Game Design, Text, & Layout by D.S.Myers
Monsters & Creatures Artwork By: Jack Holliday; Jacob Blackmon; Gary Dupuis; Matt Morrow; Forrest Imel; Rick Hershey, Hershey, Michael Scotta, & Dave Allsop A big thanks and love you to my wife and kids.
Maps for this book were created with Hexographer Pro, available at www.hexographer.com
Though not an OSR clone, Havenshield Havenshield RPG owes a debt debt to all of that community community and the games it has created for paving the way for simpler, simpler, streamlined systems. As a player and GM of many tabletop RPG's over the years years this game owes a debt to all of the games that influenced it, but most importantly the world's oldest fantasy roleplaying game. I can be contacted at
[email protected] or the Havenshield RPG Community on Google+
www.dsmyerspublishing.com Available Available in Softcover Softcover Print @ amazon.com & Hardcover Print @ lulu.com ...and thank you for your interest in this little DIY project.
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Checks p44 • Initiative Checks p44 Rolls p44 p44 • Attack Rolls Rolls p45 • Defense Rolls p45 Escalation p45 • Escalation p45 • Battle Bonus p46 Points p46 • Zero Health Points p46 • Combat Advantages p47 • Combat Disadvantages p47 • Combat Tactics p47 • Other Rules p48
Character Creation Step p8 • Step By Step p8 Races p9 • Races p9 • Character Classes p16 • Attributes p24 • Background & Social Class p26 • Language p29 System p30 • Optional Alignment System p30
Equipment • Starting Equipment p31 • Starting Money p31 • Currency p31 • Encumbrance p32 • Armor p32 • Shields p32 eapons p33 • Small Melee Weapons p33 eapons p33 • One Handed Melee Weapons p33 Two Handed Melee Weapons Weapons p34 • Two • Pole Arms p34 • Ranged Weapons p34 • Range & Reload p35 • Adventuring Equipment p35 Lodging p36 • Food & Lodging p36 Transport p36 • Transport • Potions p36 • Poisons & Herbs p36
Magic • Spellcasters p49 • Minor Spells p49 • Major Spells p51 • Divination p53 • Elemental p53 • Heal p54 • Holy p54 • Illusions p55 • Nature p55 • Necromancy p56 • Protection p57 • Summoning p57 • Unholy p58 • Rituals & Miracles p59 • Other Magics p60
GM Section
Basic Rules
Rules p62 • Additional Rules • Creating NPC's p65 • Dungeon Adventures p68 • Wilderness Adventures p70 • City & Town Adventures p72
• Skill Tests p38 Advantage/Disadvantage p38 • Advantage/Disadvantage • Luck Points p41 • Chase Rules p41 • Rest & Healing p41 Awarding XP p42 • Awarding
Magic Items • Armor & Shields p74 • Weapons p75 • Rings p76 s & Wands p77 • Sta! • Misc. Magic Items p78
Combat Rules Time p44 • Time p44 Combat p44 • Distance in Combat p44 • Order of Combat 3
• Minor Magic Items p79 • Herbs p79 • Potions p80 More p80 • & More p80
• • • • • • • • • • • • • •
Magic for GM’s • Minor spells p81
• • • •
Major Spells p82 Rituals p84 Miracles p84 & More p84
Setting Guide • • • • • • •
Map p86 Introduction p87 History p87 Havvengarde p88 Cities p89 Demihuman Kingdoms p95 Forests p97
Military p98 Mountains p99 Oceans, Seas p100 Religion in Havvengarde p101 Roads & Travel p102 Rulers p102 Other Kingdoms p103 Races p105 Religions p108 Magic p111 Languages p112 Currency p113 Calendar p114 Maps p116
Monsters & Creatures Monsters p117 + • Monsters p117
• Animals p218 Appendices • p222+
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3. Character Sheets (can be scanned and printed from the back of the book or are available for free download at RPGNow.com).
Is This A New Edition? No… it’s just a reworking of the rules into a cleaner format, but does include several Optional Rules for things like Alignment, Point Buy Attributes, etc. I really just wanted to do this so I could use Creative Commons 0 images (license free, unrestricted, public domain) and get rid of the stock art. Also I wanted to release the game under a Creative Commons license so people can create their own works based on this game without being beholden to the previous Open Gaming License (OGL).
4. Miniatures are not necessary but can be used. 5. 3-7 people to play with, one to be the Game Master (GM) and the other 2-6 to take the role of Player Characters (PC’s). 6. Snacks, bring snacks... Yes you!
