeist if they wish to defeat it.
Invisible: The Postergeist is invisible unless they are in a warm direct light source such as a
candle, lantern, or sunlight.
Ethereal Form: The Postergeist can move through creatures, but not objects, dealing 1 hit point
to creatures it passes through in a line.
Movement: Float, 30 ft (must remain low to the ground).
Stats: HP: 1 Dodge: 10 DR: 0
PWR FIN INS CHM ARC OCC LCK
- - - - - - -
Lore and Notes: Loot:
Lonesome and annoying - it is unclear which causes which. One 1. A valuable portrait (200 cp)
thing is for sure: art collectors hate them. 2. A vial of disappearing ink
3. Ornate silver letter opener (dagger, light,
worth 80 cp)
4. Mundane Item (pg. 69)
5. Silver Locket with a faded
portrait (50 cp)

208
Knight of the Ver de Gris
Level Size Type Location
3 Large Undead Dungeon, Forests, Ruins
Abilities: Thorned Lance: 1d12 (reach, S), if they have moved at least 10 ft they can attack for an additional
1d12 damage, but with a -4 penalty to hit
Copper Rapier of Piercing: 1d4 (S) that ignores DR. Rubbing wool against this causes it to crackle
with electricity for +1d4 lightning
Root Ripple: As an action the Knight can unleash a torrent of roots moving along the ground
outwards from their position in a 50 ft circle centered on themselves. All creatures within
30 ft of the Knight must make a joint PWR and FIN save using the same roll (DC 11 and 9
respectively). Medium or smaller sized Creatures that fail the PWR save are knocked Prone,
and creatures that fail the FIN save are pushed outside of the 50 ft circle.
Other Knights of the Ver de Gris and creatures that have Float or Flying are automatically
succeed the check, and burrowed creatures automatically fail the check.

Immune to Fear, Resistant to (S) damage, Vulnerable to Fire.

Movement: 20 ft.
Stats: HP: 8 Dodge: 8 DR: -3
PWR FIN INS CHM ARC OCC LCK
11 (+3) 9 (+1) 7 (0) 4 (-2) - - -
Lore and Notes: Loot:
The Knight of the Ver de Gris is an abnormally tall undead 1. Rusted Greaves (Hands, DR-1)
knight, fully obscured by once-ornate plate armor and a frog- 2. Iron Key (Component)
mouthed helm now covered in a patina, and wielding a similar 3. Copper Rapier of Piercing
lance or rapier with thorn-like growths. Who or why they 4. Patina Frog-Mouth Helmet
continue to fight for or defend is unknown, but they can be seen 5. Metal Scrap (2 cp)
silently patrolling ancient castle ruins across the Three Kingdoms 6. Rusted Lance covered in
and Forcosia. When they die, most of their form instantly large rose thorns
corrodes away.

209
Old Lycanthrope
Level Size Type Location
4 Large Undead Forests, Swamp
Abilities: Rake: 2d4 melee, hits three targets within 5 ft (using a single attack roll) (S)
Bite: 1d6, Natural, Melee (S)
PWR vs OCC save DC 9, +1 Corruption on a failed save
Gurgling Howl: Targets within 10ft are knocked backwards 10ft and fall \i Prone. (Occ) CD 4+ (+1
if used as a reaction)
Last Prayer (Ins, CD 5+): (Channeled) Kneeling on the ground and praying, a warm light fills the
area. At the end of the channel, 3d12 hit points are restored.
(This spell can only be used once per combat by this monster).

If there are 3 or more opponents, the Old Lycanthrope gets an additional turn per round.

Immune to Fear.

Movement: 40 ft, 20 ft Climb.


Stats: HP: 35 Dodge: 9 DR: -2
PWR FIN INS CHM ARC OCC LCK
11 (+3) 9 (+1) 11 (+3) - - 9 (+1) 9 (+1)
Lore and Notes: Loot:
The old lycanthrope is a gangly, half-rotten humanoid figure, 1. Hallowed stone
whose wolf-like visage is draped with old bandages. A massive, 2. Random Gear with an enchantment or
circular wooden grave marker is piercing their torso through the curse (pg. 169-170)
back, ironically appearing as a sort of halo — most likely as a 3. Tattered Monk’s Robe
failed means of stopping their horrid transformation. Strangely, 4. Pouch of Coins (50-100 cp)
they can sometimes be seen praying, despite their undeath, but 5. Prayer Beads (+1 Insight Score while
are nonetheless bloodthirsty and aggressive when disturbed. in Inventory)

210
Swampmass
Level Size Type Location
5 Large Undead, Abomination Swamp
Abilities: Swollen and Foetid: The Swampmass itself is a stationary target and does not itself attack or
move, rather using its combined abilities of Lifeless Puppets and Necrotic Spores to engage
and defend itself
Lifeless Puppets: At the beginning of combat Swampmass raises 1d4+2 Shambling Zombies
within 40 ft. They must remain within the area or they fall apart at the end of the Swampmass’
turn. These zombies do not leave items behind as they are part of the Swampmass itself. The
Swampmass automatically uses this ability on its turn afterwards, summoning d4 instead
Necrotic Spores: The air 10 ft around the Swampmass is filled with the fungal spores of the
molds and mushrooms that it has amassed, making the air dangerous to breathe unless
protected. The player must make a DC 11 PWR vs OCC save. Humanoid creatures that fail this
save gain 1 point of Corruption.

Immune to all status effects, Immune to (B) damage.


Stats: HP: 25 Dodge: 4 DR: -3
PWR FIN INS CHM ARC OCC LCK
12 (+4) 3 (-3) 4 (-2) - - 11 (+3) -
Lore and Notes: Loot:
A malevolent combination of nature and necromancy, the 1. Random Gear with an enchantment and
Swampmass is a collection of fungus and lost souls only intent curse (pg. 169-170)
on its own preservation and growth. Upon the surface it looks to 2. Swampmass Core (Component)
be a muck and mold-covered fungus field, but when disturbed 3. Rotting Flesh (1 cp)
it will raise moldering remains as puppets in an effort to protect 4. Human Skull
itself. Not entirely true undead, these bodies cannot move far 5. Strange Mushroom (Has a 50/50
outside of the mass before collapsing. The air within its area of chance to either heal or poison for 4
influence is thick with fungal spores, the stench of death and the ticks, ticking up)
unfortunate souls who stumbled upon it unaware. 6. A handful of lost mementos (50 cp)
— Sindri 7. Swamp muck
8. A Suspiciously Calm Toad

211
Monstrous
Gobbin, Gloom-Witch, and Bee-Back
Level Size Type Location
1 Small Monstrous, Humanoid Forests, Grasslands
Abilities: Gobbin Punch: Roll a die - if the result is even, this attack deals one damage, and you roll the die
again. This attack does not roll to hit.

Additional Variants:
Gloom-Witch: Wearing a long, red, pointed hat that dangles to the ground, tipped with a spiked
ball. Their Occult score is 10 (+2).
Silent Bell, Occult Trinket:
Doom and Gloom (Occ, CD 4+): An eerie gloom of light-snuffing darkness radiates out 10 ft from
the Gloom Witch, spreading out an additional 10 ft at the start of the Gloom-Witch’s turn up
to a maximum range of 40 ft. Humanoid creatures that start their turn in the mist decrease
their CHM score by 1, and take necrotic damage equal to their CHM modifier if it is negative,
ignoring DR. Creatures that start their turn outside of the gloom recover any lost CHM score.
Invocation (activates when a 6 is rolled while casting):
Cloak of Mist: You emit a 20 ft radius circle of fog that lasts for 1 minute.

Bee-back Rider: Wearing a wicker beekeeper’s mask fit with a long metal “nose”. Their Finesse
score is 9 (+1).
Slingshot: 1d2 (30 ft, ranged, B)
Hive Bomb (one use): 10 ft square cloud of swarming wasps emerges wherever the hive lands.
Creatures that enter or start their turn in the swarm must make a FIN save DC 10 or take 1d4
poison damage from the stinging. At the start of each turn the hive shifts 5 ft in a random
direction.
Riding a large Byuzu Bee (20 ft, Flying) sedated by a crafted poison. If this poison is cured or
the rider dies, the bee flips the rider off their back and flies away. Attacks targeting the bee are
ignored, and instead target the rider.

Movement: 30 ft.
Stats: HP: 3 Dodge: 7 DR: 0
PWR FIN INS CHM ARC OCC LCK
9 (+1) 5 (-5) 7 (0) 7 (0) 7 (0) 5 (-1) 9 (+1)
Lore and Notes: Loot:
Squat, vicious little creatures, Gobbins are among the most 1. Tattered Gloves (2 cp)
common monsters found occupying the many caves and 2. Gobbin Scales (4 cp)
ruins in Myriad. Though disorganized in nature, they are 3. Medicinal Herbs (Component)
nonetheless often found in groups formed out of necessity or 4. Rabbits Foot (6 cp)
circumstance. They are preternaturally drawn to shiny objects 5. Lucky Charm (+1 Luck score while
and valuable treasures, though neither serve them any practical in Inventory)
use, since treasure has to be spent to be worth something. 6. Pouch of Coins (10 cp)
Instead they simply hoard things that catch their attention and
steal necessities like food and weapons from anyone unlucky
enough to be nearby.

212
Psychic Mantis
Level Size Type Location
3 Medium Monstrous Forests, Caves
Abilities: Mantis Slash: d10, melee, Finesse (S), by performing this attack the Psychic Mantis leaps
forward 10 ft in a cardinal direction. It will only target creatures that it is able to perform this
movement with.
Psionic Shuffle: As a bonus action the Psychic Mantis emits a 30 ft cone of psychic energy from
the crystal growth on its head. Creatures in the cone must make a CHM save DC 12 or be
Confused until the end of their next turn.
Precognition: The Psychic Mantis knows when it is being targeted, and as a reaction can cause
an involuntary jerk of the attacker’s muscles to instead target an ally if they fail a CHM
save DC 12.
Movement: 30 ft, Climb, but can only move orthogonally.
Stats: HP: 35 Dodge: 12 DR: -1
PWR FIN INS CHM ARC OCC LCK
9 (+1) 5 (-5) 7 (0) 7 (0) 7 (0) 5 (-1) 9 (+1)
Lore and Eerily and obsessively calculating, the Psychic Loot:
Notes: Mantis often dizzies prey by eminating strange 1. Mantis Claw Dagger (light, dagger, only
psychic waves from a crystal growth on its deals psychic damage)
head. Their eyes are lifeless, save for a small 2. Potion of Influence (+4 CHM
glow coming from somewhere distant within. Modifier for 1 hour)
3. 1 random Magic Item (Arcane, Occult,
Divine, pg. 72)
4. 1 random Recipe (pg. 116-119)

213
Celestial Sphinx
Level Size Type Location
10 Large Monstrous Arctic, Mountains
Abilities: Claws: 4d4 (melee, Natural, S)
Prophecy: Whenever the Sphinx’s dice would explode, they may instead choose to add a Portent:
Whenever a creature that you can see would make a dice roll using a Stat Modifier (including
spellcasting) you may consume the Portent to substitute the modifier of the target you can see
with their own, or your own LCK modifier instead.
Breach the Cosmos (Recharges 5-6): The Sphinx’s wings spread, showing a cosmic void beyond
and functioning as a portal to intercept shooting stars, dealing 3d6 radiant damage to
creatures in a 30 ft cone (FIN vs ARC to take half damage)
Celestial Stasis (Recharges 5-6): All enemies within 60ft of the Sphinx roll 1d6:
1-2: They are frozen in time until the end of their next turn
3-4: Their movement is 0 until the end of their next turn
5-6: Their movement is halved until the end of their next turn
Shooting Stars: The Sphinx may consume a Portent to call down a shooting star if they are
outdoors, dealing 2d8 damage to a random creature within 40ft they can see
Bend Fate: The Sphinx may consume a Portent to become Ephemeral until they take damage
Counterspell: The Sphinx may consume a Portent to counter any spell they can see. This does
not count as a reaction
The Celestial Sphinx has two turns per round. If the Sphinx has 5 or more opponents at the
start of combat, increase this to three.
Movement: 60 ft, Flying.
Stats: HP: 65 Dodge: 10 DR: -1
PWR FIN INS CHM ARC OCC LCK
11 (+3) 10 (+2) 12 (+4) 8 (0) 12 (+4) 4 (−2) 9 (+1)

214
This sphinx sits atop cold mountains, as close
as they can get to the atmosphere against a
night sky. They ask no riddles to mortals,
but rather to the cosmos beyond. They are
responded to only in cold, lonely silence, and
patiently continue to wait for an answer.
Their question is unknown.

215
Aberration
Green Syrup
Level Size Type Location
1 Small Aberration Dungeon, Forests, Ruins
Abilities: Arcane Surge (Arc, CD 3+):
On a successful cast, roll 1d4:
1. Slime: Target is covered in slime, and moves an additional 1d4 x 5ft when they try to
move, making a Fin DC 9 or fall Prone.
2. Fire: Target takes 1d4 fire damage.
3. Ice: Target is frozen in place with their movement reduced to 0, and must make a PWR
check DC 9 in order to break free on their turn.
4. Thunder: A lightning bolt that deals 1d4 damage to all targets in a 30ft line from
the Slime.
If the Green Syrup takes cold damage it is frozen solid and instantly defeated.
Reduces all incoming physical damage to 1, but takes double damage from magical sources
such as spells or spell-enhanced weapons.

Movement: 10 ft.
Stats: HP: 3 Dodge: 5 DR: 0
PWR FIN INS CHM ARC OCC LCK
4 (−2) 4 (−2) - - 10 (+2) - -
Lore and Notes: Loot:
The Green Syrup is the youngest of the syrup spectrum, and 1. An old skull (Component)
produces the weakest magical charges. All syrups are the 2. A pile of Crowns (15 cp)
animated arcane residue left behind by an older world, and the 3. An old weapon (pg. 169, but it
Green Syrup has simply not had enough time to consume more must be Rusty)
magic in order to change hue. Go easy on it, will you? 4. An Arcane Foci (pg. 72, spells pg. 90)
5. Arcane Residue (Component)
6. Viscous Green Slime (30 cp, can be
stored in a container)

216
Silver Syrup
Level Size Type Location
3 Small Aberration Dungeon, Ruins, Caves
Abilities: Mirror Shield: Spell attacks that target the Silver Syrup are reflected back at the caster unless they
are currently a Copycat.
Silvery Barbs: As an action the Silver Syrup quickly extends razor-sharp quills from its body that
pierce the 5 ft area around it. Creatures in range must succeed a FIN vs PWR save DC 10 or take
2d6 (S) damage.
Copycat: As a bonus action the Silver Syrup becomes a target humanoid creature it can see,
nearly identical except for the notable silvery sheen and lack of clothes (or items underneath).
While lacking clothes, the Syrup has whatever Spell Items or Weapons their target has
equipped, and likewise has copied their Stat Scores, Modifiers, Dodge and movement speed.
Upon taking damage the Silver Syrup reverts back to its original form.
While a Copycat, the Silver Syrup has no DR.

Immune to Fear, Resistant to (B) damage.

Movement: 10 ft.
Stats: HP: 9 Dodge: 5 DR: -3
PWR FIN INS CHM ARC OCC LCK
10 (+2) 4 (−2) - - - - -
Lore and Notes: The Silver Syrup asks those who witness it to Loot:
look within to find their value, which is apt considering that 1. A fresh skull (Component)
the nucleus of a Silver Syrup is worth a lot of money. The Silver 2. A pile of Crowns (15 cp)
Syrup's ability to mimic other creatures certainly makes it a 3. Mirror Shield (Reaction to reflect fire,
formidable foe against other formidible foes, but additionally cold, or lightning damage back at
carries with it the ability to harden itself into harsh barbs just in the attacker)
case it must tussle with the meek instead. 4. An Arcane Foci (pg. 72, spells pg. 90)
5. Arcane Residue (Component)
6. Mirror Helmet (As an action, for the
next hour you perfectly mimic the
appearance of a creature you can see
when you use this ability)

217
Locktopus
Level Size Type Location
1 Tiny Aberration Dungeon, Urban
Abilities: Hidden in Plain Sight: As a bonus action the Locktopus disguises itself as either a padlock or
doorknob, requiring an INS check DC 10 to spot. If a player has an INS score of 12+ they
“notice something suspicious”.
Surprise Grab: When a player makes contact with the Locktopus while it is Hidden in Plain
Sight, it makes an immediate grapple attempt as a reaction. The Locktopus has their critical
range increased by 1 against creatures it has Grappled.
Bite: 1d4 (melee, natural, S), if this attack explodes, the target must make a PWR save DC 10 or
become Restrained as their body seizes up from the venom, lasting for 1 minute or until they
succeed a PWR vs FIN save DC 10 on their turn. If this attack would reduce a target’s hit points
to 0, it bites a finger off and runs away, permanently reducing their FIN score by 1. If the
character is wearing any rings when this happens the Locktopus eats one.
Stats: HP: 1 Dodge: 10 DR: 0
PWR FIN INS CHM ARC OCC LCK
7 (0) 10 (+2) - - - - 9 (+1)
Lore and Notes: Loot:
Often disguising itself as rusty padlocks of doorknobs, the 1. Locktopus Venom (Component)
Locktopus is known as a bane to the unprepared and unaware. 2. Various Keys
Often found with four long, slimy tentacles, it attacks its prey 3. Various Rings
by wrapping itself around the hand and biting hard, either
quickly removing digits or injecting its surprisingly potent
paralyzing venom. They are often kept as pets for merchants
with somewhat dubious morals.
— Sindri

218
Dream Snatcher
Level Size Type Location
3 Small Aberration Caves
Abilities: Minor Illusion: A small illusion in a 5 ft space is created and presented to a humanoid creature
up to 20 ft away that the Dream Snatcher can see. The target must make an INS Save DC 12 or
be compelled to interact with the illusion. If they fail this save or otherwise interact with the
illusion, they are placed in a Waking Nightmare. If they succeed, the illusion fades away, and
they cannot be affected by Minor Illusion again, and the Dream Snatcher becomes visible to
only them. The Dream Snatcher can create an additional illusion to lull an additional target
into a nightmare for every additional hit point it has.
Waking Nightmare: The Dream Snatcher wholly controls the senses of the creature in the
Waking Nightmare and can create illusions that the targets are convinced are real, using their
emotions or memories. Creatures under this effect are sleepwalking, and have an intensified
sense of damage, perceiving minor injuries as extreme - such as being lit on fire, losing
limbs, or disassembling body parts. At any point, if the player or their character questions
the legitimacy of their perceived reality, they are informed of the presence of a small, floating
jellyfish. Attacking this projection of the Dream Snatcher wakes them from the nightmare, and
the Dream Snatcher becomes visible to them.
At any time the Dream Snatcher may attempt to harm a creature within the nightmare by
making an INS vs INS check. If they succeed, the target is harmed within the context of the
nightmare. Damage to the character within their illusion is always perceived as 1 hit point
(which is secretly psychic damage), regardless of the severity. If they fail, the GM informs the
player that something feels off.
Dream Eater: Whenever a creature in the Waking Nightmare sustains damage, the Dream
Snatcher gains 1 maximum hit point, allowing it to attempt to bring another creature into the
nightmare, up to a maximum of 15 hit points. If their victim is brought to 0 hit points within
the nightmare, the victim collapses and is Unconscious for 1 minute.
Invisible: The Dream Snatcher is invisible to those who have not resisted its illusions.
Movement: 20 ft, Flying.
Stats: HP: 1 Dodge: 5 DR: 0
PWR FIN INS CHM ARC OCC LCK
2 (−2) 2 (−2) 12 (+4) 10 (+2) 7 (0) 5 (−1) 2 (−2)
Lore and Notes: Loot:
Jellyfish-like creatures that live within the deep caves of the 1. Recipe: Diviner’s Drink (pg. 118)
world. They float, invisible and quiet through the air to fit
themselves over the head of unsuspecting victims, preferably
when they’re distracted by an illusion. Dreamcatchers hijack
their victims’ senses, feeding off their heightened emotions by
showing them fantastical scenarios. The key to their illusions
is to distract the victim from their strangeness with simple
desires, threats, or mysteries. Why do nightmares feel so real
before you wake up?

GM's Note: The Dream Snatcher functions as a "meta" enemy - a


monster designed to affect players, rather than their characters. To
get the Dream Snatcher working, lay a trap in the form of an item to
interact with, then steadily increase the craziness until the players
disbelieve the situation. Note that it cannot kill them outright.
219
Abomination
Rockatrice
Level Size Type Location
2 Medium Abomination Caves, Mountains
Abilities: Stone Breath: The Rockatrice emits a 30 ft cone of grey mist to petrify those in front of it. Those
in the mist must make a PWR vs OCC save or begin to petrify, decreasing their PWR and FIN
score by 2. If either of their Scores reach 0, they are fully petrified.
The Stone Breath persists until the start of the Rockatrice’s next turn. Any character who
enters the mist or starts within it on their turn must make the Saving Throw.
If a creature has been only partially petrified, they recover 2 of their PWR and FIN score
every 10 minutes.
Shriek (Occ, CD 5+): Ululating violently, the Rockatrice casts the spell Reduce to Rubble,
collapsing a 10 ft cube of stone it can see into debris.
Movement: 20 ft.
Stats: HP: 5 Dodge: 11 DR: 0
PWR FIN INS CHM ARC OCC LCK
5 (-1) 11 (+3) 7 (0) - 9 (+1) 9 (+1) -
Lore and Notes: Loot:
A bug-eyed scaly bird rocking a colorful mohawk of feathers, 1. Poultice of Repair (Cures disease,
with a petrifying breath. poison, and petrification over the
course of 1 hour)
2. Ambrosia (Cures all status effects)
3. 1d4 Shimmering Feathers (Component)
4. Random Magic Weapon (pg. 169)
5. Random article of clothing
6. Pouch of Coins (1d20x10 cp)

220
Angler Eel
Level Size Type Location
3 Large Abomination Forests, Caves, Swamp
Abilities: Bite, multiple (attached): 1d8 (melee, Natural, reach, S) If this attack explodes or is made against
a creature currently under the effect of the Ghost Light, the target is grappled as long as the
target is a medium sized creature or smaller.
Bite (severed): 1d4 (melee, Natural, S)
Ghost Light (Recharges 5-6): The Angler Eel’s light appears as an ally or other humanoid holding
a lantern with their back facing them. Creatures that see the light that are not immune to
being Charmed must succeed a CMH save DC 11 or be compelled to follow the light. Creatures
that fail this check are oblivious to the Angler Eel and cannot perceive it.
As a bonus action the Angler Eel can pulse this light, causing all creatures in a 30 ft cone in
front of it to make a CHM save DC 11. Creatures that fail this check are Charmed by the Angler
Eel and are compelled to spend their next turn following and staring at the light. On the
creature’s next turn they can reattempt this saving throw to break free from the effect.
Wail: The Angler Eel wails with its many heads, forcing creatures that can hear it within 30 ft to
make a PWR vs CHM save DC 11 or be Deafened. Creatures that are Deafened have Disadvantage
to the saving throw against the Ghost Light.
Hydra: The Angler Eel has 4 human heads with glassy eyes too large for its face. Each head can
make the Bite (attached) action during the Angler Eel’s turn. Whenever the Angler Eel takes 5
or more (S) damage, a head becomes severed and has a separate initiative during combat. A
severed head has Movement: 20 ft, Flying, 5 hit points, Dodge: 12, and no DR

Immunity to radiant and cold damage.

Movement: 30 ft/60 ft Swimming.


Stats: HP: 25 Dodge: 6 DR: -1
PWR FIN INS CHM ARC OCC LCK
9 (+1) 8 (0) 10 (+2) 11 (+3) 11 (+3) 4 (-2) 4 (-2)
Lore and Notes: Loot:
A slimy eel-like body leads to the four horrifying, wailing human 1. 1d6 Monstrous Fangs
heads that sit atop waterlogged human torsos. Its body is too (Component, 5 cp each)
heavy to hold up, so it crawls along the ground and draws in prey 2. Ghost Orb Lantern (15 ft, reveals illusion)
with a tantalizing light. Those unfortunate to get close enough 3. 2d10 Fish Scales (2 cp each)
see that its eyes are too large to be human, with pupils that do 4. Mundane item or equipment (pg. 69)
not reflect the light that hangs just in front of them. Like two 5. Random Light Weapon (rusty, pg. 169)
sides of the same coin, some say it is a fear of the dark given
form, and others a mockery of the comfort of light. The answer
lies somewhere in the middle, with the grotesque origins of its
creation requiring the same odds as though that coin had landed
on its edge. It is not an easy game to gamble with your life.

221
Scowlbear
Level Size Type Location
4 Large Abomination Forests, Swamp
Abilities: Tooth and Claw: 1d10, natural, (S)
Scowl: As a bonus action the Scowlbear makes a gaze attack, swapping its mask based on
a 1d4 roll:
1. Anger: Target’s PWR score is reduced to 4 (-2).
2. Sadness: Target’s movement halved.
3. Terror: Target is Frightened.
4. Joy: Target is Stunned.
Movement: 40 ft.
Stats: HP: 24 Dodge: 9 DR: -3
PWR FIN INS CHM ARC OCC LCK
+3 +2 -2 - -2 +1 -
Lore and Notes: Loot:
The Forests is often the result of an occultist trying to bind a 1. Scowling Pelt (15 cp)
familiar to themselves through the use of trinkets, but the result 2. Vicious Claw (20 cp)
is horribly malformed. The Forests is vaguely bear-like in size 3. Trinket (pg. 72)
and form, but has an array of masks melded across their body 4. Trinket (pg. 72)
and face which they use to afflict their prey with various volatile 5. Trinket (pg. 72)
emotional duress. They are aggressive, and an effigy of the 6. Trinket (pg. 72)
horrors that lurk behind poorly planned curiosity.