What is a Role Playing Game?
Basic Rules
A role-playing game (RPG ) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decisionmaking or character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.
The Basic Mechanic is Roll 2d6+ Attribute (+ sometimes additional modifiers) to meet or beat a Di !culty Number, Skill Test or Saving Throw.
Advantage/Disadvantage: Roll 3d6 for Advantage add the highest two die & for Disadvantage add the lowest two die & then add any modifiers (Attribute or additional).
Tabletop and pen-and-paper (PnP) RPGs are conducted through discussion in a small social gathering. The Game Master (or GM) describes the game world and its inhabitants. The other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM.
Dice: Havenshield uses only six sided dice (d6). Dice Abbreviations: The following table shows the standard abbreviations for dice calculations and a brief explanation, these abbreviations are mostly used to show the amount of Damage a character or monster can deliver.
It is assumed that most, if not all, who read this book are somewhat familiar with Tabletop RPG’s but for those that are completely new to this form of gaming I have tried to include enough examples of play in this book to make it an easy-ish gateway into the world of RPG’s.
Dice Abbreviations
What’s Needed To Play?
L
The lowest of the two dice rolled
H
The highest of the two dice rolled
2
Both dice added together
max
1. 6 Sided Dice. It's recommended that most players have 3 like colored die and for those playing Mages they have a 4th o! -colored die for a Magic Usage Die.
The Maximum possible on the two dice rolled (12)
Dice Mechanics
2. Pencils and Notebook Paper. Almost every roll a player makes in Havenshield is 2d6 + Attribute to meet or exceed a Di !culty
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Number. This is done for combat in Attack Rolls and Defense Rolls, for Skill Tests (like avoiding traps or building a canoe), for Saving Throws (like avoiding spell e! ects or a paralyzing gaze), etc.
rerolling the dice, the player figures out his Damage by using his Character Classes Damage and adding whatever Attribute the weapon has listed for Dmg (Damage). Note that Warriors do not add COM to damage, only to the Attack Roll.
This simple system should allow you, the GM, to play almost any situation on the fly by just determining a Di"culty Number for the task the character wishes to do and the Attribute used to modify the number. If the players roll meets or exceeds this number they succeed.
Gree-gug makes his Attack Roll and rolls a 1 and a 6 for 7, he then adds his STR of 4 and COM of 2 for a total of 13. He tells the GM the number and the GM tells him he is successful hitting the creature (who had a Defense of 11). Now the player, whose character does both dice in Damage (Warriors do 2 damage), adds the 2 dice together, the same 7 he rolled and adds his longswords Dmg attribute (also STR, so 4). He tells the GM he does 11 Damage to the creature. The GM subtracts this from the creatures Health Points (after reducing the damage for any Armor Points the beast has).
For the GM the game is mostly diceless, except for keeping track of Escalations during combat (pxx) and if you are using random encounter tables. This should free you up to focus more on the story you are trying to tell and will place more emphasis on describing the world around the characters. Because of the 2d6 mechanic of this game the average Di"culty Number needed to succeed at a task is set at 7 (the average 2d6 roll). Characters have to meet or exceed the number and the game does give the edge to them by making the average di"culty to succeed at any average task a 7.
About Defense Rolls A players Defense Roll is very simple, the player rolls 2d6 and adds his Defense. Defense is equal to the characters DEX and any Shield DEF bonus (p38 Player's Handbook). The player should roll and add his DEF and tell the GM the total. The GM will compare the total to the opponents Attack and tell the player whether he succeeds and avoids damage or fails and takes damage.
About Attack Rolls One of the more common rolls in many games will be Attack and Defense Rolls. When making an Attack Roll the player rolls 2d6 and adds whatever General Attribute the weapon they are using has listed for it's Attk (see Player's Handbook Equipment Chapter). Also remember Warriors add their Combat (COM) Class Attribute to the Attack Roll, along with the General Attribute.
After Gree-gug hit the creature the GM informs the player the monster attacks back. Gree-gug has a DEX of 2 and is carrying a medium shield (DEF bonus of 2). The player rolls 2d6 and rolls a 1 and a 3 for a total of 4 & then adds his Defense total of 4 (DEX+shield) for a grand total of 8. The player informs the GM that 8 what his Defense Roll and after comparing the roll to the monsters Attk number of 11, the GM informs the player that he has been hit for 12 points of damage (the monsters Dmg is 12). Gree-gug is wearing Light Mail armor which has 3 Armor Points. The player subtracts his AP from the Damage for a total of 9 & subtracts that 9 from Gree-gug's current Health Points of 21. Gree-gug now has 12 Health Points remaining and lives to fight another round against the foul beast.
i.e. Gree-gug the 2nd level Orc Warrior has a STR of 4 and a COM of 2, when he swings his axe he rolls 2d6 and adds both STR and COM to the roll. So 2d6+6, if this roll meets or exceeds the Defense of whatever, or whoever, he is trying to hit, he succeeds in the attempt.
After rolling the Attack Roll the player leaves the dice lay and tells the GM his total Attack Roll number, if this roll meets or exceeds the monster or NPC's Defense number the player has hit the opponent and the GM tells him he has done so. Again, without
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If this roll+DEF meets or exceeds the monster or NPC's Attack number the character dodges, parries, or otherwise avoids taking any damage.
SKI skills MAG magic GM game master PC player character NPC non-player character AP armor points DEF defense INI initiative MOVE Movement HD hit dice HP health points XP experience points DN di"culty number ST Skill Test or Saving Throw gp gold piece sp silver piece cp copper piece
If the roll is unsuccessful the character takes damage (monsters and NPCs have a set damage number). The GM will tell the character how much damage he has received. The player then subtracts any Armor Points his character has from that total and the remainder of the damage is subtracted from the characters current Health Points.
Game Abbreviations STR strength DEX dexterity STA stamina PER perception KNO knowledge SOC social COM combat
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On your character sheet write down your Classes Starting Equipment (p31). Roll for your starting money (p31). Buy any remaining equipment you wish with your starting funds and write it on your character sheet. Figure Encumbrance (p32). 6- For Mages (p49) Write down your Minor Spells, Known Schools & Major Spells on your Characters Magic Sheet & Calculate your Magic Usage Number (p51). 7- Calculate the Rest -Roll your beginning Health Points (adding STA for those Classes that can). Write it in your Max Health box. -Write down each Melee Weapons Attack, Damage, & Size based on your Attributes (remember to add Combat to a Warriors Attack Bonus). -Write down each Ranged Weapons Attack, Damage, Size, Range & Reload. Attack and Damage are based on Attributes (and adding Combat for Warriors). Check Ammo boxes for the number of bolts. arrows, etc. For Mages a Magic Blast Spell should also be listed in Ranged Weapons. -Write down your Initiative (p44). Initiative is equal to Characters Level. -Write down your MOVE. Move is by Race plus your DEX and modified by heavy armors. -Write down your Defense. Defense is your DEX plus any shield bonuses (p32). -Write your Armor Points in the shield on your character sheet. Armor Points are listed in the armor table on p32. -Write down your XP Needed for next level in your XP box lower left (p28). -Give yourself 1 Luck Point and write it down in the Luck Point box on your character sheet. 8- Now find the nearest dungeon, kill an evil beast or two and loot it's body.
Step By Step To create a character do the following in order. 1. Choose a Race 2. Choose a Class 3. Roll Attributes 4. Roll Social Class & Backgrounds 5. Equip Your Character 6. For Mages see the chapter on Magic 7. Calculate DEF, INI, AP, HP, HD, name, etc 1- Choose a Race (p9-15) On your character sheet write down your characters Race, Age, Height & Weight, Size, Languages (p.29 for languages) and any benefits or hindrance (Darkvision ,Weapon Proficiencies, etc). On a separate sheet of notebook paper make a note of the Attribute bonuses, Base Move #, and roll on your races 1d6 table and note any additional bonuses. 2- Choose a Class (p16-23) On your character sheet write your Class, Level, Class Attribute (COM, SKI or MAG), HD by Class, Damage and Unarmed Damage, Weapons Allowed and the Special for your Class. Take notes of your Classes Primary Attribute and choose your 2nd & your Classes Beginning HP. 3- Roll Attributes (p24-25) Roll all 6 of your General Attributes in order (Remember to roll with Advantage for Primary Attributes). Write these down on your note paper. Calculate your Class Attribute (p. 25) or for 1st level characters just write 1 in that box on your character sheet. Adjust all Attributes by your Race and write these on your character sheet. Check the upper right hand corner box of that Attribute to indicate a Primary Attribute. 4- Roll Social Class and Background (p26-27) Write your Social Class, Background, Parents, & Hometown on your character sheet. Ask GM about alignment (p30). 5- Equip Your Character (p31-37)
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The Havenshield RPG includes 6 Fantasy races for Player Characters to choose from. Two of the Races include sub-races and also rules for half-race characters. When choosing a race the top section (bullet points) applies to all characters of that race & then roll on that Races Table for additional bonuses.