222
Corrupted Kindred
Level Size Type Location
5 Large Abomination Deeplands, Caves, Ruins
Abilities: Choose a Mutation 1d8(x2):
1. Centauroid: Their lower half is that of a beast, doubling their movement.
2. Arms: grow two additional functional arms, granting them an additional attack.
3. Wings: They have a set of tattered wings, granting them 30 ft flying.
4. Eyes: grow a massive glowing eye in your forehead, and the spell Gaze can be cast at
will (The target becomes Feared, Charmed, Blinded, or Confused until the end of their
next turn).
5. Burning Belly: A fire swells in their stomach or throat, and they can launch a gout of
burning phlegm as a 60 ft ranged attack that deals 2d8 fire damage, or a 15 ft cone that
deals 1d8 fire damage if creatures in range fail a FIN save DC 10.
6. Screech: They can roar or screech with terrifying ferocity, pushing targets within 15 ft
backwards 15 ft, leaving them stunned if they fail a PWR save DC 12.
7. Ephemeral: Reduces all incoming weapon damage to 1 until they make the attack action,
at which point it resets at the end of their next turn.
8. Liquify: Their skin is a translucent gelatinous ooze, they have resistance to physical
damage, and can squeeze through any space larger than their skull.
Heavy Swipe: 2d12, targeting three creatures in range with a single attack roll (melee, heavy
curse-rotted sword, axe, claw weapons, or polearm, S)
Transient Curse: Humanoid targets who are dealt damage by the Corrupted Kindred must make
an OCC save DC 9, instead subtracting positive modifiers and vice versa. Targets that fail the
save gain 1 point of Corruption.
Bloodlust: Critical range is increased by+1
At the start of combat if there are 3 or more opponents, the Corrupted Kindred has an extra
turn per round.

Immune to Charm and Fear.

Movement: 30 ft, 20 ft Climb.


Stats: HP: 50 Dodge: 9 DR: 0
PWR FIN INS CHM ARC OCC LCK
12 (+4) 9 (+1) 4 (-2) 4 (-2) - 10 (+2) -
Lore and Notes: Loot:
Denizens of Myriad who have lost themselves to Corruption and 1. Random Article of Clothing (pg. 170)
become half-monsters. They take the form of any Kindred, their 2. Mundane item or Equipment (pg. 69)
minds and bodies warped by the powers of chaos. 3. Random Weapon (pg. 70)
4. Random Magic Weapon (pg. 169)
5. Pouch of Coins (20-30 cp)
6. Occult Trinket (pg. 72, spells pg. 96)

223
Construct
Candlelit Tinkerer
Level Size Type Location
1 Small Construct Caves, Urban
Abilities: Waxshot: The construct fires a burning ember for 1d4 fire damage that glows faintly.
Combustible objects begin to burn for 1d6 damage per round. 30ft, ranged.
RED ALERT: When a Candlelit Tinkerer is first alerted, it blares a loud alarm, and doubles the
movement speed of all constructs in 60ft for one round.
Movement: 20ft.
Stats: HP: 1 Dodge: 9 DR: -1
PWR FIN INS CHM ARC OCC LCK
7 (0) 9 (+1) 11 (+3) - - - 9 (+1)
Lore and Notes: Loot:
These constructs were created to light the pathways of deep 1. Elemental Pine Resin (pg. 117)
underground corridors and maintain them, often terminating 2. 1d4 Candles
pests like rats and other vermin. 3. Copper Whistle
- Sybil Sage 4. Scrap Metal
5. Enchanted Pendant (-1 DR that
stacks, neck)

Carrionette
Level Size Type Location
1 Medium Construct Urban
Abilities: Claw Hooks: 1d4 x2 (dual fist, finesse, S)
Return to Master: As a reaction they are pulled 10 ft towards the puppet master (if there is one).
Movement: 30 ft.
Stats: HP: 4 Dodge: 9 DR: 0
PWR FIN INS CHM ARC OCC LCK
3 (-3) 9 (+1) 5 (-1) - - 9 (+1) 10 (+2)
Lore and Notes: Loot:
Unnerving puppets animated through occult power, the 1. String, 50 ft
Carrionette is often used as a weapon by Puppet Masters who 2. Claw Hooks (light, dual, S)
can terrorize their prey while hiding just out of sight. Should 3. Feathered Mask
you encounter one of these constructs, it’s a safe bet that 4. Random Equipment (pg. 75-77)
their master is nearby, though not always. Some puppets can 5. Random Hat
become untethered from their patrons, left to wander aimlessly, 6. Cloth Rags (2 cp)
attacking whatever or whomever gets in their way.

224
Reanimus
Level Size Type Location
3 Large Construct Forests, Ruins, Cave
Abilities: Pummel: 2d4 (melee, unarmed, B)
Unleash Core (Recharges on a 5-6): 2d8 lighting, 10ft radius centered on self. PWR save DC 7 to
resist for half damage on a success.
Focus Beam (Recharges on a 5-6): 2d6 fire, 40ft line, leaves burning patches of ground that deals
1d6 fire to targets who enter or end their turn in the space. FIN save DC 7 to dodge for half
damage on a success.
Analyze: After taking damage for the first time in a round, the Reanimus gains resistance to that
damage type until the start of the first turn.

Immune to Charm.

Movement: 20 ft.
Stats: HP: 16 Dodge: 6 DR: -4
PWR FIN INS CHM ARC OCC LCK
12 (+4) 4 (-2) 4 (-2) 4 (-2) 4 (-2) 4 (-2) -
Lore and Notes: Loot:
The shell of an animus reanimated with unstable magic. 1. Metal Scraps (3 cp)
Robbed of their old personality, they are now walking vessels 2. Bundle of Wires (40 cp)
of unstable magic, and are often found bursting with lighting 3. Shattered Core (Unleash Lightning, +1
and fire with little power to control themselves. Even so, they Arcane spell (pg. 90)
are not mindless. They pay close attention to the tactics of their 4. Perfect Core. Unleash Lightning, +2
opponents and adapt accordingly. Arcane spells (pg. 90)

225
Scarecrone
Level Size Type Location
4 Medium Construct Forests, Plains, Swamp
Abilities: Curse of Crows (Occ, CD 3+ (x2)): The Scarecrone curses a target within 30 ft, transforming them
into a Scarecrow until the end of their next turn. While a scarecrow, targets can only hop
around at half speed, cannot talk or make complicated movements, and are vulnerable to fire.
However, their jump height increases to 20 ft. A character permanently has this curse after the
end of the duration, and will turn into a scarecrow if they ever roll double 1’s during an attack
or skill check.

Scarecrow Staff (Occ):


Pumpkin Bomb (CD 3+ (x3)): Grow a 40 ft square field of pumpkins that is considered rough
terrain, and explode at the start of the caster’s next turn. Targets within the space when it
explodes must make a FIN vs OCC save, takING 4d4 fire damage if they fail, and only half
damage if they succeed.
Waking Nightmare (CD 5+): A target the caster can see within 30 ft is Frightened and shown an
illusion of a waking nightmare they believe to be real. The fear lasts until the end of the
target’s next turn, and for one additional turn for each time a 6 is rolled when casting. At the
start of the target’s turn, they make an INS vs OCC saving throw to see through the illusion,
ending the effect early if they succeed.
Swarm (CD 5+): Calls a swarm of tiny creatures to do the bidding of the caster for 1 minute.
These creatures can attack and fly. They make 2d4 melee attacks using the caster’s OCC
instead of PWR, ignoring DR.
Invocation (activates when a 6 is rolled while casting):
Figment of Insanity: Conjures a lingering illusion that only the target can see.
Or
Arrow Ward: Disappears into crows the next time they are hit with a ranged projectile, dodging
the attack.

Vulnerable to Fire

Movement: 30 ft
Stats: HP: 6 Dodge: 6 DR: 0
PWR FIN INS CHM ARC OCC LCK
-3 -2 +3 +2 - +3 -3
Lore and Notes: Loot:
An animated dummy stuffed with hay, sporting a menacing 1. Straw Hat
mask for a face, mounted to a withered stick. It bounces along in 2. Bundle of feathers (Component)
search of others to convert into scarecrows like itself. 3. Cloth rags (2 cp)
4. Bloody burlap shawl
5. Scarecrow Staff
6. Scarecrone Mask, (Occult Trinket).
Random Occult spell (pg. 96),
Invocation (pg. 111)

226
227
Gargoyle
Level Size Type Location
4 Large Construct Urban
Abilities: Granite Pike: 1d8 (melee, polearm, reach, S)
Flame Gout: As an action the Gargoyle spews a flaming ball of phlegm 30 ft, dealing 2d6 fire
damage to all targets in a 10 ft square.
Stoneform: As an action the gargoyle may become a perfect statue, and requires an INS check DC
14 to distinguish it from other stone in the area.
Vulnerable to lightning and spells that would actively destroy or change stone, and (B) damage
Movement: 30 ft, flying
Stats: HP: 6 Dodge: 9 DR: -3
PWR FIN INS CHM ARC OCC LCK
+3 +1 -2 +2 -2 -2 -
Lore and Notes: Loot:
Gargoyles are created by a sorcerer who wishes to protect 1. Gargoyle Scale (Component)
their domain in a particular architectural style. They can take 2. Stone Dust (makes object that it is
various faces - demonic, angelic, draconic and so on - but they sprinkled on as heavy as though it were
all retain their winged forms, often wielding weapons and made of stone)
sporting a breath weapon. It is unclear who created the first of 3. Granite Pike
these creatures, but they say the trace of the true self exists in 4. Smoldering Phlegm (Component)
the false self... 5. Stone-eye Staff (with Gargoyle
spell, pg. 98)

Boombot
Level Size Type Location
3 Small Construct Caves, Urban
Abilities: Blunder-buss: Boombot fires haphazardly four times in random directions, rolling a d8 to
determine their aim (1: North, 2: North-East 3: East, and so on). Creatures within 30 ft in their
aim must succeed a FIN save DC 10 for each shot targeting them, taking 1d8 (S) damage that
ignores DR on a failure, or half on a success.
BOOM!: If the Boombot is reduced to 0 health it explodes, dealing 1d4 fire damage in a 5 ft
radius. Creatures in the range can make FIN save DC 10 to avoid the damage.
Immune to poison, Vulnerable to lightning damage
Movement: 20 ft
Stats: HP: 3 Dodge: 10 DR: -4
PWR FIN INS CHM ARC OCC LCK
5 (-1) 10 (+2) - - - 5 (-1) 4 (-2)
Lore and Notes: Loot:
A pill shaped iron construct with blunderbuss barrels pointing 1. Iron plating (Can be added to
in 8 cardinal directions, four thin barrels above, four fat ones armor, adds -1 DR)
below. It waddles into crowds to cause maximum havoc, firing 2. Bullet shells (15 cp)
its guns all at once. Its outer shell is heavily armored, and can 3. Gunpowder
take a serious beating, but often does as much damage to its 4. 1d4 small bomb(s)
allies as it does its foes, firing randomly in all directions. 5. Blunderbuss (heavy, ranged, gun)
6. Recipe. Bombs (pg. 116)

228
Pebbler
Level Size Type Location
5 Large Construct Caves, Desert
Abilities: Pebbles: The Pebbler is made up of magically bound stones that it uses to attack known as
Pebbles. For every two hit points the Pebbler loses, it drops 1 Pebble onto a space adjacent to
it. The Pebbler starts combat with 10 Pebbles. (These can be kept track of by placing small
stones on the battlefield)
Assemble: As an action, the Pebbler calls all spent Pebbles within 30 ft back into their body,
healing 1 hit point for each recovered Pebble. If a creature is in a space with a Pebble when this
occurs, they must make a PWR save DC 12 or fall Prone.
Stone’s Throw: 2d8 (ranged, Heavy, thrown, B). As an action the Pebbler sacrifices 2 hit points
(ignoring DR) to remove 1 Pebble, making a ranged attack against a target within 30 ft using
PWR. Remove 1 Pebble and place it in the target’s square.
Rollout: As an action the Pebbler charges forward in a 30 ft line, collecting any Pebbles in their
path, and healing 1 hit point for each recovered Pebble. Creatures in the path must succeed a
FIN vs PWR save DC 12 or take 1d12 damage. If the Pebbler collides with a solid surface (such as
a wall) before reaching 30 ft, it drops 1 Pebble on three adjacent squares and loses 6 hit points.
Maelstrom (Recharge 5-6): As an action the Pebbler rapidly spins its stones around itself.
Spending 3 Pebbles, all creatures within a 15 ft circle centered on the Pebbler must make a
PWR save DC 12 or take 3d4 (B), taking half of the damage on a successful save. For every
additional Pebble on the ground this damage increases by 1d4, and the range of the Maelstrom
increases by 5 ft. After this attack, all Pebbles in the Maelstrom are flung 30 ft away from the
Pebbler in random directions (using a d8 to determine direction), and the Pebbler loses 6 hit
points, ignoring DR.
Tremorsense: 30 ft (this creature can detect the location of other creatures on the ground within
30 ft of it)

Immunity to Fire, Cold, Psychic, and Poison damage, Resistant to (S) damage, and Vulnerable to (B)
damage or damage that would actively destroy stone.
Immunity to becoming Prone, Frightened, and Blinded.

Movement: 30 ft.
Stats: HP: 20 Dodge: 6 DR: -2
PWR FIN INS CHM ARC OCC LCK
12 (+4) 4 (-2) 4 (-2) - 4 (-2) 4 (-2) 4 (-2)
Lore and Notes: Loot:
An elemental creature made of reassembled rock and gravel. Will 1. 1d6 Gems (20 cp each)
break apart into smaller creatures the more it is damaged. 2. Ammo, 10
3. Runic stones (Component)
4. Mineral Dust (50 cp)
5. Gold nuggets (100 cp)

229
Demon

Demon Eye
Level Size Type Location
3 Small Demon Cave, Forests, Ruins
Abilities: Gaze (Occ, CD 3+): The target becomes randomly Frightened, Charmed, Blinded, or Confused until
the end of their next turn.

Roulette (Occ, CD 4+): As an action, the Demon Eye conjures a burning eye over the head of
every creature in combat. Assign each creature in combat a number on a dice (if there are 4
creatures in combat, use a 1d4, and so on). If a creature’s number is rolled, the burning eye
explodes and the creature dies. This ability can affect allies and foes equally.

Immune to being Blinded, Vulnerable to (S) damage.

Movement: 30 ft, Flying.


Stats: HP: 5 Dodge: 10 DR: 0
PWR FIN INS CHM ARC OCC LCK
-3 +2 +2 +1 +1 +2 -2
Lore and Notes: Loot:
The demon eye is a massive glowing eye with a slit pupil that sits 1. Split Eyeball (Component)
on two clawed legs, and is held aloft by leathery wings. It is a 2. Severed Demon Wing (Component)
curious creature, with no ability beyond its gaze attack and often 3. Iridescent Ichor (Component)
self-destructive roulette ability. Perhaps, as a demon, there is 4. Demon Blood (Component)
something to be said about the mortal’s thrill of chance? 5. Crystallized Demon Eye (Occult Trinket,
pg. 96, Invocation pg. 111)

230
Demon of Anger
Level Size Type Location
6 Large Demon Caves, Ruins, Swamp
Abilities: Lashing Out: The Demon of Anger deals additional fire damage (X) equal to half of their missing
hit points, with the exception of damage taken through Painful Consolation.
Burning Warhammer: 1d12 (melee, hammer, B) + X
Molten Smash: As an action the demon slams its hammer into the ground, cracking the earth in
a 20 ft line. The line is considered rough terrain, and deals 1d8 fire damage to creatures that
start their turn in the space or enter it for the first time on their turn.
Painful Consolation: Healing magic reduces the Demon’s hit points without adding to Lashing
Out. Characters may try to comfort the Demon with a CHM check DC 15, reducing their hit
points equal to their CHM score on a successful check, without adding to Lashing Out. Players
are considered Skilled in consoling the Demon.
The Demon of Anger has scorched tears streaking down its face. When it is defeated, it
shrivels into a small weeping child before the ashes are blown away.

Immunity to Fire damage, Immune to being Prone and Frightened.

Movement: 40 ft.
Stats: HP: 30 Dodge: 6 DR: -2
PWR FIN INS CHM ARC OCC LCK
12 (+4) 5 (-1) 5 (-1) - 5 (-1) 9 (+1) -
Lore and Notes: Loot:
A withered looking bipedal creature with skin like ashen, cooled 1. Burning Warhammer (heavy, fire, B)
lava and a skeletal head with antlers. It roams dark spaces with 2. Burning Resin (pg. 118)
a hammer as large as its body, permanently frustrated and 3. Smoldering Wand (Arcane, pg. 90)
muttering to itself. 4. 1d4 Burning Ember Rubies (50 cp each)
5. Random Cursed Gear (pg. 169-170)

231
Plant
Scrambling Brambler
Level Size Type Location
2 Medium Plant Forests, Grasslands, Swamp
Abilities: Tumble: 2d4 (melee, Natural B). As an attack action the Scrambling Brambler rolls forward in a
line until it collides with something.
Thorns: Whenever a creatures successfully attack the Scrambling Brambler with a melee attack
within 5 ft of it, they take 1d4 (S) damage.
Scuttling Shrubbery: When motionless, the Scrambling Brambler is indistinguishable from
standard plant life.
Roll Away: When the Scrambling Brambler is hit with an attack, it may bounce 15 ft away
in a line.

Vulnerable to Fire.

Movement: 30 ft.
Stats: HP: 5 Dodge: 7 DR: -1
PWR FIN INS CHM ARC OCC LCK
9 (+1) 5 (-1) 5 (-1) - - 5 (-1) -
Lore and Notes: Loot:
A living tangle of thorns and vines, these forest sprites 1. Snapped Twigs
camouflage themselves in dead branches and thick bushes, 2. Brambler Seed (Component)
waiting to ambush. Their gait is clumsy and slow, but once 3. Brambler Tongue (Component)
rolled into a ball, they can hurl themselves into their targets to 4. Ropey Vines (20 cp)
deal maximum harm. 5. Brambler Bush (Hat)
6. Brambler Husk (Light torso armor
with Thorns that deal 1d4 (S) to
melee attackers)

232
Hivehead
Level Size Type Location
2 Medium Plant Forests, Swamp, Ruins
Abilities: Poisoned Stinger Spear: 1d8 (medium, poison, reach).
Beehive on a Branch (Ins):
Swarm (CD 5+): Call a swarm of tiny creatures to do the bidding of the caster for 1 minute.
These creatures can attack and fly. They make 2d4 melee attacks using the caster’s OCC
instead of PWR, ignoring DR.
Woodweave (CD 3+): Manipulates and warps a 10 ft cube of wood within 60 ft of the caster (+1
CD if cast as a reaction).
Slime (CD 3+): Makes 10 ft square surface extremely sticky or slick for 2 minutes.
Iridescent Hummingbird Ear Cuff (Arc):
Cloak of Ravens (CD 3+): As a bonus action they enchant themselves so that movement turns
them into a swarm of wasps, allowing flight until the end of their turn without provoking
attacks of opportunity.

Immune to Poison and Blindness, Vulnerable to Cold.

Movement: 30 ft.
Stats: HP: 7 Dodge: 4 DR: -1
PWR FIN INS CHM ARC OCC LCK
9 (+1) 2 (-4) 11 (+3) 4 (-2) 9 (+1) 9 (+1) 2 (-4)
Lore and Notes: Loot:
With limbs resembling dried, withered vines and a head made of 1. Old Honey (1 cp)
a bulbous, papery hornet’s nest, these forest sprites wander the 2. Pile of Bees (1 cp)
brush between trees, sometimes sporting poison tipped spears. 3. Fresh Honey (Component)
Easily provoked and constantly agitated, they are an unsettling 4. Beehive on a Branch
reminder that the magic of the forests is not always friendly. 5. Iridescent Hummingbird Ear Cuff
6. Poisoned Stinger Spear

233
Weeping Willow (a.k.a "Cryad")
Level Size Type Location
3 Medium Plant Forests, Ruins
Abilities: Slash: 1d4 (melee, Natural, S)
Verdant Growth: Whenever an ally of the Cryad explodes their dice, the Cryad gains one stack of
Verdant Growth.
Saplings: As a bonus action the Cryad may weep, spending one stack of Verdant Growth to
summon 1d4+2 Saplings from its tears. They have 1 hit point, and a Dodge: 5, 3 (-3) PWR,
and deal 1 point of (B) damage that does not explode. When the Cryad dies, so do all of
the Saplings
Rejuvenating Tears: As an action the Cryad may spend 2 stacks of Verdant Growth to heal all
allies on natural terrain that it can see 2d6 hit points.
Melancholy Chord (Ins, CD: 3+): An intense wave of sadness washes over all targets within 30
ft of the caster who can hear them, rendering targets who fail a CHM vs INS save Prone and
Blinded by tears until the end of their next turn.

Vulnerable to fire damage

Movement: 30 ft, Regrow: The Cryad does not move, but reappears at a point within range that
is natural terrain, and does not provoke attacks of opportunity
Stats: HP: 9 Dodge: 6 DR: -3
PWR FIN INS CHM ARC OCC LCK
-1 0 +3 +2 - - -
Lore and Notes: Loot:
They are often seen crying over the stumps of trees that have 1. Old Bark (1 cp)
been cut down, lending their tears to heal the scars of nature. 2. Rusty Medium Weapon with description
They have the power to raise new growth from the earth and call 3. Cryad Tears (Component)
it to its will. Beings that disrespect the power of the forest may 4. Random Medium Armor
find themselves at the mercy of a Cryad, who take all damage to 5. Random Potion (pg. 118)
nature personally. 6. Random Magic Item

234
Sporeling
Level Size Type Location
2 Small Plant Forests, Cave, Jungle
Abilities: Arcane Anchor: The Sporeling is automatically the target of all spells cast within 30 ft of it.
When the Sporeling has been targeted by a spell, it automatically absorbs it and stores it in its
body as magical spores, negating the effect. It can only absorb a spell once until using its Spore
Blast ability.
Spore Blast: As an action the Sporeling unleashes whatever magic it has absorbed in a 30 ft
sphere centered on itself, based on the type of magic it absorbed:
• Arcane: 2d6 fire, lightning, or cold damage
• Occult: Targets are randomly Frightened, Charmed, or Confused
• Divine: Creatures restore 1d4 hit points
• Nature: Creatures are Poisoned, ticking up for 4
All creatures in the blast may make a FIN save DC 10 to resist the effect of the spores.
Movement: 40 ft.
Stats: HP: 7 Dodge: 6 DR: -2
PWR FIN INS CHM ARC OCC LCK
-1 +2 - -2 -1 +3 -
Lore and Notes: Loot:
Thick and spongy humanoid fungi. Sporelings feed off the 1. Coin Pouch (30 cp)
bodies of other forest sprites, absorbing their magic and 2. Rusty Medium Weapon with description
redistributing it among the forest floor. Though physically they 3. Random Helmet
pose little threat, they are adept with all kinds of magic abilities 4. Random Medium Armor
that have turned very powerful spells against their casters. Be 5. Random Potion
wary of their spore clouds. 6. Random Magic Item

235
Root Brute
Level Size Type Location
3 Medium Plant Forests, Jungle
Abilities: Alluring Aura: The first thing characters will see is most likely the Brute’s fern-like top bush.
Hidden inside is a small pink flower that emits a powerful alluring pollen. While disguised,
humanoid creatures within 15 ft must make a CHM save DC 10 or be Charmed, moving closer
to the flower. Once within range of the bush the Brute attacks with Uppercut. The Root Brute
has an extra dice to attack Charmed creatures.
Uppercut: If burrowing, the Root Brute jumps from the earth making a melee attack (2d4, melee,
unarmed, B). Large or smaller creatures must succeed a PWR save DC 11 or be knocked Prone.
Pummel: The Brute unleashes a flurry of blows, dealing 1d4 (melee, unarmed, B). The critical
range for Pummel is increased by 1.

Immunity to poison and being Blinded, Resistant to fire damage, Vulnerable to cold damage.

Tremorsense: 30 ft (this creature can detect the location of other creatures on the ground within
30 ft of it).
Movement: 10 ft, Burrow: 30 ft/ 60 ft through natural terrain.
Stats: HP: 10 Dodge: 6 DR: -2
PWR FIN INS CHM ARC OCC LCK
11 (+3) 5 (-1) 7 (0) 10 (+2) 7 (0) 4 (-2) 11 (+3)
Lore and Notes: Loot:
Tall flower-like beings that live buried in the earth. They 1. Healing Flower (4, ticks up)
are nimble and agile and can pack a serious punch with 2. Beat Juice (+1 PWR score
their bulbous, hardened fists. If you find yourself in a forest when consumed)
surrounded by ominously enchanting ferns, be wary of the 3. Harty Root (Component)
ground beneath your feet! Root Brutes are adept diggers and like 4. Potion of Defense (Increases DR by -1
to surprise their targets with quick attacks. for 8 hours)
5. Enriched Soil (Component)

236
Deadmoss
Level Size Type Location
1 Tiny Plant Forests, Jungle, Swamp, Ruins, Graveyard
Abilities: Vine Lash: 1d4 (melee, whip, reach, S)
Reanimate: As a bonus action the Deadmoss can jump into an undead creature within 5 ft and
reanimate it with 1 hit point as an Undead Host.
Undead Host*: The Deadmoss rests inside of an undead creature, such as a Skeleton or
Shambling Zombie. While an undead creature has a Deadmoss inside of it, its Dodge gains
a bonus of 2. While the Deadmoss is inside of an undead creature, it has DR equal to the
remaining health of the host (X*).
Spore Cloud: The Deadmoss releases a spore cloud in a 15 ft radius centered on itself. Non-
undead creatures in the area must make a PWR vs CHM save DC 10 or roll 1d6 to suffer a
random effect:
1-2: Target is put to sleep and is Unconscious until the end of their next turn
3-4: Target is Stunned
5-6: Target begins to sneeze uncontrollably and is Blinded and Silenced until the end of
their next turn
Phobia of Fire: The Deadmoss will immediately flee their host if fire is present. If their host is
slain, they scuttle out and attempt to find another host.

Vulnerable to fire damage.

Deadmoss understand humanoid speech and communicate telepathically.


Movement: 20 ft.
Stats: HP: 1 Dodge: 5 DR: X*
PWR FIN INS CHM ARC OCC LCK
2 (-4) 2 (-4) 10 (+2) 10 (+2) 10 (+2) 10 (+2) 2 (-4)
Lore and Notes: Loot:
Deadmoss are intelligent plant creatures that are incredibly 1. A wilted flower
vulnerable on their own, and deathly afraid of fire. Appearing 2. A random Helmet (if attached to
as small mossy clumps with glowing eyes, they protect undead host)
themselves by nesting in the remains of undead creatures, who 3. Loaded Dice (consumable, when rolling
are indifferent to their tenants. The undead creatures provide any dice, you may change them so that
protection, and occasionally a food source. While typically the desired number is on top)
non-violent, a Deadmoss will help protect its undead ally by 4. A bag of spice that enhances any recipe
rendering their enemies stunned or sleeping. Deadmoss colonies to twice its effect
are very common, as they seem to possess a telepathic link to 5. Necrotic Spores (Component). can be
their kin. It is possible they will leave the undead protection extracted with an empty glass vial and
behind if they are convinced there is a safer alternative. an FIN check DC 9. (100 cp per vial)

237
Smogroboff Hydra
Level Size Type Location
6 - Plant, Monstrous -
Abilities: Bite, multiple: 1d8 (melee, Natural, reach, S) If the Smogroboff Hydra takes the attack action,
each head may make a Bite attack
Horrible Halitosis (Recharges on a 5-6):
The Smogroboff unleashes a truly vile, fully bodied exhale from its larger mouth. All
creatures in a 30 ft cone must make three consecutive PWR vs OCC save DC 14, suffering one
random effect for each saving throw they fail:
1. Curse: The rot in their breath infects the target’s core, giving them 1 point of Corruption
2. Sleep: The target falls Unconscious or 1 minute or until woken up
3. Poison: The target is poisoned (6), ticking up
4. Silence: The target is Silenced and cannot cast spells
5. Confusion: The target is Confused for 1 minute
6. Tiny Frog: The target becomes a Tiny Frog, reducing all of their Stat Scores to 2 (-4)
until Tiny Frog is cast on them again. They retain all of their equipment and only have
1 hit point
7. Shrink: The target’s size is reduced by 1 step, and their PWR and FIN scores are reduced
by half for 1 minute
8. Blinded: The target is Blinded for 1 minute
9. Slow: The target’s movement speed is reduced to half, and they must take their turn at
the end of the round.
10. Petrification: The target’s PWR and FIN scores are reduced by 2. If either of these
scores reach 0 as a result of this ability, they are fully petrified
Spell Eater (Recharges on a 5-6): As a reaction the Smogroboff Hydra consumes a spell that has
been successfully cast and is targeting it, regrowing one head if it is missing any and negating
the spell. Regrowing a head restores 5 hit points.
Hydra: The Smogroboff Hydra has 4 draconic heads with razor sharp teeth. Each head can make
the Bite attack during the Smogroboff Hydra’s turn. Whenever the Smogroboff Hydra takes 10
or more (S) damage, a head becomes severed and cannot make a Bite attack.

Immune to all status effects.

Movement: 40 ft.
Stats: HP: 40 Dodge: 6 DR: -2
PWR FIN INS CHM ARC OCC LCK
12 (+4) 4 (-2) 4 (-2) - 4 (-2) 14 (+5) 2 (-4)
Lore and Notes: Loot:
The Smogroboff Hydra is an enormous toothy maw sitting 1. Ambrosia (cures all negative
atop hundreds of wriggling roots and vines. Atop this mouthy status effects)
monstrosity twists four gnashing draconic heads with long 2. Shriveled Tongue (Occult Trinket). Casts
necks to snap and snatch up prey. Despite their pearly white Horrible Halitosis 4+ (x3)
teeth, their dental aspects hide the single most foul breath in 3. Vial of Poison (6, ticks down)
any realm, in any cycle. So foul is their breath that it can even 4. Fetid Roots (Component)
sow the seeds of violent, body-altering corruption. They have 5. Random Armor
a sweet tooth for apples dipped in gold, and will become docile
while eating one.

238
239
Beast
Giant Spider
Level Size Type Location
4 Medium Beast Forests, Caves, Swamp
Abilities: Bite: 1d4, Natural, Melee (S). If this attack explodes, the target is poisoned for (4), ticks up. If
this reduces a target to 0 hit points, they are Stunned.
Enweb: As a FIN attack, spits a string of webbing at a medium or smaller sized target within 30
ft. If the attack is successful, the target is Restrained and may break free with a PWR vs FIN
check as an action.

Phobia of Fire.

Movement: 30 ft, Climb, unaffected by rough terrain.


Stats: HP: 7 Dodge: 10 DR: 0
PWR FIN INS CHM ARC OCC LCK
9 (+1) 11 (+3) 7 (0) 4 (-2) - - 10 (+2)
Lore and Notes: Loot:
Giant spiders take up their classic residency amidst concave, 1. Torn Webbing (5cp)
hollow shapes such as caves, hoping to snare an unfortunate 2. Spider Leg (10 cp)
gobbin or monster. However, it’s surprising how many giant 3. Spider Eye (Component)
spiders find the underside of bridges or tops of trees to be 4. Venom (Poison, 4, ticks up)
suitably “cave-like”. 5. Spider Fang (dagger, light, poison)
6. Spider Eggs (Component)
Loot Bat
Level Size Type Location
1 Tiny Beast Forests, Cave
Abilities: Slash: 1d4 (melee, dual, Natural, S)
Swipe: The Loot Bat swoops down from above in a 15 ft line. Targets in the area must succeed
a FIN save DC 9 to dodge or be knocked Prone. If the target fails, the Bat steals 2d10 cp, or a
random item from the target’s inventory if they have no Crowns.
Swoop: The Loot Bat does not provoke an Attack of Opportunity.
Spill: When the Loot Bat takes damage, it spills 2d6 cp out of its…holes
After eating 20 cp, the Loot Bat’s movement is reduced to 10 ft, and it attempts to fly away
from combat, and it cannot take the Dash action.
Movement: 30 ft, Flying.
Stats: HP: 4 Dodge: 10 DR: 0
PWR FIN INS CHM ARC OCC LCK
2 (-2) 9 (+2) - - - - 10 (+2)
Lore and Notes: Loot:
A large rotund bat with a bag for a belly, obsessed with collecting Upon death the Loot Bat explodes in a shower
treasures. Loot bats do not feed on animals but are violent beasts of 4d10 cp, and any items it have swallowed:
nonetheless. They prefer to ambush prey from above, sticking to 1. Random Occult Trinket (pg. 72)
tall ceilings to stay out of melee range. 2. 10 Ammunition
3. Random Potion (pg. 118)
4. A ring with one Equipment
240 Enchantment, and Curse! (pg. 167)
Armadrillo
Level Size Type Location
2 Medium Beast Desert, Grasslands, Caves
Abilities: Burrow: As an action the Armadrillo buries itself underground. While underground, its
movement is doubled.
Drill Horn: If the Armadrillo has Burrowed, as an attack action it may burst from the ground,
dealing 1d10 (S) damage. A medium sized or smaller creature hit by the attack must make a
PWR saving DC 10. On a failure they are flung back 5 ft and are knocked Prone. This attack
cannot target a creature that is Floating or Flying.

Resistant to (S) damage.

Tremorsense: 30 ft (this creature can detect the location of other creatures on the ground within
30 ft of it).
Movement: 20 ft.
Stats: HP: 5 Dodge: 8 DR: -2
PWR FIN INS CHM ARC OCC LCK
10 (+2) 4 (-2) 4 (-2) - 4 (-2) 4 (-2) 9 (+1)
Lore and Notes: Loot:
An Armadrillo is sensitive to seismic vibrations because of its 1. Drill Horn. Can be forged into the tip of
poor eyesight. They’re very territorial, and will actively tunnel a Drill Spear 1d8+2 (medium, reach, S)
into mines as a response to digging. 2. Armored Cloak (DR -2)
- Sybil Sage 3. Hide Shield
4. Potion of Resistance. Makes drinker
resistant to a type of dmg for 1 hr.

Jail Snail
Level Size Type Location
3 Medium Beast Forests, Caves
Abilities: Bubble Spit (Recharges on a 5-6): The Jail Snail spits Bubble Slime into 4 random 5ft squares
within a 20 ft square area up to 30 ft away from itself
Bubble Slime: A medium or smaller sized creature that is in a square with Bubble Slime is
immediately swept up into a firm crystalline bubble that has 5 hit points and Dodge: 7, and
floats 5ft in a random cardinal direction every turn. While in the bubble, the creature is
considered Restrained. From the outside, the Bubble can be Sliced (S) without bursting to hit
the target inside, but is Immune to Blunt (B) damage.
Movement: 10 ft
Stats: HP: 18 Dodge: 0 DR: -2
PWR FIN INS CHM ARC OCC LCK
5 (−1) 5 (−1) - - - - -
Lore and Notes: Loot:
The Jail Snail leaves behind a sticky residue that can stay on the 1. A Snail Shell Helmet with an
ground for up to an hour. If a target were to touch the trail in any Enchantment (pg. 167)
way it will trigger a reaction, releasing bubbles up into the air.
The target may be swept up and find themselves trapped inside
the now floating bubble.
241
Lunamoth
Level Size Type Location
3 (Boss) Large Beast Forests, Caves, Swamp
Abilities: Moonlight Spears (Arc, CD 3+): The Lunamoth emits rays of piercing light seemingly from the
stars behind it, firing S rays that deal 2d4 radiant damage.
Ethereal Song: Targets who can hear the song must make an INS vs CHM or be Charmed until the
start of their next round. The Lunamoth becomes Ephemeral until after it takes damage.
Stardust: Targets that the Lunamoth fly over during its movement are sprinkled with stardust
that removes DR until the end of their next turn.
Movement: 40 ft, Flying, but can only fly once per round.
If the Lunamoth has 3 or more opponents at the start of combat, they have 2
turns per round.
Stats: HP: 25 Dodge: 6 DR: -3
PWR FIN INS CHM ARC OCC LCK
3 (-3) 3 (-3) 10 (+2) 11 (+3) 11 (+3) 4 (-2) 10 (+2)
Lore and Notes: Loot:
Should you find yourself nearing light in a deep cave or 1. Moth Down (1 cp)
wandering a forest after dark, you might hear an oddly 2. Moon Dust (Component)
enchanting song drift to you from someplace unseen. Be wary, 3. Stardust (Component, Removes DR of
this haunting melody may be coming from a Lunamoth, giant a target within 5 ft until end of their
moths that guard large sources of light greedily. They can charm next turn, 2 cp)
unsuspecting targets with their voices and render armor useless 4. Moonlight Antenna (Arcane Focus,
with the arcane dust that can shed from their wings. Should you spells pg. 90)
encounter them out in the open, know that they are skilled flyers 5. Bottled Moonlight (pg. 117)
and powerful beings of magic. 6. Mothwing Cloak. (Minimal, wearer can
move 10ft in any direction as a reaction)

242
Sombris Wolf
Level Size Type Location
4 Medium Beast Forests
Abilities: Bite: 2d4 melee, natural, S
Snuff Out: As a bonus action the Sombris Wolf snuffs out 1d3-1 light sources within 40 ft of it.
For every light source snuffed out in this manner, it gains 1 stack of Shadows.
Shadows: Whenever a Shadowy Duplicate is destroyed, or a light is snuffed out by the Sombris
Wolf, the Sombris wolf gains a stack of Shadows which is used to activate the following ability:
Shadowy Duplicates: As an action the Sombris Wolf may consume a stack of Shadows and
summon 1d2+1 identical Shadowy Duplicates within 20 ft of it. If there are any duplicates
whenever the Sombris Wolf is targeted with an attack, the attacker must make a LCK check DC
10. If they succeed, their attack targets the correct Sombris Wolf rather than a duplicate, and
the Sombris Wolf takes damage as normal and their duplicates are destroyed. If they fail, their
attack targets a duplicate, which is immediately destroyed and the Sombris Wolf gains one
stack of Shadows.
When combat begins the Sombris Wolf will automatically summon 3 Shadowy Duplicates. If
there are four or more opponents, increase this amount to 4. Any of the duplicates may act as
though they were the Sombris Wolf, however they collectively only have 1 action.
Dogpile: As part of the Bite action, but before the attack is rolled, the Sombris Wolf can spend
stacks of Shadows to command one additional wolf to attack the target per stack spent this
way, gaining +1 to hit and 1d4 damage per wolf. Sombris Wolves teleport to the nearest
available square adjacent to the target when used during a Dogpile.
Ephemeral: If the Sombris Wolf is not within range of a light source, they are Ephemeral unless
taking fire or radiant damage.

Immune to Blindness, Charm, and Fear. Can see in the dark, through invisibility and illusions, and
ignores the Ephemeral and Hidden status.

Movement: 40 ft (total, shared between all duplicates).


Stats: HP: 15 Dodge: 9 DR: 0
PWR FIN INS CHM ARC OCC LCK
10 (+2) 9 (+1) 9 (+1) - 5 (-1) - 10 (+2)
Lore and Notes: Loot:
These lethal hunters were reported for centuries as hunting 1. Shimmering Wolf Pelt. Can be crafted
in massive, overwhelming packs, but signs of such a large into a Cloak of the Ghost (pg. 170)
population could never be found. As soon as the wolves 2. Lucky paw (+1 Luck Score while
appeared they would just as quickly disappear, and if dozens in Inventory)
had been wandering the environment, they left no trace. Recent 3. 2d6 Wolfs’ claws (2 cp each)
studies have discovered that the wolves are shockingly solitary,
only traveling in groups of two or three at most. Instead,
what was unknowingly being reported was the wolves’ unique
Occult evolution.
When hunting, or as a defensive reflex, the sombris wolf is
able to conjure copies of itself. While the copies are merely an
illusion, they are completely lifelike, and quickly intimidate
most foes. While they distract you, the true wolf is able to move
in for an attack and break off to disappear.

243
Unknown
These are highly experimental creatures. Use at your own risk.

Tiny Frog Wizard


Level Size Type Location
3 Tiny Unknown Forests, Swamp
Abilities: Tiny Frog (Arc, CD 4+ (x3)): Transforms a target into a Tiny Frog, reducing all physical stat scores
to a 2 (-4), and hit point maximum to 1. Targets are bipedal and retain their ability to speak
and their equipment is scaled appropriately - although they are only ever capable of dealing 1
damage. The only way to undo this spell is with another cast of Tiny Frog and vice versa.

Stats: HP: 1 Dodge: 8 DR: 0


PWR FIN INS CHM ARC OCC LCK
2 (-4) 2 (-4) 7 (0) 7 (0) 16 (+6) 7 (0) -
Lore and Notes: Loot:
The Tiny Frog Wizard is an extremely curious creature - both clearly a frog and a wizard, as noted Tiny Frog
by the star-patterned pointy blue hats and vibrant green skin - but more curiously is why exactly a Wand — Tiny
creature like this is inexplicably enamored with poofing the nearest target into a Tiny Frog such as Frog spell
themselves for no conceivable reason other than that they get a kick out of it. Even more curious
is that casting the spell Tiny Frog ON the croaking mages instantly turns them into a tadpole that
cannot be killed despite every ounce of well-deserved rage put against it. They are known to travel
with bands of semi-intelligent monsters for reasons further unknown.
Demiwizard
Level Size Type Location
?? - Unknown -
Abilities: Demi: A character that the Demiwizard can see within 30 ft is folded trans-dimensionally,
beyond a plane of their understanding. The player whose character is targeted by the strange
magic must fold the first page of their character sheet in half (horizontally or vertically),
leaving one side of their character sheet facing upwards so that half can still be read.
Once folded in half, the player can only use elements found on their chosen half of the
character sheet.
For example, if their character sheet would be folded horizontally, with the top half
revealed, they would only be able to utilize their stat bonuses (with the exception of Luck),
items, and equipment, and not their Dodge score, DR, weapon attacks, skills, and abilities. A
character still uses their hit points, and can otherwise take actions as normal.
Additionally, the target’s Size: is reduced by half.
This effect can happen again to the same target, subsequently folding their sheet into 1/4th.
One folding effect of Demi ends after one minute.
Movement: Warp - The Demiwizard chooses a location within 100 ft of it that is not occupied,
and rolls a d20. If the space the Demiwizard is trying to move to is within the range of
their roll, they successfully warp to the location instantly, without provoking an Attack of
Opportunity (rolling a 1 is equivalent to 5 ft of distance, a 2 to 10 ft, and so on).
Stats: HP: 1 Dodge: 8 DR: 0
PWR FIN INS CHM ARC OCC LCK
- - - - - - -
Lore and Notes: Loot: Unknown, uncaptureable.
This person is a mystery. Please report to authorities if seen.

244
Scythe Knight
Level Size Type Location
5 Medium Unknown Ruins, Graveyards
Abilities: Ephemeral: The Scythe Knight is visibly Ephemeral until after certain attacks
Cruel Cut: (1d12, 15 ft wide wave, 20 ft long, S) As an action the Scythe Knight whips their scythe
through the air, making a single attack roll against all creatures in the area as it spins forward.
After two turns, the scythe returns to the Knight, once again making an attack roll against all
creatures in the area. Until the scythe returns, the Scythe Knight is not Ephemeral. The scythe
cannot be halted unless obstructed by a physical object, up which it falls on the ground and
warps to the Knight’s hands after two turns.
Reap (Recharges on a 5-6): As an action the Scythe Knight rises 10 ft off the ground and braces
their scythe. At the end of the next turn, they rush forwards in a line at a blinding speed to a
space within 30 ft of them, making an attack against all targets within the first three 5 ft spaces
in front of them (to the left, middle, and right, at the end of their movement) using a single
attack roll (1d8, melee, S).
Then, at the end of the following turn, a second ghostly slice cuts through the air,
automatically dealing 1d12 (S) damage to all creatures within 10 ft of it with no saving throw
(This ability takes place over 3 turns: Lift, Dash and Cut, and the Follow-through. Because
the Scythe Knight is using one action, they can only take their next turn after the follow-
through, and after the next Round begins).
After starting this ability, the Scythe Knight is not Ephemeral until the start of
their next turn.
Screaming Skulls (Channeled, 5, Recharges on a 5-6): As an action the Scythe Knight rises 10
ft off the ground and opens their cloak, releasing a wave of four Screaming Skulls along the
ground. The skulls form a line horizontally beside the Knight, each 10 ft apart, with two
on both the Knight’s left and right, with the Knight in the center. The skulls occupy a 5 ft
space and move 5 ft at the end of each turn. If a creature enters the same space as the skull, it
immediately explodes for 1d8 necrotic damage and knocks them Prone.
This effect is Channeled for 5 turns, during which the Scythe Knight is no longer Ephemeral
Ghostly Glide (Recharges on a 5-6): As a bonus action the Knight may float an additional 30 ft
of movement.

Immune to being Blinded, Charmed, Frightened, and Stunned.


If the Scythe Knight is facing more than 3 enemies, they have two turns per round
Movement: 30 ft, Float (they lightly levitate from the ground, and do not take damage
from falling).
Stats: HP: 40 Dodge: 4 DR: -3
PWR FIN INS CHM ARC OCC LCK
11 (+3) 11 (+3) 8 (0) 8 (0) 8 (0) 10 (+2) 8 (0)
Lore and Notes: Loot:
Known in occult circles as a grim duelist, this Knight is 1. Reaper's Scythe with Cruel Cut
oathsworn to protect the souls in locations nearby the Place
Betwixt. They are known to seal off their dueling grounds
in a teal flame to prevent escape, and can seemingly travel
long distances in a short amount of time even after they have
been defeated.

GM's Note: Use tokens or markers for the Screaming Skulls ability,
and the Scythe to keep track of them. 245
Specialty Classes

246
Specialty Classes are jobs that become available to those
with the right prerequisites. They are optional and offer
a different playstyle to those who are seeking something
specific for a character. Some of these classes are far
more complex than others - this is by design, specifically
for those who enjoy toying with complex mechanics.
Specialty Classes have been intentionally sequestered
away near the end of the book to not incentivise their
inclusion in your game.
Upon taking a Specialty Class, you are considered
“Level 1” of that class, and you follow the leveling chart
as you normally would up to a total of 10 levels between
your Job and your Specialty Class. Regardless of current
level, taking a Specialty Class allows you to choose a
Tier 1 ability. At level 4 of your Specialty Class, you
would gain access to Tier 2 abilities, like you would if
you were leveling normally. There are no specializations
as there would be for normal Jobs (such as the Scholar’s
Archeology, Arcane, and Weird) and you may select any
ability without needing to follow any vertical “path”.
Once you have gained a level in a Specialty Class,
you cannot gain levels in your Job.

247
Morpher
Requirements: Occ +3, Ins +2
A dark shapeshifter who absorbs the essence of slain monsters in order to transform themselves into one.
Within a minute after a non-humanoid creature of your level or lower has died (with the exception of constructs or
undead), as an action you may congeal their essence into a monster stone, which is then used as the focus to your
transformation. This item goes into your inventory and does not stack. You can transform into the creature as an
action when the stone is in your inventory, adopting their entire stat block with the exception of their health and
any equipment, and you do not have access to any of your own equipment. You can unmorph as an action, and
must be in your original form before morphing into a new creature.
However, morphing into a monster more than once per day comes at a cost. Every time a player morphs past
the first time per day OR for each hour past the first spent as a monster, they must make an INS saving throw
versus the sum of their Occult Modifier, Corruption Score, and the monster’s level. If they fail this saving throw
their Corruption Score increases by 1. If their Score is increased to 10 in this way they permanently become the
monster they morphed into without any of the abilities gained with this class.
Morpher
Resilience: Choose a creature type Morphing Savant: You gain an Stalwart Mind: Reduce the
(beast, plant, aberration, monster, additional use of your morph corruption saving throw
etc). When transforming into this without needing to roll an by your level.
creature type you retain whatever Insight save to resist further
stats are higher than the monster’s. transformation.
Quickform: You can still make Beastblood: You gain an aspect Undead Essence: You able to absorb
a non-morphing action after of a current monster stone the essence of undead creatures.
morphing or unmorphing amongst their attacks or abilities
on your turn. permanently, which is also
reflected in a permanent physical
change. This ability can be used
without morphing.

248
Weaver
Requirements: Occ +3, Fin +3
A skilled and agile trapper who uses a nearly invisible magic thread to perform incredible feats.

Weaver
Puppet Master: As an action Webwalker: As a bonus action Ensnare: Can use your reaction to
attach nearly invisible threads to a connect a nearly invisible thread ensnare a target object or person
humanoid up to 60 ft, controlling between your position and a solid within 30 ft of you, rendering them
their movement and action on their point within 60 ft that only you immobilized (FIN vs OCC). A target
turn. At the end of their turn, they can move across. The web can only can break free on their turn with a
may make an OCC saving throw to be cut if spotted (INS DC 20), and PWR vs OCC check. You can only
remove this effect. otherwise ignores damage. ensnare one target at a time.
Scuttler: Your movement can not Restitch: Can reassemble missing Blessing of Arachne: Grow six
be hindered beyond your natural body parts, even if they did not additional spider-like limbs with
ability, and you gain a climb belong to the target, and can limited dexterity that increases
speed of 30 ft. reanimate a single dead humanoid your reach by 5 ft. You can use your
body under your control at a time reaction to increase your Dodge by
that retains the personality and +6 against a melee attack.
memories of that person. (You cannot make additional
attacks with these limbs, but can
substitute them should you be
restrained).

249
Juggler
Requirements: Fin +3, Chm +1, Full Proficiency: Thrown Weapons
An expert with thrown items and projectiles.
When you choose this class, you become Skilled in: Acrobatics.
Juggler
Catch: As a reaction you are able to Multiplex: You are able to make Im-prop-ization: Any item you
catch projectiles that come within an additional attack when attacking throw is a light weapon you have
range of you and throw it back at the with a thrown item. full proficiency in for the purpose of
target as a ranged attack. making an attack.
Bounce: Any item you throw can be Disable: As an action make an Baton Pass: As an action, grant the
easily be banked off of hard surfaces attack roll with Disadvantage against next turn to an ally within 30 ft. If
to reach around corners, making an a target’s limb. If it succeeds, the they have taken their turn already
attack roll with Disadvantage when target cannot use that limb on during that round they go again.
trying to hit a target you cannot see. their next turn.

Mimic
Requirements: Chm +4, Arc +1
The ultimate copycat, able to make themselves appear as nearly anything.