Dwarves The Dwarves, in old texts referred to as 'The First People', are the most ancient of the world's races. They generally live under the mountain ranges, most living the entirety of their lives in the deep underground halls and cities of the Dwarven Kingdoms. Not as fertile as humans, they have few children & less than a third of their people are women, who are often guarded jealously within their cavernous halls. A once prolific race that spread beneath the earth with their individual kingdoms tied together by the subterranean Deep Roads, the years of warfare with other creatures and races of the Under Kingdoms have left them a much smaller and more isolated community. The remaining subterranean Dwarves ,'The Stoneborn', maintain trade relationships with the other races and perfunctory diplomatic ties with the countries of man, but beyond that few seem to know the realty of what is happening to the Dwarven race. Dwarven tales tell that they were created in Allfather's first dream and therefore never had the ability to dream themselves. Their lack of dreaming is believed to be tied to their inability to use magic and their resistance to magic itself. But some scholars believe their inability to become Mages and resistance to magic may be tied to their mining of Mithril.
Stoneborn Dwarf The Stoneborn consider themselves the True Dwarven people and although generally friendly to their surface kin, they do not really consider them Dwarves anymore. They look on them as outcasts and 'unworthy'. Stoneborn are often pale in complexion with an earthy stone-like undertone to their skin. Their beards are immaculately cared for and can become white (but most often gray) with advancing age. Wide of chest and calloused of hands, the Stoneborn have many traditions that would be foreign to the outside world. Stoneborn women are unbearded but rarely seen by anyone
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other than other Stoneborn. Women are highly prized amongst the people but family lines are traced thru the male lineage. The Stoneborn are generally unafraid of magic itself but do not take kindly to Mages.
It is beyond rare to see a female Dwarf at all (in Stoneborn communities females are more often than not relegated to the deep levels of the cities where no one but other Dwarves tread), but not a single female Sun Dwarf has been seen. This has led to many a Sun Dwarf settling down and marrying their 'distant cousins' the Gnomes and as time goes on quite a few Half-Dwarf/Half-Gnome children have been spotted in the playgrounds around the known world. They most often live solitary lives above ground but in larger cities or towns they will form small communities or will live alongside Gnomes if they have a district. Sun Dwarves are often seen by other people's as dour and gru! but by those who have Dwarven friends they find they are a likable, loyal, and friendly people.
Add 1 to STA size M Move: 8+DEX Darkvision Magic Resistance Stoneborn cannot be Mages Stoneborn make all checks at Disadvantage in sunlight or in any wide open area on the surface of the world (whether day or night) • Stoneborn are proficient in the use of all axes and hammers regardless of Character Class • Starting Languages: Dwarvish (speak/ read/ write) • • • • • • •
Roll Once on This Table
5 +1 KNO
• Add 1 to STA • size M • Move: 8+DEX • Darkvision • Sun Dwarves may not be Mages • Sun Dwarves are proficient in all axes and hammers regardless of Character Class • Starting Languages: Dwarvish (speak/ read/write) & the local regional human language (speak)
6 +1 STR
Roll Once on this Table
1d6
Stoneborn Dwarf
1 +10 starting health points 2 extra +1 STA 3 additional language 4 minor magical item
1d6
Sun Dwarf
Sun Dwarf
1 +10 starting health points
Most Dwarves encountered are Sun Dwarves, physically identical to Stoneborn Dwarves but often with a deeper, more tan skin coloration, Sun Dwarves are those who by choice (or sometimes by exile) leave the Dwarven clanholds to either make a living as traders, smiths, or sometimes mercenaries on the surface world. Sun Dwarves are believed to be 100% male and have become much more common in the last few hundred years.
2 extra +1 STA 3 additional language 4 minor magical item 5 +1 KNO 6 +1 STR
Because of their non-magical nature Dwarves cannot take the Mage class, but they are resistant to magic based
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attacks (taking half damage). For Sun Dwarves this resistance slowly fades (1/2 damage for the first 5 years above ground, 1/4 damage for the next 5-10 years, and no longer being resistant after a decade).
Class • Starting Languages: Elven (Speak, Read, Write) & the local Human regional tongue (Speak) Roll Once on this Table 1d6
Dwarves reach adulthood at 40 years of age and live on average 200 years. Males average 4'8 in height and around 185lbs in weight. Females average 4'5 in height and are less stocky weighing in at around 145lbs.