Mimic
Swap: As a bonus action, you may Mascot: You may pretend to be Hide in Plain Sight: You can appear
magically swap places with an ally a target creature. While doing so, to be any object that is roughly your
you can see, revealing yourself to be you are indistinguishable from size at will, doubling the result of
in their place all along. Alternatively, other creatures of that type to any rolls for stealth made for checks
you may choose to swap a held item even monsters. while disguised.
with any creature you can see. Similarly, you can mimic a
target’s voice as long as you have
heard it for at least a minute.
Copycat: You can re-perform any Mirror Image: As a reaction, you Mime: You are able to take an
action you witness that was taken may copy a target’s action as long as action to create invisible realities.
during a round of combat, or within they are targeting you. If this would Any action you can feasibly mime,
a minute if you are not in combat, be a melee attack with the same manifests as an invisible object made
by another creature even if it would weapon type (dagger, sword, etc) of force, with a maximum size of
require an item (such as consuming you parry it and take no damage. a 15 ft cube.
a potion or casting a spell). This You are fully proficient in any
can only be performed once per weapon so long as you can see a
unique action. creature who is.

250
Shade
Requirements: Fin +4, Occ +2, Full Proficiency: Thrown Weapons
A shadow in the dark, with an array of mysterious abilities that make them even harder to catch.

Shade
Assassin’s Art: Become Skilled Back Handspring: As a reaction Creeping Shadow: You are
in: Poisons, Stealth, Acrobatics, you may move 15 ft feet in any effectively weightless and do not
Awareness, Deception. direction along the ground. trigger pressure traps, and can walk
You may make an additional across water or fragile surfaces so
thrown weapon attack on your turn. long as you can cross it during a
single movement (dashing included).
You are unaffected by rough terrain.
Summoning Seal: You can prepare Penumbra: If an enemy would Ghoststep: Instead of normal
an object with a paper summoning succeed on a weapon attack against movement on your turn, you may
seal, which you can then use a bonus you, as a reaction substitute choose to instead vanish into mist
action to either summon to your yourself with a shadow of yourself and reappear at the end of the next
location, or teleport to. If you are and reappear in an unoccupied 5 ft turn, teleporting to a location you
teleporting to the object it must be square within 30 ft. You can only do can see within 15 ft.
within 120 ft. The object must be no this a number of times per combat
larger than 20 x 20 ft. equal to your OCC Modifier.
You can only have 1 summoning
seal at a time, and they can be
crafted instantaneously.

Toxicologist
Requirements: Fin +4, One Recipe: Poison
A master of poisons, enfeebling their prey before they lift a finger.

Toxicologist
Poison Study: Learn 2 Poison Dartblood: If a target deals melee Enfeeble: Poison you administer
Recipes of your choice. damage to you with a natural has an additional tick, and the
In addition to this, you can easily weapon (Claws, Bite) then they target has movement reduced by 10
draw poisons out of a wound. are poisoned for a number of ft as long as they aren’t resistant or
ticks equal to half your level, immune to poison.
ticking down.
In addition, you become Immune
to poison, and gain a climb
speed of 20 ft.
Viper Strike: If you would deal Acrid Touch: Poisons you create Potency: Your poisons reduce
damage to an unarmored creature, are also acidic, and can eat through resistances and immunities by
they are poisoned for a number of most organic material (1 inch one step (Resistance is removed,
ticks up to half of your level. per 2 ticks). Immunity becomes a Resistance).
If a creature is poisoned by you If you deal damage to a poisoned
they have their Critical Range target they take an additional
increased against them by 1. dice of damage.

251
Chaos Knight
Requirements: Pwr: +3, Corruption 5+
A ferocious battle master who draws on their corruption for strength.

Chaos Knight
Burning Blood: Increase your Mutant: Select an additional Bloodthirst: Your melee damage is
hit point maximum and physical mutation from either Soulwarp or double against creatures beneath half
damage dealt by an amount equal to Felwarp that lingers even if your of their hit point maximum.
your Corruption level. Corruption is decreased. Additionally, you are immune
In addition to this, each time you to being Frightened and Charmed
take damage in a round your melee while beneath half of your hit
damage increases by 1 until the end point maximum.
of your next turn.
Unending Corruption: You do Burning Blade: When beneath Aura of Horror: At the start of
not become a monster when you half of your hit point maximum, combat, all enemy creatures who
reach a Corruption level of 10, your weapon becomes infused can see you must make an INS vs
and your Corruption can not be with your own burning blood, PWR save, becoming Frightened
lowered beneath 5. Additionally, increasing the range by 5 ft and until the start of the next round on
your Corruption level can dealing an additional weapon dice a failed save.
increase past 10. of fire damage.

Rose Knight
Requirements: Ins +4, Pwr +2
A verdant knight who is empowered by the divinity of nature.

Rose Knight
Thorns: Your armor is wreathed Knight of Anura: Animals are Petal Strike: While on natural
in thorns and vines, causing melee not inherently frightened of you, terrain, instead of moving to attack
attackers to take (S) damage equal to understand you to be a friend you may choose to disappear and
half of the damage you are dealt from and may come to your aid within reappear into a flurry of petals,
their attack after DR is calculated, reason when called. preventing movement penalties or
rounded down. attacks of opportunity.
Lance of the Forest: Whenever Regrowth: You gain a healing Overgrowth: You have limited
you get a critical attack, the terrain pool of energy equal to twice your control over plants, excluding
beneath you begins to overflow level, allowing you to cure targets Plant creatures, and can move or
with verdant plant life, becoming with a touch. If 5 points are spent manipulate them up to 30 ft on your
natural terrain. on a target, they are cured of any turn as an action or reaction.
In addition to this, your Critical poisons, toxins, or diseases. If 10
Range increases by 1 when standing points are spent, the target has
on natural terrain. any curses or a single point of
Corruption removed.

252
Blademaster
Requirements: Pwr +4, Fin +2, Full Proficiency: Axes, Swords, Daggers, and any other one
Weapon Proficiency
A blinding flash of steel and strength.

Blademaster
Strike First: As a reaction on the Sharpen the Mind: You are Patience: If you did not make an
first round of a combat, make a immune to being Frightened and attack on your last turn, increase
melee weapon attack against an Charmed, and you become Skilled in Dodge by 5 until the start of your
enemy who is attacking, striking History, Religion, and Medicine. next turn (this applies out of
first, and increasing your Dodge by 5 combat as well).
until the end of the turn.
Flowing Strikes: You are able to One Thousand Cuts: On your turn Sky Passage: When you are below
move without provoking attacks prepare to unleash a blinding flurry half of your hit point maximum,
of opportunity. As a part of the of cuts, forgoing actions, reactions your blade becomes infused with the
attack action, you may make an or movements. On your next turn power of wind and lightning. When
attack against any target you move if you are uninterrupted roll a making a melee weapon attack,
past on your turn up to your PWR number of weapon dice up to your make an attack against all targets in
Modifier, once. level. You may use each dice once as a 15 ft line that deals additional dice
(S) damage against any individual of lightning damage.
targets within 15 ft.

Gladiator
Requirements: Pwr or Fin +2, Chm +2, Proficiency: Shields
Shield-bearing warrior who specializes in one-handed weapons, magical infusion, and battle tactics.

Gladiator
Shieldmaster: You may use your Crowd Favorite: You can add your Spellblade: As a bonus action or
reaction to make a melee weapon CHM Modifier to attack rolls and reaction you are able to infuse your
attack as a part of using your shield. skill checks while in combat. melee weapon with an element
If this attack explodes, your reaction In addition to this you become (fire, cold, lightning) that deals
is not spent. Skilled in Performance. an additional weapon dice of that
damage type on your next attack.
Phalanx: You and your allies gain Beatdown: You may take a −5 Theater of Battle: When you
-1 DR for each ally within 10 ft of penalty to a melee attack roll, and perform a Stunt your Critical Range
you, up to a total of -3 DR that is not add +10 to the damage. increases by 2, rather than 1.
cumulative with other sources of DR. If this attack is successful, the
target is Vulnerable to the next
attack dealt to it.

253
Arrowmancer
Requirements: Arc 3+, Fin 3+
An arcane arrow-smith, with an arsenal of magical arrows.
The Arrowmancer conjures various elemental arrows, unleashing them in devastating combos. On their turn they
can choose to either Call an Arcane Arrow, or make a ranged weapon attack with an arrow, holding a maximum of
3 arrows at a time. When you take this specialization gain access to Tier 1 Arrows. It may be helpful to keep track of
what arrows you currently have conjured using colorful dice, beads, or other physical reminders.
Using arrows follow these rules:
• When you Conjure an arrow and already have the maximum number of arrows, fire an arrow.
• When you make a successful attack with an Arcane Arrow, Invoke it.
• When you end your turn with 1 or more arrow, activate their Passive Effects.
• Arcane Arrows are always visible, even during invisibility. They last for a minute and can be
dismissed at will.

Tier 1 Arrows
Bomb - Invoke: Explodes in a 10 ft range, does 1d8 fire damage on a failed FIN save; Passive: If you take
damage while holding this arrow, the bomb Invokes on you.
Ice - Invoke: Halve the target’s movement until the end of their next turn; Passive: Increase DR by −1.
Lightning - Invoke: Ricochets to a target within 30 ft, including ones you cannot see; Passive: Increase your
movement speed by 5 ft.
Brambles - Invoke: Create a 10 ft square of rough terrain and thorns that deal 2 piercing damage per square
when you move through them, or safe climbable vines; Passive: Attackers who deal melee damage to you
take 2 (S) damage.

Tier 2 Arrows
Void - Invoke: Teleport to the nearest empty 5 ft space of your target. If this attack hit a Medium or smaller
sized creature, instead swap places with it; Passive: If you take damage while holding this arrow, teleport
15 ft in a random direction horizontally for each Void arrow
Psychic - Invoke: Target cannot take reactions until the start of their next turn; Passive: You may fire this
arrow as a reaction
Crystal - Invoke: The target is trapped in a crystalline cage until the start of their next turn and cannot move,
but can make attacks; Passive: Enemies that deal melee damage to you take 2 slashing (S) damage
Arrows have a 60 ft range and deal 1d6 of their respective elemental damage, or slashing (S) damage if there
is no element
Arrowmancer
Arcane Quiver: Gain the ability to Giant’s Quiver: Reduce the Quick Draw: At the start of combat,
hold up to 4 Arcane Arrows. maximum number of arrows by 1 call an arrow.
and increase the damage to 1d12.

Arcane Affluency: Gain access to Auramancer: Double the Recall: When you explode your dice
Tier 2 Arrows. effectiveness of Invoke and the during an attack with an Arcane
Passive Effect. Arrow, call that arrow.
(Penalties, Bonuses, Range, or
number of Dice).
254
Kitcheneer
Requirements: Ins 3+, Two Recipes: Food
Battle...Chef?.
When you choose this specialty you learn a food Recipe and gain the ability “Cookbook: Recipes you have are stored
inside the Cookbook in a single Inventory Slot
Kitcheneer
Flambé: Due to your proximity Cold Cut: When you make an Gourmand: Your food recipes
to furnaces and ovens, you gain attack against a creature that restore twice as many hit points
Resistance to fire damage, and attacked you on the previous turn, when consumed.
deal an additional weapon dice double the damage you would deal. Any additional points of healing
of fire damage. In addition to this, you are beyond your hit point maximum
In addition to this, you can considered to have Full Proficiency becomes temporary hit points for
magically heat up, boil, or cook food in all kitchen utensils as light the next 24 hours.
or containers of water that you touch weapons for the purposes of In addition to this you become
as an action with the exception of a making an attack. You may also Immune to poison.
Food Recipe. choose to use FIN instead of PWR
when making these attacks.
Spice of Life: You gain a bonus to Well Fed: You gain DR equal to Dinner Bell: As an action you ring
your INS Modifier equal to the half half of the number of food Recipes a bell, and all target creatures that
of the number of food Recipes in in your Cookbook rounded down can hear the bell must succeed on
your Cookbook rounded down. that is not cumulative with other an INS vs FIN save or be magically
In addition to this, you become sources of DR. compelled to immediately come
Skilled in Foraging and are able In addition to this you cannot towards you.
to find or substitute most of the be involuntarily moved while If there is any food available or
ingredients in a food Recipe as long conscious (including being Confused visible, they are also compelled to eat
as you spend an hour to search as a or Frightened). it regardless of its location, taking
Camp Action. their next turn to do so. This effect
ends at the start of your next turn.
Creatures under the call of the
Dinner Bell cannot make attacks or
take reactions. Requires a bell.

255
Astrologer
Requirements: Arc +4, Ins +4
A stargazing magician, able to call on celestial bodies for potent wizardry.

Astrologer
Starscry: As a Camp Action you Constellations: If your dice Celestial Insight: You may add
may spend an hour to gain up to explode while casting a spell you your INS Modifier to ARC checks,
three Portents: You may substitute the may choose an additional target and vice versa.
Modifier of a target you can see with within range for each explosion, In addition to this, you become
their own, or your own LCK Modifier connecting them via constellation Skilled in understanding celestial
when a skill check, saving throw, attack, and meteorological phenomenon,
or spell casting roll is going to be made. including predicting the weather and
A Portent can only be used within 24 discerning North.
hours of obtaining it, and are recorded
on your character sheet
Starshower: As an action you may Meteor: If you can see the sky, as Fateweave: If your dice would
begin to Channel a starshower an action you may begin to Channel explode, rather than rolling an extra
within a 30 ft square. Each turn this ability, choosing a 20 ft radius dice you may instead choose to use
while channeling, shooting stars circle within 120 ft. If you are your reaction to gain a Portent: You
explode into the ground randomly uninterrupted, at the start of your may substitute the Modifier of a target
in this space, dealing a number of d6 next turn you call a meteor to that you can see with their own, or your own
radiant damage equal to your ARC spot that deals a number of ARCd8 LCK Modifier when a skill check, saving
or INS Modifier in a 5 ft radius from bludgeoning damage, and INSd8 throw, attack, or spell casting roll is
the crash point. fire damage to all targets in a 20 ft going to be made. A Portent can only be
To randomly determine the crash radius sphere. used within 24 hours of obtaining it,
points, at the start of the turn use The meteor leaves a massive and are recorded on your character sheet
the 30 ft square as a 6x6 grid, and crater that is considered
roll 2d6 to determine the coordinates rough terrain.
starting from the top left corner.

256
Pistoleer
Requirements: Fin +3, Full Proficiency: Guns
Gunslinger and firearms expert.

Pistoleer
Scattershot: Instead of a normal Aim Down Sights: You can spend Fireworks: Instead of a normal
shot, decrease the damage dice by a number of turns up to your shot you may choose to decrease
1 size (a d6 becomes a d4, etc) but FIN Modifier to aim your shot, the damage dice by 1 size (a d6
increase the number of damage gaining a bonus to your attack and becomes a d4, etc), exploding in a
dice rolled by 1. Creatures within a damage roll equal to the number 10 ft sphere burst of light and flame.
15 ft cone from you must succeed of turns spent as long as you are Creatures in the area must succeed a
a FIN save against your attack roll uninterrupted. FIN save against your attack roll or
or take damage. take damage. While using fireworks
the damage type of your weapon
becomes fire.
Called Shot: As a Stunt you may Akimbo: You are able to dual- Quickdraw: As a reaction you
make a called shot against a specific wield pistols with no penalties may make an attack with a firearm
part of a target, taking a penalty to your Dodge. against a target who is making an
on the attack roll depending on In addition to this, you do not attack, making your attack first.
the size of the part (−4 eye, −3 need to spend your reaction to
hand, −2 limb). reload your guns.
On a successful attack the
target cannot use that body part
on their next turn and takes
damage as normal.

257
258
259
Difficulty DC
Easy 6
Average 9
Normal 13
Hard 17
Rare 21
Legendary 25
Impossible 30
Stranger (humanoid, or Kindred)
DC 5 7 9 12 15
Attitude Unfriendly Reserved Indifferent Friendly Helpful
1d6 roll 1 2 3-4 5 6

Wild Animal/Beast
DC - 7 10 13 16
Attitude Actively Hunting Hostile Territorial Warning Trepidatious
1d6 roll 1 2 3-4 5 6

Un-intelligent Monster (bestial and unthinking, acting on instinct)


DC - 9 11 13 15
Attitude Murderous Hostile Territorial Dissuadable Indifferent
1d6 roll 1 2 3-4 5 6

Intelligent Monster (understands trading, and possibly speech)


DC - 9 11 13 15
Additude Murderous Cruel/Toying Hostile Curious Persuadable
1d6 roll 1 2 3-4 5 6

Arcane
D70 Name Effect CD
1 Pocket Mouse Summon a single mouse with 1 hit point from your clothes that will obey 1+
one simple command before vanishing back into your pocket. If the
mouse is required to make a skill check, it is done with your Luck Score
2 Find Roll 1d20+ARC Modifier. On a 20+, a mundane, non-specific object you d20
were looking for appears in the vicinity. Each hour spent “casting” this
“spell” increases the chance by 1/20, and the spell takes 15 minutes to cast
3 Chameleon Assume the illusory form of an object in the surrounding environment 2+
4 Ingrid’s Melting Turns a handful of metal into a liquid form briefly before reforming 2+
5 Counterfeit You create a solid illusory duplicate of object you touch that lasts S hours 2+
6 Deeppockets Makes a targets pockets hold an extra L Inventory Slots of space for 2+
the next 24 hours
7 Starlight Pluck motes of starlight from the sky that softly illuminates the area, 2+
revealing illusions and allowing for sight in the dark within 10 ft, for 1
hour (Must be cast under a night sky)
8 Arcane Eye Allows you to see through invisible eye that can fly around at 30 ft per 2+
round for L minutes
9 Unmending Cuts, tears, breaks, or splits a small area of a non-magical object 2+
that you touch
10 Flame Burst Cause a non-magical flame to flash and fire arrows of flame in a 10 ft 2+
radius, dealing Ld4 fire damage to each creature in range. Targets who
succeed a FIN save take no damage
11 Gust A gust of wind emits from your arcane focus, capable of pushing a target 2+
or 200 lb object 20 ft in a straight line on a failed PWR vs ARC save. The
caster is also able to lift themselves 20 ft
12 Starshot As a bonus action, enchant a ranged weapon within 5 ft with S 2+(x2)
ammunition of glowing starshot that deal 1d8 radiant damage. Targets
hit with starshot ammunition are covered in glowing spots. Weapons
enchanted with starshot do not need to reload, and glow dimly, but
cannot be enchanted again until the spell ends
13 Daggerstorm Conjure a roiling 20x20 ft cloud within 60 ft that perpetually rains 2+(x3)
daggers. Daggers deal 1d4 damage for every turn spent under the cloud,
which lasts L rounds. If it is stormy weather, the area doubles and
damage is increased to 2d4
14 Starswirl A small comet rapidly orbits out from you, dealing 1d6 radiant damage 2+(x3)
to all creatures for every 5 ft they stand from you in a circle, up to 15 ft.
(1d6 5 ft, 2d6 10 ft, 3d6 15 ft)
15 Slime Makes 10 ft square surface extremely sticky or slick for L minutes 3+
16 Fumble Makes target within 30 ft drop an object they are holding 3+
17 Flammel’s Feathery Fall As a reaction you cause Sx2 targets within 60 ft to drift slowly 3+
downwards in a down of feathers, for 1 minute
18 Sleep Puts S targets within 60 ft to sleep for an hour 3+
19 Flammel’s Flashblade Conjure a massive spectral blade from the end of your arcane focus, 3+
sweeping in a 10 ft cone arc, and acting as a 2d6+ARC attack roll, dealing
Sd6 cold damage on a successful hit. (+1 CD if cast as a reaction)
20 Flare A 30 ft radius flash of light within 60 ft dispels illusion, and reveals 3+
Hidden or otherwise sneaking creatures. If cast with a Component,
this spell renders creatures in the radius Blinded until the end of
their next turn
21 Kima’s Chest of Drawers Summons a temporary chest of drawers to hold objects in hidden 3+
space. Can be resummoned holding the objects left in it. It has 10
Inventory Slots
22 Messenger Summons a small creature to deliver a message for you. The creature will 3+
deliver the message within an hour
23 Glyph of Lifting Take 1 minute to engrave a glyph onto an object that weighs up to 3+
500 lbs (size: Large). As a bonus action you can command the glyph to
lift the object upwards at a speed of 30 ft per round. When you stop
the command, the object drops. Objects engraved with the glyph can
be affected by the wind. If you would place this glyph on an object
and attach it to another object, both objects lift so long as they are
firmly connected
24 Temperamental Portal Make doors and windows appear or disappear for 1 minute 3+
25 Cat’s Tongue Conjures a giant spectral cat to roughly lick or bat at a target within 3+
60 ft. The licks deal 2d8 (S) damage, and the bats knocks the target
15 ft and Prone
26 Snap Freeze You blow a frigid fog 5 ft wide and 30 ft long, riming the ground with 3+
icy crystals for a minute. Creatures within the space have Disadvantage
on anything that relies on sight, and their movement is reduced by half.
Targets within the space also take 1d4 cold damage for each turn spent
within the fog
27 Hypnotizing Gaze Hypnotize S creatures who will follow 1 simple command that does 3+
not bring them immediate harm. Creatures that are immune to being
Charmed are not affected by this spell
28 Glitterbomb Launch a pink bomb 40 ft that explodes for 2d4 fire damage in a 10 ft 3+
sphere, Blinding creatures in the area who fail a FIN save, and covers a 30
ft area in glitter, revealing invisible creatures
29 Breath of Polaris A thick ice layer spreads across a touched surface, up to S×10 ft in radius, 3+
freezing all that it touches to the sheet of ice. The ice is sturdy enough to
be walked on,and has 1 hit point
30 Arcane Anchor An object within 30 ft becomes the target of every spell cast near 3+
it for L rounds
31 Mage’s Swaddle Bind a target object or creature within 30 ft in magic cloth. If targeting a 3+
humanoid creature you may choose to clothe them and increase their DR
to -2. Otherwise, the spell Restrains medium sized or smaller creatures.
(+1 CD if cast as a reaction)
32 Gliding Garment Enchant Lx5 sq ft of cloth to be capable of gliding. The cloth can lift one 3+
medium sized creature per 5 ft, and floats 6 inches from the ground. The
cloth has a movement of 30 ft, and falls at a rate of 5 ft at the end of the
wielder’s turn. The cloth has L hit points and 7 Dodge. This spell can
target worn garments such as cloaks
33 Befuddling Pattern Odd patterns begin to scrawl themselves in the sky within 60 ft. All 3+(x2)
creatures within a 30 ft cube beneath the pattern are Confused on
their next turn
34 Blink You teleport 30 ft to a location that you can see on a roll of 4,5, or 6 4-6
35 Ash Storm (Channeled, Ritual) Flames you target in 60 ft sweep up into a storm 4+
of hot ash, buffeting and burning creatures within the 60 ft sphere.
Creatures in the area when this spell is cast take 2d4 fire damage and
cannot easily speak, taking 2d4 fire damage each time they do for the
duration of the spell. This spell does not affect the caster. (Must be cast
near a source of ash or flame)
36 Magnetism Causes target object within 60 ft to intensely attract or repel 4+
metals within 30 ft
37 Ire Makes a target you can see unusually furious at a person or idea 4+
38 Animate Object A small object you can see obeys simple commands for 1 minute 4+
39 Shockwave Contain an arcane blast in a small warbling orb that can be fired to a 4+
point within 60 ft, detonating with a radius of 30 ft. Targets caught in
the blast that fail a PWR save are blown backwards 40 ft from the point,
and 20 ft on a success
40 A Guy Summons a guy to perform a simple task in L minutes 4+
41 Boulder Summons a large boulder, roughly 5 ft in diameter, into the space in 4+
front of you. The boulder you summon is always the same boulder, and
is moved to the new location whenever you resummon it. If the boulder
is destroyed, it will be whole again when resummoned
42 Moonblade (Ritual) Bless a weapon under the moon, infusing it with a pale light. 4+
Until the end of combat the weapon deals an extra 1d6 of cold or radiant
damage and softly illuminates the area with traces of opalescent dust.
(Must be cast under moonlight)
43 Elemental Wall Create a wall made of an available element. The wall is 10 ft tall and 4+
1 ft thick, and is Lx10 ft in Length. The element this wall is made of
is susceptible to the same forces it would be normally (fog might be
dispersed with strong wind, stones would remain after the spell is cast,
etc) If the wall would do damage, use Sd6 of the element. (+1 CD if cast
as a reaction)
44 Starmote (Ritual) Pluck the light of stars from the night sky to streak down and 4+
strike targets within 120 ft. You call L number of stars that deal 1d4
radiant damage each, making one attack roll per target (If you only target
one creature, they would take the full damage from a single attack roll).
These stars leave small glowing craters where they impact. (Must be cast
under a night sky)
45 Exploding Runes You inscribe a rune onto a 1 square ft flat surface that explodes in a 10 4+
ft radius for 4d6 fire damage when walked across. Targets can make an
INS vs ARC check to spot it, and a FIN saving throw to take half damage
from the blast
46 Hall of Mirrors Place yourself within a mirror-like surface within 5 ft. You are able 4+
to move to or exit any mirror-like surface you can see. If the surface
you are in is destroyed, you are either forced out or moved to another
mirror you can see
47 Gargoyle Become a perfect stone statue at will, lasting until you move 4+
48 Rope You conjure a 50 ft length of rope that follows your command. The rope 4+
is magical and can levitate
49 Windhold Whirls a target within 30 ft into the air, immobilizing them and 4+
rendering them unable to take actions or reactions, and making them
prone (+1 CD if used as a reaction
50 Giant’s Gavel (Ritual) Enlarges a hammer into a giant size, slamming it down within 4+
15 ft and dealing Sd10 bludgeoning damage in a 15 ft square. Targets can
make a PWR vs ARC save to only suffer half damage. (Requires a hammer)
51 Unleash Lightning Electricity arcs out from you, dealing Sd6 lightning damage in a 10 ft 4+
radius. Creatures within the radius must make a PWR vs ARC save,
losing their reaction on a failed roll until the start of their next turn
52 Star Sphere An S×40 ft wide sphere of darkness displaying the night sky appears 4+
53 False Moon Conjure the illusion of a 10 ft false full moon 60 ft above you, casting 4+(x2)
dim moonlight in a 60 ft sphere. As an action you can command the
moon to fall and explode at the end of the next turn, dealing 1d10
radiant or cold damage to all creatures within a 15 ft sphere
54 Lightning Bolt (Ritual) Conjure a bolt of lightning from the sky that strikes in 5 ft 4+(x2)
radius, targets make a FIN save or Sd10 lightning (half on success). If the
skies are stormy, overcast, or raining, double the dice rolled. (Must be
cast outdoors)
55 Starride (Ritual) Call down a glowing starshard from the night sky as a steed. The 4+(x3)
starshard glows brightly for 10 feet and has a fly speed of 60 ft. When
dismounted, the starshard rockets back into the sky. The starshard has
10 hit points, and explodes for 3d6 radiant damage if it collides with
anything. (Must be cast under a night sky)
56 Tiny Frog Transforms a target into a Tiny Frog, reducing their hit point maximum 4+(x3)
and any damage dealt to 1, and all physical stat Scores to 2 (-4). The only
way to undo Tiny Frog is to have it cast on the target again. The target
retains the ability to talk and their equipment is scaled appropriately
57 Flammel’s Flurry As a reaction, you transmute area of falling inanimate objects or 5+
projectiles into a flurry of small flying creatures
58 Anchor Makes an object you can see immovable for S minutes 5+
59 Tovin’s Instant Fortress As a reaction make the objects in a 30 ft cube around you temporarily 5+
indestructible
60 Reduce to Rubble Collapses a 10 ft cube of material you can see into rubble 5+
61 Djinn Jar Enchant a container of any size so that it can hold S willing 5+
creatures for 8 hours
62 Scald Heat a 10x10 ft per L body or container of water to scalding 5+
temperatures, dealing 2d6 fire damage to all creatures within the
area, and an additional 1d6 damage when they begin or end their
turn in the water
63 Animate Armor You animate an available suit of armor or clothing to do your bidding. 5+
It has 1 hit point, and an appropriate DR based on the armor. If it takes
damage, or if the spell is cast again, the armor is destroyed. Sacrifice:
As a reaction the armor jumps in front of its master, taking the blow for it and
collapsing into a pile
64 Hypothermia As a reaction encase a creature or object within 30 ft in ice, preventing 5+(x2)
movement and giving DR -30 with vulnerability to fire, that melts at the
end of the turn
65 Timewarp Either double or half the target’s speed. If the target’s speed is doubled 5+(x2)
and they gain an additional turn per round, for S rounds (turns cannot
be taken consecutively). If the target’s speed is halved they can only take
one action or bonus action per turn, without reactions. If the target
would have multiple turns in a round, reduce them by 1
66 Sizewarp The target’s size increases or decreases by one step for L minutes, 5+(x2)
doubling or halving their PWR Score respectively. The target’s size can be
increased or decreased one step further by increasing the CD by +1
67 Starfield You conjure a 20 ft square of twinkling stars in a space 20 ft from you 5+(x3)
that sheds dim light for 40 ft that lasts for 1 minute. Arcane spells cast in
the area are given 1 extra dice to cast so long as the caster has at least a +1
ARC Modifier. Spells of other types have their dice reduced by 1. As an
action you can command the stars to explode, dealing 2d6 fire damage to
all creatures inside of it, ending the spell early. The starfield grants use of
spells that require starlight
68 Mystic Masonry (Channeled) Urge loose stones and earth to rearrange and fuse into a 6+
shape desired by the caster. When the spell is completed they are bound
in space by magic, vines, etc
69 Burning Bear You summon a large burning bear with Lx2 hp that barrels into targets. 6+(x2)
As a bonus action you may direct the bear to charge in a 30 ft line as a
flat 2d6 attack roll. If it moves at least 10 ft, it deals 2d8 (B) damage +
1d8 fire damage. If it dies or does not connect with a target by the end of
the round, it explodes in a roar and puff of ash. Sacrifice: As an action you
detonate the bear, dealing 3d8 fire damage to creatures in a 15 ft radius. Targets
may make a FIN vs ARC save to take only half damage
70 Door to Where? For a brief moment, connect two doors you walked through within the 6+(x2)
past 24 hours, going through one and out the other

Occult
D70 Name Effect CD
1 Scuttle As a bonus action grant yourself or a creature you touch the ability to 2+
climb walls and immunity to having their movement reduced by outside
means for 1 minute
2 Unmending Cuts, tears, breaks, or splits a small area of a non-magical object 2+
that you touch
3 Nyctophobia Conjure a 30 ft sphere of darkness within 60 ft. If any of your dice 2+
explode while casting this spell, choose one creature within in the sphere
to become Frightened while in darkness, giving them a phobia of the dark
that lasts for an hour. Creatures immune to being Frightened or Charmed
cannot be the target of this effect
4 Mirage You create a solid illusory double of an object or creature that can move 2+
and create sound, and disappears whenever someone gets within 5 ft of it
5 Gone Grimoire As a bonus action you can store and resummon magical items into a 2+
pocket dimension. You can store a maximum number of items equal to
your highest magic stat Modifier
6 Snakeskin As a reaction, you shed your skin like a snake and are immune to any 2+
movement impairing effects. Your Dodge increases by +2 until the end of
your next turn, but are unable to benefit from your DR
7 Extinguish Extinguishes all sources of light in a 60 ft sphere within 120 2+
ft of the caster
8 Heatseek You gain thermal vision for L minutes, and are able to detect the 2+
remaining heat trails of living creatures
9 Snake Oil You coat your tongue in snake oil, increasing their CHM by their OCC 2+
for 1 hour. As an action they can spew this oil, coating a 15 ft cone in
flammable grease, ending the spell
10 Snakes Summon L nonvenomous snakes that will obey a one-word command 2+(x2)
before vanishing into a puff of smoke after a minute
11 Snake Sleeve As a bonus action your arms extend into massive snakes, allowing you 2+(x2)
to grapple or bite targets within 30 ft. The poison bite deals 2d4 poison
damage, using your OCC. +1 CD if cast as a reaction. Miscasting while
casting this spell transforms your arms into these snakes until dispelled,
and you cannot grab objects
12 Tonguetrap Glues the tongue of a creature you can see to the top of their mouth for S 3+
turns, affecting them with Silence and preventing them from being able
to activate abilities with a Recharge
13 Fogcraft Turns fog into solid objects that lasts until the fog is dispersed. The fog 3+
object can be created within 40 ft of the caster in an Lx5 ft cube, so long
as they have line of sight. The object is solid, but not heavy
14 Cloak of Ravens As a bonus action you enchant yourself so that movement turns you 3+
into a flock of ravens, allowing flight until the end of your turn without
provoking attacks of opportunity
15 Maggra’s Mist Conjure a dense 30 ft circle of fog within 30 ft that turns you invisible 3+
and Resistant to physical damage while you stand inside it. Creatures
that begin their turn in the mist must make an INS saving throw or fall
asleep, with the exception of the caster. The mist lasts for 1 minute and
does not affect Undead creatures
16 Face Warp Warp your flesh into a non-illusory form of another humanoid creature 3+
of roughly the same size, except for the eyes
17 Blight Brew You befoul a container of liquid with magic, so that it can be thrown and 3+
shattered, dealing 1d10 acid damage on targets within 10 ft of it who fail
a FIN save. You can easily throw a bottle 30 ft to roughly where you were
aiming, and this does not require a skill check.This item does not stack
in your Inventory
18 Spite Incise a horrid wound upon yourself, taking 2d12 damage, and inflicting 3+
4d12 of psychic damage on a target within 30 ft. Creatures immune to
Charm or Fear are unaffected
19 Curse of Miscasting Causes a target’s Miscast Tier to increase by 2 for 1 hour 3+
20 Shadowpike Conjure a dark spear from a source of shadow you can see within 30 ft. 3+
The spear deals 2d6 of piercing damage and has a 10 ft reach. For every
additional 5 ft square of shadow, the spear gains 5 additional ft of reach
21 Crippling Poison As a bonus action, coat your weapon or piece of ammunition in poison. 3+
The next target you make a successful attack against takes 4 ticks of
poison damage, ticking down
22 Candle Trap (Ritual) Arranging seven candles into a 10 ft circle, you lay a trap for a 3+
specified target, which can be as specific as a person or as vague as any
creature. When that target crosses the threshold the candles ignite and
they are bound in ropes of flame. The target can make a PWR vs OCC to
break free of the bindings, but take 2d6 fire damage for each time they
make an attempt. (Requires seven candles)
23 Creeping Mist As an action you become a creeping mist along the ground. While in this 3+
form you are ephemeral until you take damage, and cannot interact with
objects or cast spells. You can use a bonus action to fill a 30 ft space with
a dense fog centered on yourself that travels with you. Targets in the fog
are Blinded. This spell lasts for 1 minute or until you take damage, and
can be ended freely
24 Rainboil You cause a 60 ft square space of falling objects or precipitation within 3+
100 ft to burn, dealing Sd4 fire damage to all unsheltered targets in the
area. This spell targets the falling objects or precipitation in the area, and
everything falling in that space is effected
25 Melancholy Chord An intense wave of sadness washes over all targets within 30 ft of the 3+
caster who can hear them, rendering targets who fail a CHM vs OCC save
prone and blinded by tears until the end of their next turn
26 Curse of Shrinking The target’s size shrinks by a half of their current size at the start of their 3+(x2)
turn, reducing their PWR Score by half, for 4 turns. All equipment with
the exception of headgear shrink with them. When the spell ends, the
target rapidly resumes their original size
27 Possession You possess a creature you can see, completely controlling them. Any 3+(x3)
damage the target sustains also affects you. This spell lasts for L rounds,
until you releases them as a bonus action, or until the creature makes a
successful PWR vs OCC saving throw at the start of their turn
28 Shattered Image (Ritual) You shatter a mirror, summoning 4 illusory duplicates of 3+(x3)
yourself anywhere within 30 ft as you vanish amongst them. Each
duplicate can move 30 ft on your turn, but only one of them can take
an action or reaction. The duplicates have 1 hit point, and after 3 of
them are destroyed, the spell ends and you take the place of the last
duplicate. Duplicates can cast spells, but not use Invocations. Requires
breaking a mirror
29 Pumpkin Bomb Grow a 40 ft square field of pumpkins that is considered rough terrain, 3+(x3)
and explode at the start of your next turn. Targets within the space when
it explodes must make a FIN vs OCC save, taking 4d4 fire damage if they
fail, and only half damage if they succeed.
30 Gravemake Excavate a 6ft deep hole inside loose earth in a 5 ft square. Casting this 3+(x3)
spell again covers the hole with the excavated earth
31 Eyeswap You and a willing creature trade one eye amongst yourselves. You are able 4+
to see out of each other’s eye at any distance, and can make and receive
gaze attacks from each eye separately, although to half the effect
32 Ire Makes a target you can see unusually furious at a person or idea 4+
33 Hall of Mirrors Place yourself within a mirror-like surface within 5 ft. You are able 4+
to move to or exit any mirror-like surface you can see. If the surface
you are in is destroyed, you are either forced out or moved to another
mirror you can see
34 Gargoyle Become a perfect stone statue at will, lasting until you move 4+
35 Maggra’s Painted Puppet Cause a painted creature or object to leap off of its canvas, animated for 4+
S rounds. Attacks made with this creature are considered a light weapon,
and attacks are made with your magic Modifier
36 Immolate Ignite a target directly in front of you with an everburning flame, 4+
dealing Sd6 fire damage. If the target would drop to 0 hit points, it is
reduced to ash
37 Corpsebomb You cause L number of corpses to explode in a 5 ft radius for 1d12 fire 4+
damage to creatures in range who fail a FIN save, and take half as much
on a success. If an undead creature is targeted, they take 2d12 damage
instead, and are reduced to ash if they fall to 0 hit points, making them
unable to be revived
38 Wraithform Become Ephemeral, reducing all physical damage to 1. Undead will ignore 4+
you, believing you to be a specter or wraith. You cannot fly, but can slip
through small openings as if made of a gaseous form. You can maintain
this form for S rounds or until you take another action
39 Sanguine Kiss Siphon the life of a target you touch, dealing 4d4 necrotic damage and 4+
healing the same amount. Target must have blood. Miscasting while
casting this spell gives you 1 point of Corruption
40 Curse of Agony The target takes 6 ticks of psychic damage, ticking up 4+
41 Whispered Flame You breathe a 15 ft cone of fire through a small open flame, dealing Sd8 4+
damage. Requires a small open flame
42 Invoke the Cosmos (Channeled) You recite foul verses in a cosmic language that pierce the 4+
mind of a creature that can hear you. While channeling the target’s
PWR is a 4 (-2) and their OCC is 10 (+2). When the spell ends the
target is Frightened
43 Bloodbramble Conjure a 10 ft square of a bloody red bramble patch of rough terrain on 4+
a large surface that deals 1d4 points of piercing damage for every 5 ft of
movement through it. Whenever a target that can bleed takes piercing
or slashing damage within the bramble, the bramble grows into another
adjacent 5 ft square. Fire instantly destroys all of the bramble
44 Rot You cause a 5 ft cube of organic matter to rot, dealing 2d6 necrotic 4+
damage to a creature or objects you touch, increasing it to 4d6 if
targeting a plant. If this spell miscasts, it deals 2d6 to you as well and
they gain 1 point of Corruption
45 Curse of Mist Curse a target to spill a dense fog from their eyes, nose, mouth or ears, 4+
rendering that body part useless until the curse ends and filling a 10 ft
sphere with heavy fog centered on the target. Lasts L rounds (+1 CD if
used as a reaction)
46 Curse of Combustion Curse a target to explode upon death, dealing 2d8 fire damage to 4+
creatures in a 10 ft radius (+1 CD if used as a reaction)
47 Water Puppet Turn a 5 ft cube of water you can see into a liquid puppet. As a bonus 4+
action you can command the puppet to attack a creature you can see
within 120 ft of you. The puppet has L hit points with 7 Dodge, and
uses your OCC. As a bonus action, the puppet can take the form of a
small body of water, such as a puddle, and move while in this form.
Its appearance in this form is indistinguishable from ordinary water.
The puppet is destroyed if it moves more than 120 ft of you, or if
you cannot see it
48 Snakebite Transforms your head into that of a massive snake, making an OCC 4+(x2)
attack against a target within 15 ft, poisoning them for 6 ticks, ticking
up. Miscasting while casting this spell leaves you with a permanent
snake head until dispelled, but able to make light weapon bite attacks
with reach. Casting this spell with a snake head decreases the CD by 1
49 Dark Storm (Channeled, Ritual) Conjure dark clouds above you to rain burning purple 4+(x3)
hailstones. While channeling, at the start of each turn a small hailstone
falls, dealing 1d4 fire damage to a creature within 30 ft of the caster.
When the channel ends, the weather becomes Cloudy if it was not a
thunderstorm, and a final large hailstone falls, dealing 2d8 fire damage.
(Must be cast outdoors)
50 Medusa’s Gaze Make a gaze attack against a creature you can see, partially turning 4+(x3)
them into stone - reducing their movement by 10 ft and decreasing
their PWR Score by 2. At the end of the target’s turn they must make
a PWR vs OCC save. On a failure, the effect spreads, decreasing their
movement and power again. If the creature reaches 0 movement, they
are turned to stone until dispelled or you die. On a success, the effects of
Medusa’s Gaze ends
51 Curse of Rust A roughly medium-sized metallic object you touch rusts away 5+
52 Reduce to Rubble Collapses a 10 ft cube of material you can see into rubble 5+
53 Swarm Calls a swarm of tiny creatures to do the bidding of the caster for 1 5+
minute. These creatures can attack and fly. They make 2d4 melee attacks
using your OCC instead of PWR, ignoring DR
54 Animate Armor You animate an available suit of armor or clothing to do your bidding. 5+
It has 1 hit point, and an appropriate DR based on the armor. If it takes
damage, or if the spell is cast again, the armor is destroyed. Sacrifice:
As a reaction the armor jumps in front of its master, taking the blow for it and
collapsing into a useless pile
55 Burning Gaze Coals burn deep in your eyes, scorching the soul of a target you can see 5+
for 2d10 fire damage and igniting objects within 60f
56 Skin Crawl Gives the illusion of creatures crawling beneath the skin of a creature 5+
you can see. Decreases target’s PWR by your OCC Modifier, and removes
immunity to being Frightened for 1 minute. Target must have skin
57 Waking Nightmare A target you can see within 30 ft is Frightened and shown an illusion of 5+
a waking nightmare they believe to be real. The fear lasts until the end
of the target’s next turn, and for one additional turn for each time a 6 is
rolled when casting. At the start of the target’s turn, they make an INS
vs OCC saving throw to see through the illusion, ending the effect early
if they succeed
58 Barbarica’s Binding The caster rapidly grows hair and has limited control over it. They are 5+
able to Grapple up to one creature or object as an action or reaction,
using their OCC Score to make skill checks or saving throws. As an
action they may whip it into a Whirlwind that occupies the 5 ft space
around them, and has 5 x OCC Modifier of hit points. The Whirlwind is
vulnerable to fire, and if it is moved into an occupied space, the target
creature is pushed out of it. You may choose to end the Whirlwind freely.
While the Whirlwind is active you cannot use your hair to grab, and you
are considered levitating. This spell lasts for 1 minute
59 Shrivel Reduces the current hit points of a target you touch by half 5+(x2)
60 Slow Target’s speed is halved and they can only take an action, bonus action, 5+(x2)
or reaction per round, for S rounds. While slowed Finesse checks and
saving throws are made with Disadvantage
61 Witch Bolt A chain of necrotic lightning that drains life from its targets. The bolt 5+(x2)
deals 2d6 necrotic damage to a target within 30 ft, and then again to a
target within 20 ft of the original target, and again to a target within 10 ft
of the second target. Each target must make an OCC save or be affected,
and you are healed for half of the total damage you deal. This spell does
not spread further if one of the targets succeeds their OCC saving throw
62 Unseen Assassin (Channeled) Cause creatures within a mist or fog to be assailed by an 5+(x3)
unseen assassin. Creatures who start their turn in the fog take 4d6
piercing or slashing damage
63 Blades of the Dead (Ritual) Conjure three skeletons from the ground that follow your 5+(x3)
command, but are very dumb. They can each make a single medium
weapon attack using your OCC Modifier that ignores the Ephemeral
status. The skeletons are destroyed when they make a weapon attack,
take damage, or if you summon more skeletons. (Requires any number
of spare bones)
64 Tidecall Summons the front half of a sunken ship to rise up in a crash of briny sea 6+
water, flooding the ground with ankle deep water 30 ft around the ship.
The front part of the ship is roughly 15 ft wide, 20 ft long, and 10 ft high,
and is hollow. The ship and water lasts for an hour before submerging, or
until it is summoned again, where it sinks and reappears
65 Grim Chanting (Channeled) Target creatures within 20 ft become paranoid and fearful of 6+
death. Allies PWR ticks up for 6 for the duration, and any targets within
range at the end of the channel become Frightened
66 Rebirth When cast on a target, if the target dies before the start of your next 6+
turn, the target dissolves into a puddle of ooze, before being reborn and
reforming with all of their equipment at a random point in time within
the next minute with 1 hit point. Miscasting this spell while targeting a
creature with 2+ current points of Corruption revives them as a monster
67 Fiery Prophecy Read a source of flame for visions of the future, gleaning cryptic visions 6+(x2)
and making a 4 word prophecy. You gain a number of Portents equal to
your OCC Modifier that must be spent in ways to further your prophecy.
(Portent: Whenever a creature that you can see would make a dice roll using
a Stat Modifier (including spellcasting) you may consume the Portent to
substitute the Modifier of the target you can see with their own, or your own
LCK Modifier instead. A Portent can only be used within 24 hours of obtaining
it, and is recorded on your character sheet)
68 Terror of the Deep Summon a massive tentacle in a deep body of water. (Health equal 6+(x2)
to user, +6 PWR, 2d10 Bludgeoning, Reaction PWR vs FIN to grab) It
attacks nearby enemies, and disappears if it doesn’t attack for a round
69 Specter Conjure a large spirit, taking the shape of your choice. When it is 6+(x2)
summoned it makes a deathly screech, and all creatures that can hear
it within 20 ft are Frightened by it until the end of their next turn. The
specter can fly 30 ft on your turn and make a medium weapon attack
with your OCC Modifier. It has 10 hit points and is Ephemeral to all
damage except radiant and silvered weapons
70 Orochi’s Whistle Blowing a shrill whistle, summon the head of a giant snake from beneath 6+(x3)
the earth to swallow a target on the ground. Target makes a FIN save,
taking 3d6 piercing damage on a failure. If the target is brought to 0 hit
points it is swallowed and dragged underground, and you reduce the
number of Successes required to cast this spell by 1 for the next minute,
to a minimum of CD 6+