Adunaic Elf 1 +1 DEX 2 extra +1 SOC 3 additional language 4 minor magical item
Elves
5 +1 PER
Once the rulers of the surface lands, the Elven peoples have been on a steady decline. Historically Elves were one people but since the retreat to parts unknown and the coming of man the nation of elvenkind has been split into 2 distinct subraces.
6 +1 KNO
Adunaic Elves (City Elves) The Adunaic, more commonly called City Elves, Tower Elves (because of their ties to the magical arts) or derisively referred to as "Blood Elves" for their part in the early days of foul magics. Often reaching 6 feet tall the Adunaic tend to have lighter colored hair (often blonde) with blue, green, or gray eyes. They live in the remaining towered cities of their ancestors. Slow to breed, often only having one child, they have slowly been disappearing from the world. Many retreating to the hidden islands of elvenkind. City Elves are known for their noble, sophisticated attitudes as well as their penchant for powerful magics. • Add 1 to SOC • size M • Move: 12+DEX • Lowlight Vision • Adunaic Elves cannot be truly resurrected • Adunaic are proficient with all bows and swords regardless of Character
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Although they live abnormally long lives, Elves and Elven characters cannot be truly resurrected from death. They can however be revived from near death.
Tawarwaith Elves (Wood Elves) The Tawarwaith, literally "Forest People", also called Sylvan or Wood Elves, are considered the 'wild' cousins of the Adunaic. Physically smaller than the Adunaic and with longer ears, they tend to also have darker hair and eyes. More prolific than their City brethren, they are also a bit shorter lived, and although still magically inclined are more likely to be masters of the longbow than masters of the magical arts. The Tawarwaith dwell in the ancient forests, protecting their ancestral homelands. A very secretive people, and rarely seen far from their homelands, The Elves of the Woods are nevertheless considered a friend to the other races of the world.
Although Elves live very long lives, both the Tawarwaith and Adunaic elves have a tradition of letting their newly 'adult' elves leave home for some 25-40 years to travel and study the world. Though most Elves do not take this 'Sabbatical', it is assumed that those who currently live among humankind or are adventurers are currently on "Wanwa Tuulo' Eska" (Away from Home). Elves reach adulthood at 75 years of age. It is believed that Adunaic Elves can live up to 1000 years but Tawarwaith Elves age more rapidly living only half as long (500 years). Elves stand between 5 & 6 feet tall with City Elves being towards the 6 foot mark and Sylvans towards the 5. Both are slight of build weighing less than humans of the same heights.
• Add 1 to DEX • size M • Move: 12+DEX • Lowlight Vision • Tawarwaith Elves cannot be truly resurrected • Tawarwaith are proficient with all bows and spears regardless of Character Class • Starting Languages: Elven (Speak, Read, Write) & either the local Human regional tongue (for those in more human controlled areas) or Sylvan (for those native to the heavily wooded kingdoms of Elves). Languages p29.
Gnomes Tinkerers, Illusionists, Hidden. All describe the forest and hill dwelling Gnomes. Often living underground in small towns and villages well camouflaged into its surroundings, the Gnomes of the land often trade with the other kindly races. Bringing with them the treasures of the Fey races into Human and Elf Settlements in trade for metal work, gems & other treasures. Gnomes are often found in larger human cities studying (or teaching) the magical crafts at colleges dedicated to the arcane arts. Or found amongst the tradespeople of the town, crafting fine clockwork items and innovative inventions.
Roll Once on this Table
1d6
Tawarwaith Elf
1 small animal companion 2 extra +1 DEX
• Add 1 to KNO • size S • Move: 8+DEX • Darkvision • All Gnomes (regardless of Character Class) can never have HD above 1d6 + STA
3 additional language 4 minor magical item 5 +1 PER 6 +1 STA
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• All Gnomes regardless of Character Class or armor restrictions can cast the following Minor Spells as a caster of 1/2 his level. Detect Magic, Disguise, Hide, Magic Hand, Minor Illusions. A Gnome may only cast a number of spells per day equal to his level before requiring a Long Rest. • Starting Languages: Sylvan (Speak, Read, Write) and one additional spoken language (p29).
• Halflings are proficient in using farm tools and improvised weapons and take no damage penalty for using them (doing regular class damage instead). • All Halflings (regardless of Character Class) gain Advantage on all Stealth or Hiding based checks. • Halflings may never have higher HD than 1d6+STA no matter the Character Class. • Starting Language: Halflings have no native tongue and Speak, Read, Write the local language of Humans.