Divine
D70 Name Effect CD
1 Gentle Dawn (Ritual) Warmth radiates out from you as you chant, healing all allies -
within 30 ft for 6d6 hit points. (Must be cast in the light of a sunrise,
lasting an hour)
2 Font of Life You have a healing pool of d8 dice equal to your INS Modifier per day. -
You may spend any number of these dice to heal a target within 5 ft. You
do not need to roll to cast, however these healing dice have the Miscast
rules applied to results of doubles, triples, and so on
3 Starlight (Ritual) Pluck motes of starlight from the sky that softly illuminates the 2+
area, revealing illusions and allowing for sight in the dark within 10 ft,
for 1 hour (Must be cast under a night sky)
4 Bowl of Soup Enchant a mundane bowl of soup that you touch to be functionally 2+
endless for the next 10 minutes. The bowl will only refill when its
previous contents have been consumed
5 Blessed Decanter A small bottle or water skin with a lid or seal is enchanted to able to 2+
easily hold L gallons of liquid
6 Mending Repairs 1 ft of non-magical material with a touch 2+
7 Everburn Bless a wooden object to burn without being consumed for at least 24 2+
additional hours, at whatever size the object can support
8 Trip As a reaction cause a small object such as a rope, stone, or otherwise to 2+
trip a medium or small sized creature, stopping their movement and
leaving them prone
9 Displace An object appears to be up to L×10 ft from its actual position. 2+
10 Float An object hovers, frictionless, on a tiny cloud 2 ft above the ground. It 2+
can hold up to L humanoids.
11 Lore The Game Master truthfully answers 3 yes or no questions about a 2+
touched object, once
12 Echosense For the next 10 minutes you are able to sense your surroundings through 2+
echolocation for 120 ft
13 Dispel Removes an ongoing magical effect from a target creature or object. An 2+(x2)
Insight skill check must be made after casting. The DC to succeed is equal
to the Arcane, Occult, or Insight Score of the source of the magic. If no
source is evident, the DC is 9
14 Solar Cage Traps a small to large creature within a dazzling solar cage of light, 2+(x2)
preventing movement. The creature can attempt to break free with a
PWR vs INS check, but is Blinded until the start of its next turn on a
success as the cage coruscates
15 Warmth As an action causes a non-magical flame to permanently extinguish and 2+(x2)
heal those within range of its light L hit points (A candle would be 5 ft, a
torch or lantern 10 ft, and so on). If a Component is consumed, the flame
is not extinguished
16 Flammel’s Feathery Fall As a reaction you may cause Sx2 targets within 60 ft to drift slowly 3+
downwards in a down of feathers, for 1 minute
17 Oddlight Conjure an illusory torch-sized light to a location within 60 ft that you 3+
can see. The light may take any form you wish up to a medium size.
As a bonus action you may move the light 15 ft, and attempt to charm
all creatures within 30 ft. Creatures who fail a CHM vs INS save are
compelled to follow the light up to 60 ft before they make the saving
throw again. If the light is attacked, or after a minute, it explodes in a
flash of light that renders creatures within 30 ft Blinded and Confused
18 Messenger Summons a small creature to deliver a message for you. The creature will 3+
deliver the message within an hour
19 Breath of Polaris A thick ice layer spreads across a touched surface, up to S×10 ft in radius 3+
20 Gaze Reflection As an action you cause the gazes of surrounding creatures to turn away 3+
from you for 1 minute, preventing them from looking at you directly. In
addition to this, it may be cast as a reaction to reflect a gaze attack back
at the assailant
21 Miscast Ward Decreases miscast level of a target in 20 ft by S for 1 minute 3+
22 Stoneskin Grant a target you touch DR equal to your INS, and grant the target 3+
immunity to poison for 1 minute
23 Sunder In a peal of thunder you reduce a target’s DR by your INS until the start 3+
of your next turn
24 Mindslip Read the surface thoughts of creatures within 60 ft 3+
25 Sanctus Shield Bless a shield with divine prayers, tripling the DR it grants when used as 3+
a reaction. Lasts for a minute
26 Melancholy Chord An intense wave of sadness washes over all targets within 30 ft of the 3+
caster who can hear them, rendering targets who fail a CHM vs INS save
prone and blinded by tears until the end of their next turn
27 Hush A 15 ft sphere of silence descends onto a space within 30 ft of the caster, 3+
affecting all creatures within with Silence. Lasts for one minute
28 Searing Light (Ritual) Focus a source of light into a searing ray, dealing 2d8 radiant 3+(x2)
damage to targets in a 30 ft line from the source of light. Targets
can make a FIN saving throw to instead take half damage. (Requires
a light source)
29 Light of Truth Bless a source of light within 30 ft of you to reveal the truth. The light 3+(x2)
reveals illusions, invisibility, removes magical darkness, and creatures
within the light’s effective range cannot lie (a candle would be 5 ft, a torch
or lantern 10 ft, and so on). This magical effect only lasts for 1 minute
30 False Choir Affect a target who can hear you within 30 ft to hallucinate, perceiving 3+(x3)
you as a small choir with 19 duplicates. If the creature would target you,
they must first roll a d20, only succeeding to target you on a roll of 20.
While the target is under this effect, sound based actions have double
the effect if coming from the caster. The effect ends when the target
succeeds on a PWR vs INS saving throw, they successfully target you, or
after one minute
31 Shimmer Cloak The caster’s clothing begins to shimmer and glow, and they cannot be 3+(x2)
affected by magical projectiles or ranged projectiles. As a bonus action
they can expend the ward, blinding all creatures within 15 ft of them.
The ward lasts L rounds
32 Globe of Solitude (Ritual) Underneath moonlight, create an invisible dome that conceals 3+(x3)
all creatures, objects, and light inside it for 8 hours. (Must be cast
under moonlight)
33 Echosong You revisit the echoes of a space, hearing any specified sounds or 3+(x3)
conversations held within a 30 ft radius of the area you are standing in,
that happened within the past L weeks
34 Drowsy Dinner Enchant Lx2 plates of food or drinks to place those who ingest it into a 4+
magical slumber for 1 hour. Creatures immune to Charm are not affected
by this. The spell’s effect is not detectable by any normal means, but
targets can be woken up with an action or upon taking damage
35 Rope You conjure a 50 ft length of rope that follows your command. The rope 4+
is magical and can levitate
36 Regrowth Spend an hour to enchant a seed with the gift of healing. Targets who 4+
consume the seed regain hit points, ticking down from 8, (An enchanted
seed takes up 1 item slot and does not stack)
37 Star Sphere An S×40 ft wide sphere of darkness displaying the night sky appears 4+
38 Moonblade (Ritual) Bless a weapon under the moon, infusing it with a pale light. 4+
Until the end of combat the weapon deals an extra 1d6 of cold or radiant
damage and softly illuminates the area with traces of opalescent dust.
(Must be cast under moonlight)
39 Starmote (Ritual) Pluck the light of stars from the night sky to streak down and 4+
strike targets within 120 ft. You call L number of stars that deal 1d4
radiant damage each, making one attack roll per target (If you only target
one creature, they would take the full damage from a single attack roll).
These stars leave small glowing craters where they impact. (Must be cast
under the night sky)
40 Speak to the Tides Manipulate an Lx10 ft body of water in one of a few ways:Raise or lower 4+
the water level by 5 ft
• Increase or change current (Channeled - PWR save)
• Whirlpool (Channeled, 10 ft radius, PWR save or be pulled and
1d10 bludgeoning)
• Tidal Wave (10 ft wide line for 30 ft - PWR save or take
1d10 bludgeoning)
You cannot affect the same body of water with this spell while it is under
any of these effects
41 Conceal Conceal an LxL foot object within a book, or container 4+
42 Eye of Anura Bless the natural terrain around you to be watched over by the local 4+
wildlife in the night, preventing 1d4 Ambush! Results. Can only be cast
once per night
43 Mirror Shield Bless a shield made of metal with an aura of softly glowing runes, that 4+
replace the shield’s DR with the ability to reflect spells back at whoever
casts them when the wielder is targeted. Lasts for a minute
44 Visions You completely control what a creature sees within line of 4+
sight for L rounds
45 White Wind You sacrifice hit points equal to half of your hit point maximum to heal 4+
a target within 30 ft hit points equal to your hit point maximum. This
spell targets the caster and is not affected by the receiver’s INS
46 Dissonant Choir Targets within 20 ft of the caster who can hear them are Confused until 4+
they succeed on an INS saving throw at the end of their turn, moving 15
ft in a random 1d4 direction at the start of their turn, using part of the
target’s total movement
47 Calm Bless the area with serenity, calming any harsh weather effects or the 4+(x2)
emotions of creatures in earshot
48 Lightning Bolt (Ritual) Conjure a bolt of lightning from the sky in 5 ft radius, FIN save 4+(x2)
or Sd10 lightning (half on success). If the skies are stormy, overcast, or
raining, double the dice rolled for both damage and casting. (Must be
cast outdoors)
49 Homeward A sturdy, illusory, 15 ft cubic furnished cottage is summoned within 40 ft 4+(x3)
for 12 hours. You can permit and forbid entry to it at will. If this cottage
falls on a target, it deals 4d6 bludgeoning damage and is destroyed.
(Must be cast with a Component)
50 Kraken’s Lament Cause the skies to grow dark and stormy, whipping the winds into a 4+(x3)
frenzy and making any open waters tumultuous. Change the weather
into a Thunderstorm
51 Flammel’s Flurry Transmute area of falling inanimate objects or projectiles into a flurry of 5+
small flying creatures
52 Anchor Makes an object immovable for S minutes 5+
53 Petal Palinquin (Ritual) Bless a location with petals, preventing a specified creature type 5+
from crossing an Lx5 ft square for an hour. The specified creature type
cannot affect the petals or cross the boundary in any way. (Must be cast
using a flower)
54 Ward A silver circle 40 ft across appears on the ground. Choose one thing that 5+
cannot cross it: Living creatures, dead creatures, projectiles or metal. The
ward lasts for one minute
55 Flammel’s As a bonus action, bless a touched object to be much lighter for the caster 5+
Featherweight for L rounds, reducing the object’s weight by LX10 percent. Weapons
targeted this way become light weapons for the sake of proficiency
without changing the damage dice
56 Tovin’s Instant Fortress As a reaction make the objects in a 30 ft cube around you temporarily 5+
indestructible
57 Shrivel Reduces the current hit points of a target you touch by half 5+(x2)
58 Homestone Enchant a stone from the hearth of a fireplace to become one half of a 5+(x3)
Homestone, linking itself to a stone in your inventory. When the smaller
Homestone is used, it teleports the user and up to 6 targets within 15
ft back to the larger Homestone, and is destroyed. The Homestone
takes 11-L rounds to activate, activating at the start of the target’s turn
once activated
59 Angelic Spears (Channeled) You conjure spears of holy light to release from the 5+(x3)
heavens, wreathed in a down of feathers. On each turn spears may fall
on any target within 30 ft, dealing 2d8 radiant damage to those who
fail a FIN save
60 Mystic Masonry (Channeled) Urge stones and earth to rearrange shape and fuse. When the 6+
spell is completed they are bound in space by magic, vines, etc
61 Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the 6+
nearest liquid within sight. They will not willingly drink a liquid they
know to be harmful
62 Aqueous Augury (Ritual) Use a small body of water to glean cryptic information of the 6+
future at the Game Master’s discretion in the form of a vision. (Must be
cast with a Component)
63 Raise (Ritual) Revives a fallen target who has died within 3 rounds. (Must be 6+
cast with a Component)
64 Cosmic Song (Channeled) Creatures that can hear this otherworldly song have 1 fewer 6+
dice to attack you and your allies, and have their Charm Score reduced by
your INS Modifier for the duration of the spell
65 Consecration The ground in a 15 ft radius circle around you glows with a dim divine 6+
light, increasing the Dodge of all allies within the space by +1, and
healing them for 1 hit point per turn until the spell ends after S number
of rounds or until they have reached half of their hit point maximum.
Undead creatures in the space have the opposite effect, decreasing their
Dodge and losing hit points. Undead creatures cannot regenerate hit
points while in the space. (Must be cast with a Component)
66 Moonkeep (Ritual) Underneath the true light of the moon, spend 1 hour to coalesce 6+
moonlight into a small container, creating a Bottle of Moonlight. This
can only be done once per night. (Must be cast underneath true moonlight,
and not through the effect of a spell or item)
67 Perfume of Purity The caster sprays a perfume from their mouth, curing the poisons, 6+
diseases, and curses of targets in a 15 ft cone (excluding curses
caused by a Bane)
68 Terror of the Deep Summon a massive tentacle in a deep body of water. (Health equal 6+(x2)
to user, +6 PWR, 2d10 Bludgeoning, Reaction PWR vs FIN to grab) It
attacks nearby enemies, and disappears if it doesn’t attack for a round
69 Entome (Ritual, Channeled) As you speak the pages of an open book begin to fly 6+(x3)
outward and surround a target. If the target has not moved out of range
or effectively destroyed the pages when the spell is completed, chains of
light erupt from the pages and immobilize the target in space. The target
can make a PWR vs INS to break free, but takes Ld6 radiant damage for
each attempt. (Must expend a book in order to cast)
70 Rejuvenating Waters You bless water to restore life to those who touch it. The water becomes a 6+(x4)
healing pool of energy that has 1 point of healing per gallon or waterskin,
or 35 points of healing per 5 ft cube of water. The water heals poison,
and can revive a fallen target who has died within the last minute. If
cast on a lake, rain, or other large bodies of water, it cannot be cast for
another 8 hours
Nature
D35 Name Effect CD
1 Sense Danger A voice in your head (the GM) immediately alerts you to whether or not 1+
the situation you are in or are heading into is dangerous or not. It may
additionally advise you to be cautious, or to flee immediately, and can
tell you what element is dangerous ( a creature, a location, etc) but not in
what way. (Must be cast with a Component)
2 Woodweave You are able to manipulate and warp a 10 ft cube of wood within 60 ft of 2+
you. (+1 CD if cast as a reaction)
3 Scuttle As a bonus action grant yourself or a creature you touch the ability to 2+
climb walls and immunity to having their movement reduced by outside
means for 1 minute
4 Sneaky Shrubbery Turn into a small tree or shrub that can move 5 ft per turn. It is non- 2+
illusory and indistinguishable from any plants around it
5 Snakeskin As a reaction, you shed your skin like a snake and are immune to any 2+
movement impairing effects. Your Dodge increases by +2 until the end of
your next turn, but are unable to gain Damage Reduction
6 Overgrowth (Ritual) Massively duplicate a 5 ft square of natural terrain non-magical 2+
plant material such as an underbrush, flowers, fruit, and so on. The
plant material is multiplied by Lx10. Alternatively, you can massively
increase the size of a single plant object by Lx10 times. (Must be cast
with a Component)
7 Crippling Poison As a bonus action, coat your weapon or piece of ammunition in poison. 3+
The next target you make a successful attack against takes 4 ticks of
poison damage, ticking down
8 Cloak of Ravens As a bonus action you enchant yourself so that your movement turns you 3+
into a flock of ravens, allowing flight until the end of your turn without
provoking attacks of opportunity
9 Horn of Ghal Call a denizen of the surrounding nature to come to your aid (At the GM’s 3+
discretion). This cannot be used more than once per square mile
10 Blight Brew You befoul a container of liquid with magic, so that it can be thrown and 3+
shattered, dealing 1d10 acid damage on targets within 10 ft of it who fail
a FIN save. You can easily throw a bottle 30 ft to roughly where you were
aiming, and this does not require a skill check.
This item does not stack in your Inventory.
11 Maggra’s Mist Conjure a dense 30 ft circle of fog within 30 ft that turns you invisible 3+
and Resistant to physical damage while you stand inside it. Creatures
that begin their turn in the mist must make an INS saving throw or fall
asleep, with the exception of the caster. The mist lasts for 1 minute and
does not affect Undead creatures
12 Icestep Solidifies the 5 ft square surface of what you step on into either ice or 3+
stone for 1 minute, after which the material dissipates
13 Fogcraft Turns fog into solid objects that lasts until the fog is dispersed. The fog 3+
object can be created within 40 ft of the caster in an Lx5 ft cube, so long
as they have line of sight. The object is solid, but not heavy
14 Messenger Summons a small creature to deliver a message for you. The creature will 3+
deliver the message within an hour
15 Windhold Whirls target into the air, immobilizing them and rendering them 3+
unable to take actions or reactions, and making them prone (+1 CD if
used as a reaction). You can only Windhold one target at a time, and it
lasts for a L rounds, ending at the end of the target’s turn.
16 Thicket (Ritual) A thicket of trees and dense brush up to 40 ft wide suddenly 3+(x2)
sprouts up from a source of plant life, becoming rough terrain (+1 CD if
cast as a reaction). (Requires vegetation)
17 Plague of Toads Conjure a plague of toads to swarm an area, summoning LX100 3+(x2)
mundane toads into a 100 ft square. A 5 ft square with multiple toads is
considered rough terrain. The toads dissolve into puddles of water when
they die, or after an hour
18 Leaping Lightning Conjure a warbling orb of lightning that leaps haphazardly around a 20 3+(x3)
ft square, dealing 3d4 lightning damage to all creatures within the space
at the end of a round. At the start of the next round, the lightning jumps
20 ft into another square in a random cardinal direction. The spell ends
if the lightning has not done any damage by the start of the next round
19 Hidey Hovel Amongst natural terrain, burrow out a pleasantly warm hovel into the 4+
side of a hill or similarly raised terrain that can hold up to 10 medium
sized creatures. If needed, a fireplace is also available. It is a roughly
15 ft cube that can close up as an action from the entrance into a
makeshift door
20 Speak to the Tides Manipulate an Lx10 ft body of water in one of a few ways:Raise or lower 4+
the water level by 5 ft
• Increase or change current (Channeled - PWR save)
• Whirlpool (Channeled, 10 ft radius, PWR save or be pulled and
1d10 bludgeoning)
• Tidal Wave (10 ft wide line for 30 ft - PWR save or take
1d10 bludgeoning)
You cannot affect the same body of water with this spell while it is
under any of these effects
21 Boulder Summons a large boulder, roughly 5 ft in diameter, into the space in 4+
front of you. The boulder you summon is always the same boulder, and
is moved to the new location whenever you resummon it. If the boulder
is destroyed, it will be whole again when resummoned
22 Snap Freeze You blow a frigid mist 5 ft wide and 30 ft long, riming the ground with 4+
icy crystals for a minute. Creatures within the space have Disadvantage
on anything that relies on sight, and their movement is reduced by half.
Targets within the space also take 2d4 cold damage for each turn spent
within the fog
23 Maggra’s Painted Puppet Cause a painted creature or object to leap off of its canvas, animated for 4+
S rounds. Attacks made with this creature are considered a light weapon,
and attacks are made with your magic Score Modifier
24 Regrowth (Ritual) Spend an hour to enchant a seed with the gift of healing. Targets 4+
who consume the seed regain hit points, ticking down from 8. An
enchanted seed takes up 1 item slot and does not stack. (Requires a seed)
25 Burrow As a bonus action your hands grow mole-like claws, and you are able to 4+
tunnel through soil or unworked stone at a rate of 15 ft per round. If this
is used in combat you can choose to disappear beneath the earth and
reappear within 15 ft at the end of the round. Lasts for one minute
26 Kraken’s Lament Cause the skies to grow dark and stormy, whipping the winds into a 4+(x3)
frenzy and making any open waters tumultuous. Change the weather
into a Thunderstorm
27 Swarm Calls a swarm of tiny creatures to do the bidding of the caster for 1 5+
minute. These creatures can attack and fly. They make 2d4 melee attacks
using your OCC instead of PWR, ignoring DR (this attack is made with
OCC regardless of it being a Nature spell)
28 Wall of Thorns Cause a wall of thorns to erupt out from you in a 15 ft wide line, up to 5+
40 ft feet away. Creatures caught in the wake of the wall as it travels
forwards are pushed beyond it, and creatures attempting to travel
through the wall or caught in the wake take 2d4 piercing damage. The
wall is 5 ft thick and requires a PWR vs INS check to pass through. The
wall can be instantly destroyed with fire, and dies after 1 minute. Must
be cast on natural terrain (+1 CD if cast as a reaction)
29 Wild Lightning Instead of your regular movement this turn, you instead become a streak 5+
of lightning, dealing Sd8 lightning damage to all creatures you pass
through in a line, moving to a point you can see. When moving this way
you do not provoke attacks of opportunity, and can move vertically
30 Orochi’s Whistle Blowing a shrill whistle, summon the head of a giant snake from beneath 5+(x3)
the earth to swallow a target on the ground. Target makes a FIN save,
taking 3d6 piercing damage on a failure. If the target is brought to 0 hit
points it is swallowed and dragged underground, and you reduce the
number of Successes required to cast this spell by 1 for the next minute,
to a minimum of CD 5+
31 Aqueous Augury (Ritual) Use a small body of water to glean cryptic information of the 6+
future at the Game Master’s discretion in the form of a vision. (Must be
cast with a Component)
32 Dryad’s Thirst Causes a target to become extremely thirsty and rush to drink the 6+
nearest liquid within sight. They will not willingly drink a liquid they
know to be harmful
33 Beastform Take the form of a mundane animal local to the 6+
environment for L minutes
34 Reincarnate When cast on a target, if the target dies before the start of your next turn, 6+
the target is overgrown with plant life before being reborn and reforming
with all of their equipment at a random point within the next minute,
with 1 hit point
35 Edencall (Ritual) You conjure the spirit of a dead Beast from their remains, 6+(x2)
wicking them away into dust once used. The beast's spirit has identical
stats and abilities as it did in life, with the addition of being Undead,
Ephemeral, is Immune to being Frightened and Charmed, and emits a dim
light for 15 ft. The spirit lasts for a minute or until it dies, and follows
your command. When the spirit leaves you, a sad peal can be heard.
(Requires the bones or corpse of a Beast, and a Component)
Miscast Tables
D20(+/- Tier 1
LCK) Miscasts
1 Roll on the Tier 2 Miscast Table
2 You begin to sneeze uncontrollably for the next minute, making it hard to speak. If you cast a spell
during this duration, roll 1d6: on a 1 your spell is considered to have been interrupted, and you roll
on the Tier 2 Miscast Table
3 Curse: You shrink to the size of a Tiny mouse for the next minute, reducing your PWR and FIN
Scores to 2 (-4). When this duration has ended, you will incur this effect again when you roll double
1’s during any 2d6 dice roll
4 Curse: Your fingers turn into snakes for 10 minutes, making it impossible to grip things. The snakes
are Skilled at lockpicking, and you are able to see out of their eyes, which use Infravision. When this
duration has ended, you will incur this effect again when you roll double 1’s during any 2d6 dice roll
5 Every normal thing you say is punctuated by an audible laugh track for the next 10 minutes
6 You launch 15 ft in the air
7 All food within 60 ft spoils
8 Your clothes begin to strangle you, making a PWR DC 7 check to not be entangled each turn for
the next minute
9 You instantaneously shed your skin like a snake
10 Fireworks shoot out of your mouth every time you speak for the next hour
11 A crowd of some sort appears every time you try to get through a door for the next hour, preventing
your entry at least once
12 A localized storm cloud rains on you for the next minute
13 You swap places with a random target within 60 ft
14 Whatever headgear you are wearing triples in size
15 The next rug you step on is randomly either a mimic or a flying carpet that lives for one round
16 Your clothes become soaking wet
17 You are coated in a thick layer of slime for the next minute
18 Every spell you cast for the next minute also summons a flock of pigeons
19 A giant, glowing eye tears through a void portal and glares at you for the next minute, decreasing
your INS Score by 5
20 Roll for two results on this list, ignoring rolls 1 and 20
D20(+/- Tier 2
LCK) Miscasts
1 Roll on the Tier 3 Miscast Table
2 Curse: Spirit cats begin to spew out of your magic item for the next minute, preventing your ability
to cast spells with that item. When this duration has ended, you transform into a mundane cat for 1
minute when you roll double 1’s during any 2d6 dice roll, retaining your ability to speak
3 A 30 ft area around you grows 8 ft tall grass as natural terrain, obscuring vision
4 Anyone affected by your spell either doubles or halves in size on their next dice roll (odd: halves,
even: doubles)
5 The item used to cast this spell grows wings and tries to fly away (can be removed with a dispel)
6 Your hair is made of fire for the next hour
7 Smoke pours out of your eyes, Blinding you to everything but invisible creatures and illusions for the
next 10 minutes
8 Strong gales whip around you, blocking all projectiles from passing within 20 ft of you for 1 minute
9 Curse: Your skin sheds and your head is replaced with that of a giant snake (can be removed with a
dispel or remove curse)
10 You cast Tiny Frog on yourself, reducing all of your stats to 4 (−2) and turning into a tiny frog. You
retain your equipment, scaled appropriately, and the ability to speak. You can only undo this by
having Tiny Frog cast on you again
11 For the next hour, you occasionally cough up an egg
12 Your spell explodes wherever it affects in an shower of glitter
13 A 60 ft tall oak tree grows from underneath you
14 You become a living rave, emitting flashing lights and loud music for the next minute
15 Your whole body feels like static, giving you Disadvantage on FIN checks for the next hour
16 A cranky goose shows up to attack you before leaving at some point in the next hour
17 Curse: You rapidly grow an absurdly dense coat of feathers, which then explode out at the end of
your next turn, causing targets within 10 ft of you to fall asleep for 1 minute. When this duration has
ended, you will incur this effect again when you roll double 1’s during any 2d6 dice roll
18 Curse: You are followed by an enormous swarm of butterflies that will try to drag you away into the
air for the next minute, moving 5 ft at the start of your turn. When this duration has ended, you will
incur this effect again when you roll double 1’s during any 2d6 dice roll
19 You have weak, tiny, baby hands for the next hour (−5 penalty to PWR checks and saving throws)
20 Roll on this chart again. Every target within 30 ft of you suffers the effect
D20(+/- Tier 3
LCK) Miscasts
1 Roll on the Tier 4 Miscast Table
2 Small mundane items within 60 ft animate and begin to aggressively clean for the next 10 minutes
3 You become strongly magnetic for the next hour, attacks against you using metal have an extra dice,
but also stick to you (PWR check DC 7 to remove them)
4 You become as light as a feather for the next 10 minutes
5 For the next 24 hours, water recoils from you
6 Your clothes become disturbingly long, tangling on nearly everything and giving Disadvantage to FIN
checks until they are dispelled or changed
7 Cursed: The subjects of paintings and pictures will reach out of their frames to try and kill you, and
they cannot be harmed. When you roll double 1’s during any 2d6 dice roll, your body is forced into
2-D space as a painting, allowing you to move across flat surfaces horizontally for 1 minute
8 You grow an additional eye somewhere on your body (+1 Corruption)
9 Your spell is delayed to go off next round
10 Your hands are permanently smeared in a black ichor until dipped in holy water
11 Your bottom half is sucked into a void portal rendering you Grappled, requiring a PWR DC 10 to
pull yourself out
12 Your spell draws the gaze of Chaos, summoning large glowing eyes that grant everyone under their
gaze a −5 to INS, OCC, and ARC for a round before they vanish
13 Everyone within 30 ft of the target of your spell are drawn 10 ft towards it by a surge of gravity
14 Gravity is reversed for a round in a 60 ft sphere centered on the spell
15 For 1 minute a 100 ft cube centered on yourself is replaced with an interdimensional space of a
random environment (a massive library, the steep side of a mountain, etc)
16 For the next 24 hours you appear to be perfectly identical to the last person to talk to you, changing
everytime someone talks to you
17 You can hear a haunting, yet serene cosmic choir for the next 8 hours, giving Disadvantage on CHM
and INS checks
18 Cursed: Anytime you see your reflection, you must roll 1d6. On a 1, your reflection will swap places
with you, trapping you in a reflective surface before wandering off. You can move between reflective
surfaces in the vicinity, but cannot escape unless you succeed an ARC check DC 9 as an action.
19 Every small animal that sees you follows you for the next hour
20 Roll on this chart again ignoring 1 and 20, and the miscast has the opposite effect (any hostility is
turned into benevolence, Disadvantages into taking only the highest results, gains into losses, and
vice versa) If the effect has no inverse, it occurs as regular
D20(+/- Tier 4
LCK) Miscasts
1 Roll again - all creatures within 20 ft including yourself are affected by the miscast with the
exception of a Curse
2 Cursed: Your body is transformed into slime, retaining your form and showing only your skeleton
inside until dispelled (Corruption +2) While a slime you take half damage from physical attacks, but
double damage from spells, and can squeeze your body through any space larger than your skull
3 Curse: For the next 10 minutes, only animals can understand you. When this duration has ended,
you will incur this effect again when you roll double 1’s during any 2d6 dice roll
4 The next tree you see comes to life for 8 hours and falls in love with you, taking it personally if
you try and leave
5 Briney sea water floods the area within 100 ft of you, seemingly transporting you to a sea bed with a
plethora of sea life that drains in a minute or until dispelled
6 Cursed: Your lower half is transformed into that of a horse, snake, large cat, or spider, doubling your
movement speed but preventing you from having any equipment on your Legs
7 Cursed: For the next 10 minutes your arms are transformed into wings that allow a fly speed of 30 ft,
but cannot grab things. When this duration has ended, you will incur this effect again when you roll
double 1’s during any 2d6 dice roll
8 You are transported to an illusory plane of a field of sunflowers and wandering colossal creatures,
reappearing at the start of the next turn
9 Cursed: You slowly begin to petrify, starting at your feet, gaining a point of petrification. You will
incur this effect again when you roll double 1’s during any 2d6 dice roll. (1-3: Movement speed is
halved, 4-6: Disadvantage on FIN, 7: Petrification.) This can be cured early with any anti-petrification
items, or dispelled
10 For the next minute you are Confused (1. North, 2. East, 3. South, 4. West)
11 The ground becomes nearly frictionless, and you slide an additional 1d4 squares in any direction you
move in for the next minute
12 You grow an additional arm that tries to smack things out of your hands for the next hour
13 Food you touch for the next 24 hours becomes comically tiny
14 Cursed: Your body reforms as plant matter. Until cured you gain an extra dice while hiding and
traversing in natural terrain, and you take double damage from fire
15 Your spell changes the weather to either a Blizzard or Thunderstorm
16 Cursed: You become extremely heavy and dense by transforming into stone or other means, halving
movement for the next hour, but removing your need to breathe. You will incur this effect again
when you roll double 1’s during any 2d6 dice roll
17 Cursed: You zombify, and are considered Undead until Dispel is cast on you. Any healing is instead
received as damage, and undead creatures regard you indifferently
18 You grow a large pair of horns that is very hard to fit headgear around, preventing you from wearing
equipment on your Head
19 Your hands are permanently transformed into scaly claws
20 Roll twice on this chart, ignoring this result
Curses
d20 Curse
1 Curse of Shrinking — When you roll double 1’s during any 2d6 dice roll you shrink into a Tiny mouse
for the next minute, reducing your PWR and FIN Scores to 2 (-4).
2 Curse of Snakes — When you roll double 1’s during any 2d6 dice roll your fingers turn into snakes for
10 minutes, making it impossible to grip things. The snakes are Skilled at lockpicking, and you are able
to see out of their eyes, which use Infravision.
3 Curse of Whiskers — When you roll double 1’s during any 2d6 dice roll, spirit cats begin to spew out
of your mouth, before transforming you into a mundane cat for 10 minutes, but still retaining your
ability to speak.
4 Curse of Lycanthropy — A portion of your body transforms into that of a Lycan. Under moonlight,
roll 1d6; on a 6 the wearer gains 2 points of Corruption, and all transformations are lycanthropic in
nature. At 10 points, the wearer becomes a fully formed Lycan at all times, and is actively hostile to all
creatures it can see while underneath moonlight.
5 Curse of Flammel — When you roll double 1’s during any 2d6 dice roll, you rapidly grow an absurdly
dense coat of feathers, which then explode out at the end of your next turn, causing targets within 10 ft
of you to fall asleep for 1 minute.
6 Curse of the Framed — When you roll double 1’s during any 2d6 dice roll, your body is forced into 2-D
space as a painting, allowing you to move across flat surfaces horizontally for 1 minute.
7 Curse of Mirrors — Anytime you see your reflection, you must roll 1d6. On a 1, your reflection will
swap places with you, trapping you in a reflective surface before wandering off. You can move between
reflective surfaces in the vicinity, but cannot escape unless you succeed an ARC check DC 9 as an action.
8 Hedgewitch’s Curse — When you roll double 1’s during any 2d6 dice roll, for the next 10 minutes only
animals can understand you (you can understand them as well).
9 Curse of Chaos — Anytime you miscast a spell or deal damage to an ally, you gain 1 point of
Corruption. When you Miscast a spell, the severity of the miscast begins at Tier 2.
10 Curse of Stone — When you roll double 1’s during any 2d6 dice roll you become extremely heavy and
dense by transforming into stone or other means, halving movement for the next 10 minutes, but
removing your need to breathe.
11 Curse of Swarms — When you roll double 1’s during any 2d6 dice roll you are followed by an
enormous swarm of tiny creatures that will try to drag you away into the air for the next minute,
moving 5 ft at the start of your turn.
12 Curse of the Grave — You zombify, and are considered Undead. Your Last Breath roll now instead
succeeds on a result of 2+, but any magical healing is instead received as damage, and undead creatures
regard you indifferently.
13 Curse of Slime — Your body is transformed into slime, retaining your form and showing only your
skeleton inside. While a slime you have Resistance to physical attacks, but Vulnerability to damage from
spells, and can squeeze your body through any space larger than your skull.
14 Curse of Beasts — Your lower half is transformed into that of a horse, snake, large cat, rabbit, or
spider, adding 10 ft to your movement speed and allowing a medium or smaller sized creature to ride
you, but preventing you from having any equipment on your Legs or Feet.
15 Curse of Soaring — When you roll double 1’s during any 2d6 dice roll your arms are transformed into
wings that allow a fly speed of 30 ft, but cannot grab things.
16 Curse of Loam — Your body reforms as plant matter. You are Skilled in hiding and traversing natural
terrain, but you are Vulnerable to fire.
17 Curse of Shadows — Whenever you roll double 1’s during any 2d6 dice roll, all light sources within 60
ft are snuffed out — losing all remaining fuel. If lights were snuffed out in this manner, you become
incorporeal and cannot be seen, felt, or heard until you enter within the range of a light source.
18 Curse of Toads — Whenever you roll double 1’s during any 2d6 dice roll a plague of 1000 toads hop
through the area, and are rough terrain, lasting for 1 minute. If a toad is killed, it simply turns into a
small puddle of water. Occasionally, a Gigatoad, the size of 1000 toads, is summoned instead.
19 Curse of the Sea — Whenever you roll double 1’s during any 2d6 dice roll, for the next ten minutes,
the next thing you touch becomes encrusted with barnacles and gushes briny seawater.
20 Curse of Pumpkins — Whenever you miscast a spell with double 1’s, the target of your spell is instead
turned into a pumpkin for 1 minute.

Explore -1d4 hours Discovery


1 Discovery Natural Bane
2 Natural Boon Resting Site
3 Natural Bane Ritual Site
4 Challenge Ruins
5 Encounter/Ambush Natural Boon
6 Weather Change Curiosity/Oddity

Natural Bane; Roll on Exploration again Natural Boon; Roll on Exploration again
1 INS Survival check or get Lost (roll on the Lost table) Natural resources for foraging — Food, Curative,
or Ingredients
2 Natural Delay — path obstruction (Check to clear, Refreshing spring or oasis — cure point of
otherwise advance 1d4 hours with no distance) exhaustion for an hour spent here
3 Trap — Environment (party separation, verticality, Weather changes away from hostile and into a calm
poison/damage. Advance 1 hour with no distance) or accommodating environment
4 Hostile weather change — GM’s Choice Natural Resting Site — Outcropping or otherwise
guarded and away from the elements — change
weather
5 Stalked by a creature (Hostile ambush at night) Can Hidden Shortcut — Next 3 actions do not take
make an INS to detect, possibly scaring it of up time (Hidden with DC 7 INS check — nature/
perception)
6 Ambushed by hostile natural denizens — Swarm Blessing of Anura — Avoid the next natural bane,
using that time as eventless travel time

Challenges - Detour for 2d4 hours for no Ruins - additional hour to explore with no
additional distance to bypass distance
1 Vertical Challenge: Cliff, Wall, Tree, etc Magical Ruins — floating/teleporting (75% arcane
focus, 25% trapped)
2 Optional Vertical Challenge: (75% Treasure, 25% Natural Ruins — (50% random rusted weapon,
Large Encounter) 50% empty)
3 Horizontal Challenge: Ravine, Dense Bog, Destroyed Village — (25% ambush, 75% random
River, etc armor)
4 Horizontal Challenge with hostile encounter — Necropolis — (50% talisman, 25% Divine
small ambush, or large and immobile manuscript, 25% only hostile undead creatures)
small group of hostile undead creatures if disturbed
5 Horizontal Challenge: Toll, or impending ambush, Dungeon Entrance — This is a dungeon, use the
guarded passageway, locked/magically sealed Dungeon Generator if they delve deeper. (A lot of
doorway, puzzle time will pass with no distance gained)
6 Horizontal Challenge: Passing through a dungeon Long Forgotten Temple — (50% Divine
(use Dungeon Generator) Manuscript, 50% cure 1 point of corruption)

Resting Site Ritual Site: Take Gift/ Make Sacrifice


1 Guarded — Unable to be ambushed Arcane focus/Decrease INS by 1
2 Out of the elements/no poor weather effect Magic Weapon/take 1d6 damage per 2 levels
3 Natural Resources — No travel supplies spent Take a Boon/Take a Bane
during resting
4 Restorative — Cure Poisons, a Curse, and 1 Occult Trinket/Decrease ARC by 1
Exhaustion
5 Hallowed — Heal 1d6 per 2 levels Information or Divine Manuscript/
Decrease PWR by 1
6 Safe — Roll for two results on this table, ignoring Change weather/requires ARC check DC 12
this result

Encounter/Ambush Curiosity/Oddity
1 Friendly — group, local (can negate next bane or A tall pile or piles of stacked objects such as stones,
generally be helpful) tower spires, etc…
2 Friendly — solo, local/hermit (can negate next bane A Celestial Event such as a falling star, aurora
or generally be helpful) borealis, an eclipse, a red sky, etc...
3 Neutral/Negotiable — group (can be helpful or A non-euclidian passageway or road, stairs that lead
become hostile) upside down or nowhere, doors that show strange
places, etc…
4 Neutral/Negotiable — solo (can be helpful or A monolith such as a massive tree, stone, etc,
become hostile) engraved with a text in an odd unknown language
that would lead them to a great treasure or
draconic temple
5 Hostile — group (small or medium creatures, only A floating temple ruin or building, held aloft by
more than the players if small) air or clouds. A figure might be seen on it, and a
pathway may be found
6 Hostile — solo (local or foreign/abnormal creature) Evidence of a past battle, or currently warring
factions/monsters/etc… (weapons and equipment
may be found)
Weather Chart
d20 Effect
1 Heavy Fog: Cannot see more than 30 ft. Targets are blinded beyond this distance if perceived through
normal means. Reroll: on a 6-20, becomes Light Fog after 4 hours.
2 Thunderstorm: Disadvantage on Perception checks. Targets outdoors have a 1d20 (on a 1) chance to be
struck by lightning (2d6 lightning, Finesse DC 9). Targets wearing metal roll with Disadvantage. Reroll: on
a 6-20, becomes Heavy Rain after 4 hours.
3 Blizzard: Disadvantage on INS Perception checks, PWR save DC 10 or suffer 1 point of exhaustion unless
you were bundled up, or resistant to cold. Reroll: on a 6-20, becomes Light Snowfall after 4 hours.
4 Heavy Rain: Unless covered, half of perishable goods and non magical paper is destroyed. Reroll: on a 11-
19, becomes Light Rain after 4 hours, or a Sunshower on a 20.
5 Light Fog: You cannot see or target creatures and objects beyond 30 ft.
6 Light Snowfall: Terrain becomes rough terrain, doubling travel time.
7 Light Rain: PWR save DC 9 (1d4 cold damage) for every 4 hours of travel unless properly covered or
resistant to cold.
8 Windy: Disadvantage on ranged weapon attack rolls.
9 Cloudy: Spells that require sunlight cannot be cast.
10 Partly Cloudy
11 Sunny
12 Light Breeze
13 Overcast: Spells that require sunlight cannot be cast. Spells that require water can. Reroll: on an 11-20 it
becomes Light Rain after 4 hours.
14 Chilly: Frost rimes the ground. Spells that deal cold damage deal an additional 1d4 damage.
15 Hot: PWR save DC 8 or suffer 1 point of exhaustion unless you were prepared for the heat, resistant to
fire, or stopped for 1 hour to rest in nearby shade once every 4 hours. While outdoors, spells that deal fire
damage deal 1d4 additional damage.
16 Scorching: PWR save DC 11 or suffer 1 point of exhaustion and 1d6 fire damage unless you were prepared
for the heat, resistant to fire, or stopped for 1 hour to rest in nearby shade once every 4 hours. Perishable
food spoils.
17 Distant Thunder: Reroll: on an 11-20 it becomes a Thunderstorm after 4 hours.
18 Chill Wind: Reroll: on an 11-20 it becomes Light Snowfall after 4 hours.
19 Sunshower: There is a golden glow as the sun can be seen during a light drizzle.
20 The day is honestly pretty wonderful. The next skill check made in this weather is made as though
you were Skilled.
Camp Actions and Rests
Characters will inevitably need to rest while on their grand adventures, and while exploring you may not reach your
destination before nightfall. In this case it may be best to set up camp!
There are 10 hours for you to utilize between evening and the next morning while exploring the wilds, which
are done by taking Camp Actions:
Rest: You regain 1 hit point per hour. Six hours of rest are required a day, or else you become Exhausted. By
consuming 1 ration, you increase this healing to 1d4 hit points per hour of rest.
Keep Watch: Spend 4 hours to ignore a single Ambush! result on the Camp Encounter chart. (If you are in any
sort of Dungeon, this only lasts 1 hour).
Forage: Spend 1 hour to gain 1 ration after a successful FIN check DC 7. If this action is repeated by any member
of the party, the DC increases by two (DC 9, DC 11, DC 13, etc).
Craft Recipe: Spend 1 hour to craft an available Recipe, provided you have the Components (pg. 114).
Shelter: Spend 1 hour for every 2 medium sized creatures to ignore weather effects, and become Hidden
while Resting.
Cook: Spend 1 hour for every 2 medium sized creatures to allow the entire Camp to eat 1 ration (requires 2
rations, and any number of cooking supplies).
Explore: Spend 1 hour to roll randomly on the Discovery table on the following Exploration chart (this can
only be performed once, by one person for the entire Camp).
Multiple characters may take the same action at the same time, so long as they have the resources, such as
Foraging or Exploring together simultaneously - but only to a single effect.
While resting in a hostile place that is not the wilderness (such as an ancient crypt, or an abandoned hideout)
you may only rest one hour at a time without automatically drawing the ire of the environment. For the purpose of
the Camp Encounters chart, there are 10 six-minute intervals that make up the hour.
Lastly, anytime an Ambush! result would be ignored, replace the next highest chart result with that
of an Ambush!
For example, the Ambush! result only occurs on a result of 1. Should that happen while a character is Keeping
Watch, the ambush is ignored, but now any Camp Encounter roll of 1-2 will result in an Ambush! as hostile
creatures begin closing in.
2d6+LCK Camp Encounters (have a character roll every 2 hours/12 minutes)
1 Ambush! (1d3: 4 small, 2 medium, or 1 large creature)
2 Eyes peer at you from a distance, and vanish. Replace this result with an Ambush!
3 Weather Change — roll on the Weather chart.
4 Something approaches the camp looking for food - you may choose to give it one ration. If you
do, it may return with a reward. If you do not, it grows angry and leaves: Replace this result
with an Ambush!
5 A small throng of creatures stare at your camp from just beyond the border. Silently, they turn and
leave. Replace this result with an Ambush!
6 Something bears a fel omen (birds, bats, ghosts, stars, etc). Replace the next highest result
with an Ambush!
7 You find a small creature rifling through your supplies - catch it or lose 1 ration.
8 There is a cry in the distance from an unknown creature. You may choose to investigate it for free, or
ignore it. (It may result in an ambush, but you may get an ally out of it).
9 Anyone Resting must roll an INS DC 7 check or they suffer a Nightmare - losing half of the hit points
restored from the full length of their rest, and losing one hour of Resting time.
10-12 You converse with your allies or sit by yourself, but nothing out of the ordinary happens.
13 A local creature observes your camp before scuttling away.
14 A stranger (any creature) approaches your camp wanting to share your fire, they want nothing other
than warmth and company, and may leave after a few hours.
15 Something in the distance catches your eye - you may take the Explore action for free to see what it is
(even if someone has already taken the Explore action).
16 There is a moment of tranquility; the sky clears and the space you are in becomes a little bit safer.
Ignore the next Ambush! result.
17 Food! You find 1 ration in the nearby environment.
18 Something in the sky bears a pleasant portent! Double your next result on this chart,
ignoring this result.
19 A merchant wanders into your camp, offering to sell 1d3 unique items. If you are not in the
wilderness, treat this as a roll of 10-12.
20 You catch a glimpse of a shooting star! You may craft an item from a Recipe without
consuming a component.
Creatures will only attack during an Ambush! for 1d4+1 rounds, before fleeing. It is rarely their intent to fight
to the death - and some more intelligent monsters may only be after supplies.

2 Storage Roll for a Vertical


Doors* Element, then roll
1 Hidden (invisible, switch, curtain) again on this chart,
2 Fake (roll again) skipping this result
3 Locked 3 Ritual Roll for a Hidden Thing
4 Trapped 4 Meeting Roll for an Encounter
5 Barred (there may be an alternative entrance) 5 Study Roll for a Trap
6 Unlocked 6 Barracks Pathway/Door
*After rolling for a room, roll a d6 to see what is in the room. Then,
*After rolling for a door, roll a d6 to see what it leads to: (1-3) a
roll a d6 to see what the room leads to through its exit: (1-2) Door,
Pathway, (4-6) or a Room
(3-4) Pathway, or (5-6) Room
Pathways (leads to…)
1
2
Roll for Door
Roll for Trap, then roll again. If you roll Trap
Elements
again, ignore and reroll Vertical Elements
3 Roll for a Room 1 Stairs (Pathway - up or down)
4 Roll for Encounter, then roll again. If you roll a 2 Tall Ceiling, Balconies, Parapet (Access to higher
second Encounter, ignore and reroll floor, or outdoors)
5 Roll for a Hidden Thing 3 Overlook (Looking onto a lower floor)
6 Split: Roll for two results on this chart, ignoring 4 Chute, Shaft, or Lift (including choke points
this result and crawl spaces

Rooms* Traps — Obvious Traps are free puzzles


Room Types What is in the Room? 1 Floor
2 Ceiling
1 Kitchen/Food Place Puzzle — have a few
prepared (pg. 200), or 3 Wall
make it an obvious trap 4 Magical
Hidden Things* Types of Loot
1-2 Switches (Opens something, or sets off trap) Money (Crowns)
3-4 Room/Pathway Mundane Items (general or small gear)
5-6 Treasure Magic Items (Arc, Occ, Div)
*Hide things behind exploration (Verticality, Crawl Space, Covered Potions, Poisons
or Contained). Hidden things should require creative thinking Recipes
through the use of items or abilities to explore an environment,
Equipment (Shield, hat, helmet, armor)
such as shrinking down to the size of a mouse to fit into a
crawlspace, destroying a stone wall for treasures, or using arrows Components
to hit a switch behind a closed gate!) Weapons
“Trash” (misc)
Encounters
1-2 1-2 4 small creatures Creature Types Typically Carried Items
3-4 2 medium creatures Humanoid Any
5-6 1 large creature Undead Any
Plant Poisons, Components,
Challenging Terrain* Equipment, Trash
1 Breakable wards that cast spells at players Construct Weapons,
2 Illusory, or periodically changing Equipment, Magic Items
3 Tall pillar objects (obscuring vision, low light) Monstrous Mundane, Poisons, Money,
4 Various traps Weapons, Components
5 Dilapidated (rough terrain, falling bits) Beast Poisons, Components, Magic
6 Consequences for standing still (collapsing, Items or Equipment, Trash
murky ritual, quicksand etc) Abomination Magic Items, Components,
Potions, Equipment, Weapons
Challenging Encounters* Demon All, except Trash and Mundane
1 Teleports
If you do not have specific items planned, the following
2 Invisible/Hidden
charts can be rolled on to quickly decide what a charac-
3 Calls minions (tiny/small) ter has just uncovered:
4 Joint boss (halve HP for each, but two)
5 Flies, but swoops down to attack
6 2 medium creatures as guards

General Value of a Loot Table by Monster Level


1d6 Roll Levels 1-3 Levels 4-6 Levels 7-10
1-2 1-8 cp of Trash 10-20 cp of Trash 30-100 cp or Component
or Mundane Item
3 Mundane Item Equipment, Weapon, Weapon or Equipment
or Potion/Poison
4 Equipment or Weapon 15-30 cp or Component Magic Item, Recipe,
or Potion/Poison
5 5-10 cp or Component Magic Item or Recipe Magical Item or
Magical Equipment
6 Magic Item or Potion/Poison Magical Weapon or Equipment Magical Weapon or Equipment
Weapons
d12 Size Material Type Special Abilities*
1 Light (1d4) Rusty, Broken, or Dagger Fires a projectile 30 ft that does 2d4 of an
Bent (−1 to −2) elemental damage as a ranged FIN attack.
2 Stone or Ironwood Axe Casts a 15 ft cone attack that does 1d8 of an
elemental damage on a failed DC 9 FIN save.
3 Icy Hammer Casts a 15 ft gravity sphere that either draws
targets inwards, or pushes them away on a
failed DC 9 PWR save (choose one).
4 Jade Flail Casts a 15 ft cone that does 1d8 of an
elemental damage on a failed DC 9 FIN save.
5 Medium (1d8) Steel Halberd/Glaive Of Jumping — The wielder can jump 15
ft vertically.
6 Copper Flintlock Pistol Of Weaving — Fires a 60 ft long web that
(always Medium) can be walked on.
7 Darkiron Spear Of Blinking — Teleports the wielder 60 ft as a
bonus action. Recharges on a 5-6 every minute.
8 Monster Bits Whip Of Slowfall — Slowfall for 1 minute. Recharges
on a 5-6 every minute.
9 Heavy (1d12) Ivory Sword (long, Of Detection — Glows while within 100
short, shotel) ft of a certain type of monster (Undead,
Plant, Construct, Monstrous, Beast,
Abomination, or Demon).
10 Onyx Katana Of Returning — Gains 30 ft of range with the
“thrown” property, that returns as a reaction.
11 Clockwork Longbow/Crossbow X- Bane — Deals double damage to a selected
(always Medium) monster type (Undead, Plant, Construct,
Monstrous, Beast, Abomination, or Demon).
12 Silver Claws Cursed! Roll for an additional Special
Ability, and a Curse.
*Roll 1d20+Luck, if 1-15 ignore. Recharges on a 5-6 at the start of wielder’s turn.

1d6 Curse!
1 Curse of Binding — The item binds to the wielder and cannot be removed from their inventory until
dispelled.
2 Curse of Duplicating — Every hour the item duplicates, taking up an extra inventory slot until removed
from inventory. Any time you wish you use an item from your Inventory, you must roll 1d6. On a 1, you
instead pull out the cursed item, preventing you from using the intended item that turn. (Duplicated
items are not cursed but crumble into dust when used).
3 Curse of Slipping — When a 1 is rolled while attacking, the item shoots 15 ft away from the wielder.
4 Curse of Screaming — The item screams loudly when used.
5 Curse of Ghostliness — The item deals normal damage to Ephemeral creatures, but only 1 damage to
anything else.
6 Curse of Darkness — This item makes the wielder Blinded until the start of their next turn if a 1 is
rolled while attacking.
Equipment
d12 Protection Style Type Special Abilities*
1 Minimal Rusty/Verdigris Hat (visored, Of Resistance — The wearer gains resistance to
pointed, wide- an element (fire, cold, lightning, poison).
brimmed,
round, hood, mask)
2 Leather Helmet (Kettle, Of Seeing — The wearer can extend their
Great, Hounskul, consciousness to a point 60 ft from them as
Armet, though they were there for 1 turn. Recharges on a
Sallet, Frog-Mouth) 5-6 every minute.
3 Ornate Scarf/ Of the Beast — The wearer’s natural senses are
Pendants/Necklace increased, making them Skilled in INS checks that
rely on either sight, sound, or smell (choose one).
4 Light (DR −2) Scaled Gloves Of Swimming — The wearer is unimpeded by
water, and can hold their breath for an hour.
5 Animal Themed Pants/Leggings Of Protection — This armor has −1 extra DR (if
Heavy, roll again.
6 Quilted/Silken Dress/Robes Of Climbing — The wearer gains climb
/Woolen speed of 15 ft.
7 Medium (DR −3) Candled Tunic/Gambeson Of Trail Blazing — As a bonus action, teleports
the wearer 30 ft along the ground, leaving a trail
of an element that lasts for 1 round and deals
1d6 damage to creatures they pass through.
Recharges every minute.
8 Monstrous Cloak/Cape Of Slowfall — Slowfall for 1 minute. Recharges
on a 5-6 every minute.
9 Plant Mantle Of the Ghost — The wearer is considered
Ephemeral while in complete darkness until they
take damage. Recharges on a 5-6.
10 Heavy (DR −4) Brass Pauldrons Of Light — The item can be commanded to emit
Maximum bright light for 30 ft as a bonus action, lasting for
Dodge of 8 1 minute. Recharges on a 5-6.
11 Ivory/Onyx Cuirass Of the Wind — The wearer’s movement speed
increases by 10 ft.
12 Silver Shield Cursed! Roll for an additional Special
Ability, and a Curse.
*Roll 1d20+Luck to determine if it is magical. If 1-15 ignore.

1d6 Cursed! All Cursed equipment is BOUND to the wearer until Dispelled!
1 Curse of Vulnerability — The wearer is Vulnerable to an elemental damage type (fire, cold, lightning,
poison)
2 Curse of Slime — The wearer becomes extremely slippery and cannot be grabbed. When using an item,
the wearer must roll 1d6. On a 6, it slips from their hands and they drop it
3 Curse of Lycanthropy — The portion of the body that this armor is attached to transforms into that of a
Lycan. Under moonlight if the item is worn, roll 1d6 — on a 6 the wearer gains 1 point of Corruption, and
all transformations are lycanthropic in nature. At 10 points, the wearer becomes a fully formed Lycan at
all times, and is actively hostile to all creatures it can see while underneath moonlight
4 Curse of the Dead — While wearing this item, the wearer is considered Undead. Any healing is instead
received as damage, and undead creatures regard the wearer indifferently
5 Curse of Chaos — Anytime the wearer miscasts a spell or deals damage to an ally, they gain 1 point of
Corruption. Any miscasts while wearing this item starts at Tier 2
6 Curse of Darkness — This item makes the wielder Blinded until the start of their next turn if a 1 is rolled
while attacking

Social Encounters — Roll 1d6, on a 5-6, consult the chart.


Depending on their path (Main or Local Street, Alleyway), time will pass at a certain rate (there are 12
hours of sunlight normally)
d10 Main Street (+1 Time, but only Local Street (+2 Time, but can Alleyway (+1 Time, but can
moves along the main street) go anywhere) go anywhere)
1 Something has begun to block A body, slumped over (d4; 1-3 A group of thugs or creatures
the street that people are upset dangerous, 4 is helpful, but begin to follow you, surrounding
over (+1 travel time, must go on a always has a clue) you on both sides
Local Street or Alleyway)
2 Something bumps into A ruined landmark, such as a The alleyway gets increasingly
you before scurrying off statue, fountain, or dome (50/50 winding and dark (+1d3 travel
(stealing 2d4 crowns) trap or treasure) time for getting lost)
3 There is a commotion as the A slowly shuffling figure, A body, slumped over (d4; 1-3
city’s “guardians” are accosting who’s form is mostly hidden dangerous, 4 is helpful)
a character (if interacted with (most certainly dangerous and
you may gain an ally, but at the players may need to hide or
cost of Notoriety) face an encounter)
4 A commotion has broken out. Someone is attempting to make You find some treasure in the
Two or more subjects are fighting their way into a building through gutter (1-5 cp or item)
over something (players may get suspicious means (they may or
roped in if they don’t duck off of may not live there)
the Main Street)
5 Something approaches you You meet a curious stranger on Something rustles nearby (it will
looking for assistance, leading the road. They do not appear to be probably bite you when agitated)
you into an Alleyway (d4; 1-3 malicious, and may offer advice
offers a reward, 4 is a trap)
6 There is a Street Speaker A group is gossiping about current A Mysterious Entrance (+1
shouting out (d4; 1-3 clue, events. They may or may not Notoriety if taken)
4 is nonsense) provide a clue.
7 The city’s “guardians” approach A lone character speaks out You witness something you
for any sort of “routine to you from a hidden spot. weren’t meant to see (+1 clue)
inspection” (+1 Notoriety) (50/50 selling/clue)
8 Someone is attempting to The weather changes (see Someone or something in the
outreach about a group they Weather chart) alley needs help (d4; 1-3 clue,
are in, and ask for a donation 4 trap or scam)
(whether it be a local temple, cult,
or performing troupe)
9 People in the street are preparing A commotion has broken out. You notice you are being trailed
for something, such as a festival, Two or more subjects are arguing before they fall off (+1 Notoriety)
procession, or so on (this may over something, and the players
provide a clue) may be asked to mediate
10 There is a person in the street A wandering merchant is A shortcut! (−1 travel
who appears to be in need of aid walking through the street, selling time, −1 Notoriety)
(such as a beggar). This may be odd wares (and possibly clues).
legitimate (gaining an ally or a They are difficult to find again
clue) or a ruse without the help of other citizens

People’s Reactions
Everyone is paying no mind to it (or don’t notice)
A crowd of people are quietly huddled around (possible clues, possibly dangerous)
People seem to be avoiding this thing (the source is most likely dangerous)
Everyone seems to be shouting over/at this thing

A Mysterious Entrance
Into the sewers
Into a trap
Into a shortcut
Into a Secret Location

Shops and Stores Random Store Chart


When randomly determining what kinds of stores
Quick Pricing Chart may be present, roll 1 for a village, 3 for a town, and
5 for a city
Item Cost
Small Single Item (chalk, bucket, 1-5 d12 Store
vial, whistle) 1 Alchemist
Common Tool, usually for crafting 10 2 Bakery
(hammer, ladder, tar pot) 3 Blacksmith
Common Special Use Item (lantern, 20-30 4 Bookstore/Library
padlock and key, small bell) 5-6 General Goods
Small Special Use Item that fits in the 100 7 Jeweler
palm of your hand (Lockpicks, Lens) 8 Leatherworker
Fine Craft, usually with glass 200-300 9 Mercenary Guild, Witch’s Guild, or
(instrument, mirror, spyglass, books) Merchant’s Guild
A house, or small abode 1200-5000 10 Weaponmaster
11 Engineer
12 Stablemaster
Alchemist Bakery
Will Buy: Any of the sold items, at half price, Items Will Buy: Baking Supplies, Recipes
labeled Component (40cp) Seller’s Quirk:
Seller’s Quirk: 1. Extremely large, hunches in their own shop
1. Very twitchy, jittery hands 2. Constantly pushes free samples
2. Wears a mask and doesn’t speak, uses 3. Is a very professional team of 5, none of which
sign language will talk to you twice in a row
3. Drinking their potions always causes a Miscast 4. Will toss in an extra item for free if you buy a
4. Mutters nonsense under their breath dozen of anything
5. Enjoys performing sleight-of-hand tricks 5. Sings or hums constantly, getting lost
6. Sometimes exhales a heavy plume of smoke in their work
Shop Quirks: 6. One of their wares boosts a stat of your choosing
1. Underground lair hidden by a switch Shop Quirks:
2. Army of rats that collect supplies (might steal 1. Has an intelligent civilization of small mouse-like
from players) creatures that live in the walls and rafters
3. The shop is mechanical and can move locations 2. The oven is a massive Animus
4. Experimental Recipes 3. Houses the baker on the second floor
5. Has clientele who are exclusively sold 4. Spontaneously generates small confections that
placebo-potions may grant bonuses into open player item slots
6. So crowded with components hanging from the 5. Built inside a converted caravan and is extra cozy
ceiling that anyone over four feet tall struggles 6. An invisible servant will wash any dish left empty
to get around and unattended for longer than five minutes
Item Cost Item Cost
Bottle/Vial 1 Bag of Flour, 5 lbs 1
Black Grease 1 Eggs, 24 1
Cookpots 10 Sugar, 1 lb 12
Glue (bottle) 1 Oven Mitts 1
Iron Tongs 10 Cupcakes, 12 5
Oilskin Bag 5 Bread, 1 loaf 1
Incense (component) 50 Cake 3
Soap 1 Croissants 1
Tar (pot) 10 Local specialty pastry 1
Health Potion* 150 Angel Food Cake* 300
Potion of Invisibility (lasts 5 minutes) 150 Honey Milk, bottle* 50
Vial of Fire (2d6 fire, 10 ft radius) 100 Coffee Cake* 50
Bottled Beasty (potion)* 200 *recipe found on page 121
Over There (potion)* 100
Diviner’s Drink (potion)* 150
Health Potion (Recipe)* 300
*potions found on page 118
Blacksmith Brigandine (Light, −2 DR) 500
Will Buy: Weapons and Armor Chain (Medium, −3 DR) 1200
Seller’s Quirk: Half Plate (Heavy, −4 DR) 3000
1. Has missing limbs replaced by tools Repair Item (removes one level of 50 (+50
2. An animus who is the forge −1 applied to an item per 50 cp) per DR), 1 day
3. Must finish whatever they’re doing before they Improve Armor 500 per DR
speak with customers (this can take a while) (metallic armor only) added (max of −4)
4. Is a pair of workers who are identical and work
simultaneously
5. Dislikes working on or repairing items they Bookstore/Library
didn’t make, and may charge extra or completely Will Buy: Used Books, Quill and Ink
change the item Seller’s Quirk:
6. Is comically small compared to their tools 1. Blind, sells books in Braille
Shop Quirks: 2. Has multiple arms used for stocking bookshelves
1. A gnome operates out of a cabinet in the back as a 3. Enchants books to stock themselves
secret second, cheaper blacksmith 4. Subtly anti-establishment, aligned against any
2. All the walls are hollow and can be entered authority and stubborn about cooperating with
through a secret door behind the forge. The people in formal factions
shop is very insulated from noise but gets 5. Would rather be reading than talking to you
extremely hot 6. Very strong opinions on every book
3. The smith is a fantasy weapon hobbyist, and Shop Quirks:
some of the overdesigned weapons wear down 1. Some books may curse the reader if stolen
very quickly. 2. There is a small society of tiny creatures that live
4. Extremely dark inside, lit only by the in the shelves
striking of irons 3. Magic circles line the store to prevent some entity
5. Armor may be borrowed for a cheaper price from leaving
6. The camp dish and silverware sets improve the 4. Books read aloud at a certain time of night
flavor of food greatly become stuck to your dreams
5. The shop’s cat talks, and is brutally honest
Item Cost 6. There is a massive, shadowy creature that
Bellows 10 stalks the store
Hammer 10
Item Cost
Iron Tongs 10
Book (blank) 300
Metal File 5
Book (reading) 600
Camp dishes 10
Book (research) 900
Nails (12) 5
Candle, 4 hours 1
Dagger, Cudgel, Sickle, Staff 5
Divine Manuscript (rare) 5000
Spear, Sword, Mace, Axe, Flail 10
Quill and Ink 1
Halberd, Warhammer, Long 20
Arcane Ink (component) 60
Sword, Battle Axe
Study (Library only): If there is a 100 per attempt,
Arrows (20) 5
specific spell you wish to find, roll once per day
Shield 40 a (d100 + Spell casting Modifier
Helmet (−1 DR) 40 + LCK). At 90+ you discover the
spell you were looking for and
may replace a current spell in an
item in your inventory
General Goods Bear Trap 20
Will Buy: Anything, half price Tent (3 person) 100
Seller’s Quirk: Tent (1 person) 50
1. “Let me check in the back” - Single player can Fish. Rod and Tackle 10
make a Luck check DC 10 to see if the Owner can
find a generic item they are looking for
2. Blind, but knows where everything is
Jeweler
Will Buy: Raw gems, valuable ore, damaged jewelry
inside the store
Seller’s Quirk:
3. Very paranoid about thievery
1. Absolute snob who is only polite to visibly
4. Was once a great adventurer, and still looks like a
wealthy patrons
formidable adversary
2. So bedecked in jewelry that it inhibits movement
5. Dislikes the Emerald Caravan immensely
3. Willing to part with valuable components if a
6. Constantly loses and misplaces items
story moves them to tears
Shop Quirks:
4. Very shrewd and suspicious of forgery
1. Free small and useless item with every purchase
5. Wears enormous magnifying lenses that give
2. Though small, the store is a maze. High chance of
them strange insight into whatever they look at
becoming lost
6. Has a disconcerting habit of disappearing and
3. Too dark to be completely sure you’re buying what
popping back up right behind you
you think you are
Shop Quirks:
4. Contains a back room where townsfolk gather to
1. Many small jewels have rolled off the table and
discuss local secrets and gossip
gotten stuck in the floorboards permanently
5. Absolutely everything in the store is a knock-off
2. Specializes in life-like little statues made of rock
of a nicer product
crystal and gems - useless, but so mesmerizing
6. Incredibly cramped–and if you break
3. Always has a plate of incredibly delicious baked
it, you buy it
goods out, which distracts from the steep prices
Item Cost 4. The grand first floor is huge but empty. All
Rope, 50 ft 10 business is conducted in a small room up
Sack 1 the stairs.
Lantern (with oil) 35 5. The site of constant scandal. Seems to have a way
Candles, 5 1 of bringing out people’s secrets
Torches, 5 2 6. A noisy nest of birds lives in the rafters, that will
trade jewelry for valuable items stored in their
Flint and Steel 10
nest when the shopkeep is not present
Shovel 10
Backpack 30
Item Cost
Semi-precious stones (5 in a 5
Bedroll 10
little velvet bag)
Cooking Gear (pots, pans, utensils) 15
Cut gems 50
Rations (1 day) 5
Rings without gems* 150
Waterskin 5
Rings with set stones* 300
Sewing Kit 1
Brooches, clasps, hair pins* 150
Saw 10
Complex jewelry* 400-900
Small Bell 20
Tiara, circlet, crown* 2000
Hammer 10
Figurines, statuary, crafts with 1000
Nails, 10 5
precious materials*
Padlock and Key 20
*often times magical, see enchantments on page 171
Green Traveling Cloak 10
2.
Leatherworker 3.
Heavily scarred but very friendly
Copes with existence via humor
Will Buy: Rawhide of any creature, leather armor 4.Doesn’t look old enough to be doing this
Seller’s Quirk: 5.Carries a carrion crow on their shoulder which
1. Tells tall tales about where the leather came from they’ve taught to speak
2. Usually eating while conducting business 6. Constantly strumming a finely
3. Very curious about shiny things and may try to crafted instrument
barter them off of you Shop Quirks:
4. Is a pair of siblings who are hard to tell apart 1. Underground fighting ring through a hidden door
5. Sweet on the seller at the next shop over and 2. Is also the local meeting-place of the
obvious about it youth poetry club
6. Wears a very elaborate fur hat that is actually 3. Always smells strongly of pine and lemongrass as
a live animal if they’re trying to cover another smell
Shop Quirks: 4. Was once a temple and still contains divine traces
1. Prices start very high, but are easy to haggle down 5. Always hazardously smoky inside, but the
2. Has a ranch very close-by where animals smell is pleasant
are raised for their leather (potentially 6. Has a small take one/leave one library with a very
strange animals) odd selection
3. Multiple apprentices who don’t seem to like each
other and are very competitive
4. A staircase leads up to a comfortable little lounge
Item Cost
where business deals are made Bunk 5 cp a night - breakfast and
5. An enormous dog watches over the space dinner included
6. Contains a back room with strange-looking large Mercenary for hire Usually 30cp per day - which
harnesses and straps for sale. includes their food. Mercenaries
will come with a medium weapon
Item Cost and a shield, or a ranged weapon
Gloves, hats, greaves 10 and 30 ammo, and their own
Chest/leg coverings 100 Tent and Rations. Mercenaries
Boots 50 stats are almost always around a
Soft shoes 5 4th level Marauder or Hunter (25
Belts 5 hit points, 9 Dodge, +3 PWR/+2
Whip (light, Finesse, Reach, S) 20 FIN, or vice versa), and have 5
Rain cloaks (protects from negative 20 spare Inventory slots. They can
storm-based weather effects) be outfitted with better armor
light-medium.
Decorated dolls/animals made 5
Mercenaries will begin to run
of scrap leather
for their lives if:
Bags (+2 Inventory slots) 50 • More than one player
Armor Kit (increases DR by −1 on a 100 character dies
single piece of non-metal armor) • They are ever Frightened
Armor Repair (light- 50 per point • Combat exceeds 10 rounds
medium armor only) of durability • They are brought
within 3 hit points, and
Mercenary Guild are not healed
• The party is
Will Buy: Weapons, armor, information, service
Seller’s Quirk: outnumbered 2-to-1
1. Easily derailed with talk of local politics
6. 1d4 carnivorous plants are scattered around
Witch’s Guild (The Cult of Thistle) valuable items in the shop, the plants are
Will Buy: Natural components, animal parts, herbs, aggressive and will try to snare customers who get
roots, artwork featuring cats and other cute animals too close (Bite - 1d4−2 poison dmg), the owner has
Seller’s Quirk: zero sympathy if you get hurt and will not forgive
1. Covered in bugs or other small animals any damage done to the plants, tossing out any
2. Suggests unnecessary holistic remedies before person who hurts them.
agreeing to sell services
3. Suggests practical remedies before Item Cost
resorting to magic Will cast any CD: 30
4. Addicted to gossip and local drama, wants to tell 3+ or less spell from
you everyone’s scandalous secrets the Nature spell
5. Is a group of three distinct women: a young, spry list (page 42)
woman, a middle-aged motherly one, and an Natural 50
older, more terse witch Components (x3)
6. Includes free seeds with every purchase, Roll a Gardening advice Free
D20+LCK: on a 15+ the seeds grow in your pocket Herbs 2
over 24 hours producing: Trinkets 10 (200 if an Occult Trinket
Roll D8: with two Occult spells and an
1. A mandrake child that imprints on the player Invocation pg. 43)
(Mandrake has 1 HP and no dodge, once per day Witch’s Brew (they 100, Component
it can release a Sonic Wail - 30 ft cone of wailing, will brew any
targets within make PWR save or become Stunned Potion or Poison
for 2 turns, friendly targets within the cone may recipe on pg.74-
automatically succeed) 75 as long as you
2. A stalk with 1d4 berries that heal 1 hit point have a component)
when consumed
Luck Charm (1 hour 200
3. A Witchweed (Component)
ritual to produce a
4. Something very illegal (better get rid of it)
Luck Charm: Wearer
5. A wretchedly foul smelling fruit
may add their LCK
6. A sweet tasting root that can be added to food
Modifier to any
Recipes to remove a Curse
roll once per day)
7. A StickWick: A small mischievous imp
resembling a stick-like humanoid that will Witch for Hire Usually 30 cp per day - which
consume a single Ration in the character’s includes their food. Witches
Inventory before exploding will come with a light weapon
8. A flower that could brighten anyone’s day and two Nature/Occult spells,
Shop Quirks: and their own Tent and
1. Definitely growing illicit substances out back Rations. Witches stats are
2. So overgrown it’s hard to tell what is for sale and almost always around a 4th
what is invasive level Hedgewitch or Occultist
3. Completely overrun with cats, local rumor is that (20 hit points, 11 Dodge, +2
they are all shoplifters hexed by the owner, the FIN/+3 INS or OCC), and have 3
owner does not deny this spare Inventory slots.
4. Upstairs is a comfy lounge hosting knitting Witches will begin to run for
circles and tea parties where the witches share their lives if:
recipes and gossip • More than one player
5. Basement is full of elderly gamblers betting on a character dies
strange and incomprehensible game; if the player • They are
chooses to bet, they will lose. surrounded by fire
• The party is
outnumbered 2-to-1
Shop Quirks:
Merchants Guild 1. Outfits a secret cult and/or resistance group, but
Will Buy: Anything you can convince them to are otherwise unaffiliated
Seller’s Quirk: 2. A password will grant you access to the
1. Is always checking their inventory, and is only “forbidden” section
half-paying attention to their customers 3. 1 in every 6 garments is haunted by its
2. Rotating staff - the seller is rarely the same, even previous possessor, or may otherwise talk
within the next five minutes occasionally (usually the hats - especially the
3. Also officiates marriages and similar animal-themed ones)
formal functions 4. The clothes purchased here are so striking that
4. Once a well known performer or duelist and people are taken aback when talking to you
wants everyone to know (wearing garments from this location adds your
5. A sucker for new trinkets, and will buy them and LCK to CHM checks with humanoids)
double the price 5. 1 in 4 garments has a distinct smell, of either
6. Mutters under their breath when they are intense perfume, rot, moth balls, or terrible BO
thinking to themselves that can never be washed out
Shop Quirks: 6. All purchased clothing must be modeled on the
1. Is also the village bell tower (this can central runway
get quite loud)
2. Is an indoor market that is absolutely packed on Item Cost
certain days and completely empty on others Non-magical Clothing 50-100
3. A hilariously complex contraption machine Magical Clothing 300-500
transports items around the building “Repairs” (wearing this bedazzled 200
4. The birds, vermin, cats, and dogs of the village clothing increases your Dodge by 1,
treat this building as neutral territory does not stack)
5. Stock overflow has piled up everywhere, some
It is recommended you draw clothing ideas from the
of which they will happily give away if you
equipment loot tables (pg. 91), otherwise you may use
think to ask
the following as inspiration:
6. Filled with all kinds of wanted posters, not just
for people, but all kinds of things • A blue hood with gold embroidered stars and
The Merchant’s Guild is a combination of 3 moons and tassels
shops not found in the city, with the exception of • A tall green wizard’s had with a “third eye”
any other Guild emblazoned on the front
• Baggy linen pants with pale green stripes
Tailor • Long curled wizard’s hat (blue, red, yellow)
• Tall Tiered “cake” hat
Will Buy: exotic fabrics/thread, striking garments • Fancy occult cloak with tall, closed hood and
from distant lands, rare dyes from nature, cloth armors intricate feather patterns (bird hood)
and clothing • Cat-eared hood
Seller’s Quirk: • Mask of Forest Sprite
1. Immediately measures any being that • Fur hood with cape
enters their store • Pointy Hat (moon and stars, suns, flowers, plain)
2. Asks too many personal questions • Lilly Coat (rain coat)
3. Speaks so softly they can barely be heard • Petal Hat
4. Only wants to discuss local sports, specializes in • Snakeskin Jacket
jerseys and school uniforms • Hide Jacket with beads
5. Covered in such an array of stylish clothes that it • Leaf Hat
defies all logic and sense…but it works…players • Leaf Cape
may find themselves paying more than necessary • Leather Cap and Goggles
6. Owner is unspeakably old and insists on getting • Rat Cap
products down from the upper shelves at a • Silver night club shirt
painfully slow pace
Teashop Weapon Master
Will Buy: Herbs, ceramics Will Buy: Alcohol
Seller’s Quirk: Seller’s Quirk:
1. Has a complicated relationship status with an 1. Has a deep personal attachment to every weapon
intelligent monster they own and is pained to part with any of them
2. Has intricate facial tattoos that look different 2. Will go on for hours about the historical context
every time they turn around behind every type of weapon and its purpose to
3. Is extremely sassy and dry, but loves the banter anyone unfortunate enough to ask
4. Is over 100 years old. Easy. 3. Constantly brings up their children either with
5. Uses too many ridiculous pet names deep love and admiration or deep frustration
with customers and derision
6. Amateur fortune teller who “knew you were 4. Is actually an intelligent monster who has taken
coming” and “knows your fate” residence outside of town, and keeps their
Shop Quirks: store very dark
1. The teashop is also a joint Bookstore 5. Loudly chewing something and constantly
2. You must sit down and talk with the seller while spitting in a nearby can
you drink the tea you purchased. 6. Wanted to be a traveling lutist. Settles for
3. Town busy-bodies watch the main shop floor performing for customers. They’re very good.
from a lofted sitting area Shop Quirks
4. In the corner, a live band of teenagers plays music 1. A vault in the back holds a weapon of legend.
that does not suit the location 2. The local adventurers union meets here and leaves
5. Strange local art is displayed for sale all their pamphlets around.
6. The shop is very small and crowded with delicate 3. Another local is always here, mostly to argue
wares. Move slowly. with the weapon master about the fine points
of weaponry. Isn’t sure why anyone else
Item (every unit of tea purchased Cost would be here.
brews 1 pot of tea. A pot can serve 3 4. There’s a tender romance between the weapon
people. Requires a teapot to brew) master and the smith next door
Pot of tea 5 5. There’s a vicious rivalry between the weapon
Cup of tea 2 master and the smith next door
Chamomile (get +1d4 healing while resting) 10 6. Contains extensive, maze-like training grounds
Green tea (add 1d4 temporary hit points 15 that look like a mini village
until the next rest)
Black tea (+1 to dodge for 4 hours) 20 Item Cost
Herbal Infusion (Grants resistance to poison 10 1 point of Proficiency in 50, 1 day
damage until the next rest) a Light Weapon
Jasmine Pearls (Cures 1 level of the 20 1 point of Proficiency in a Medium 100, 3 days
Exhausted condition) Weapon or Shield
Teacup and Saucer 30 1 point of Proficiency in 150, 1 week
a Heavy Weapon
Finely crafted iron teapot 50
1 point of Proficiency in 100, 1 week
Porcelain Tea Set 150
a Ranged Weapon
Weapon types: Dagger, fist, whip, axe, flail, sword,
hammer, polearm, scythe, bow, pistol, thrown
Engineer Stable Master/Caretaker
Will Buy: Firearms Will Buy: Domesticated animals, oats, healing herbs,
Seller’s Quirk: saddles/bridles, horseshoes
1. Has a large cigar in their mouth that is never lit (a Seller’s Quirk:
permanent blast of black soot in the face makes it 1. Is never seen not holding an animal
obvious why) 2. Very soft and gentle, despite their immense size
2. Certifiably crazy, but earnest and honest 3. Is a very cheerful and close-knit crew of young
3. Swears like a sailor people with a million inscrutable inside jokes
4. Is constantly harassed by a fly 4. Gets along better with animals than people
5. Covered in oil and grease, just like their store. 5. Frequently gone on hikes and is hard to reach, but
6. Arm is bandaged up in a sling due to recent has an assistant who does the heavy lifting
accident in the workshop 6. A local heartthrob and celebrity
Shop Quirks: Shop Quirks:
1. The owner holds a serious grudge against the 1. Animals all have matching sweaters
people of the town and is working on a doomsday 2. All the wood in the stable is fantastically carved
machine in secret with local folklore
2. Displays are mechanized and will move to present 3. Attached to a local manor
the item a customer points at 4. Hot springs and lodging are also on the grounds,
3. Very young apprentices working in the back and making it a lovely resting place for travelers as
behind the counter well as beasts
4. A little separated from the village, and dangerous 5. Strangers and their animals are kept separated
to get stuck in after nightfall from the reclusive local animals
5. Located in an old shipwreck, that has a dredge 6. Everyone is invited to music in the center of the
or claw in the back that brings things up from stables held every evening
below the surface Massive Jungle Cats do not consent to saddles, but
6. Smells surprisingly like flowers. The shop is full will allow riders to either grip their neck fur or attach
of flowers resting inside metal casings a specific kind of collar. Sand Rays are similar to
Manta Rays, but dive in and out of the sand while the
Item Cost “rider” drifts behind on a sled of sorts. Wyverns (also
Flintlock Pistol 700 called flying serpents) are dangerous and not common
Scope (+1 to hit with firearms) 300 mounts. Don’t expect to find one in a shop, but certain
Lenses 300 societies will brave the shadowy mountains in search
Black powder, small capsule 100 of them. Some fearsome warriors are able to tame the
Black Powder, small barrel 500 beasts through domination or by earning their respect.
Bombs (2d6 fire, 10 ft diameter) 50 each
Burning Ammo (firearms only, 50/per 10 shots
+1d4 fire damage)

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