Roll Once on this Table 1d6
Roll Once on this Table
Gnome
1 choose between a clockwork companion or a magical familiar
1d6
Halflings
1 +1 KNO 2 extra +1 KNO 2 extra +1 DEX 3 additional language 3 additional language 4 minor magical item 4 minor magical item 5 +1 DEX 5 +1 SOC 6 +1 PER 6 +1 PER
Gnomes reach adulthood at 40 years of age and live on average 200 years. Gnomes are 3 to 4 feet in height (with no real di! erence between male to female heights) and are lighter and less stocky than their Dwarven cousins.
Halflings reach adulthood at 20 years of age and live on average 150 years. Halfling males average 3'0 in height and around 45lbs in weight. Females average 2'9 in height and weighing in at around 35lbs.
Halflings
Humans
Living alongside humans for the last 50 or so generations, the Halflings of the world often farm and build small communities in or very near to almost all human cities, towns, and villages. With an immense love of home, family, friends & the comforts of food, a warm fire, and a good book, mankind has welcomed them into almost all aspects of their lives. Treating them as friends and cousins and often protecting them from the horrors that lay in the wilderness surrounding their civilized lands.
The most prolific of the races, humankind has adapted to most every known climate in the world. With their generally shorter lifespans and penchant for conquering mankind has formed many a great kingdom that has risen only to fall. The Race of Man is split into many distinct groups from barbaric northerners to nomads living in the steppes of the east to small woodland tribes living as they have for thousands of years. Humanity covers the world in one form or another, sometimes bringing prosperity with it and sometimes pestilence and death. Gifted in the magical arts the Elves bestowed upon them and mastering the metalwork
• Add 1 to DEX • size S • Move: 8+DEX
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the Dwarves taught them in the early days, Mankind used these tools to create war, more often among themselves than with others.
both tall and heavily muscular (avg. height 6'3 and weighing in at over 200 lbs) and some women of the foreign lands being very small and dainty (avg. height 4'11 and weight of 105 lbs).
Now they find themselves a splintered and fractured race of people, having no shared language, custom, religion or ideals, they march on. Good, evil, civilized, barbaric, holy, tragic, hopeful, social, reclusive... all can be found among the worlds now dominant race.
Orcs Orcs inhabit most of the lands in one form or another, from small tribal woodland bands to the vast nomadic empires. Mostly known for their barbaric ways and customs the Orc have carved out a living in some of the most hostile territories in the lands. The Orcish race are at a crossroads between becoming truly civilized or reverting to their inhuman and vile nature.
• Humans gain +1 bonus to any 2 General Attributes of their choosing (cannot be used on single attribute, so no +2) • size M • Move: 10+DEX • Starting Languages: Humans can generally speak the local human regional language and depending on Social Class, Background or Character Class can Read & Write it. For every two points of KNO add an additional spoken language (p29).
It is not uncommon to see Orcs amongst the peoples of a city or town in some lands, these orcs tend to be much more "civilized" than their tribal cousins.
Roll Once on this Table 1d6
• add 2 to STR • subtract 1 from SOC • size M • Move: 10+DEX • Darkvision • Orcs are trained in the use of all weapons regardless of Character Class • Starting Languages: Orcs Speak a guttural and rough form of Elven (they can communicate with Elves and vice versa but do have their own slang words, accent, etc) & those Orcs raised in or near human settlements will often speak the local Human regional language
Human
1 +5 starting health points 2 +1 to any General Attribute 3 additional language 4 minor magical item 5 +1 SOC 6 +1 STR
Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest pale and yellow. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown.
Roll Once on this Table 1d6
Orc
1 +10 starting Health Points 2 +1 to SOC (negates the -1 penalty)
Humans reach adulthood at 15-19 years of age depending on the culture and live on average 85-90 years. Human heights and weights vary across a large spectrum with some northern men generally being
3 +5 to starting Health Points 4 minor magical weapon 5 +1 PER
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6 +1 STA
Orcs reach adulthood at around 14 years of age and live on average 50-60 years. Orcs can range from 5 feet tall to a massive 7 feet tall and weigh anywhere from 180 to a hair over 300lbs.
• Use the d6 table of the second race for additional bonuses.
• Starting Languages: Speak both parents native or racial language & Speak, Read, Write the local Human regional tongue, this represents that most Half Race characters would be raised in Human settlements (and attended human schools) as most 'pure' race kingdoms have little tolerance for Halfbloods.
Half Races To create a half race character choose any of the 2 Character Races and do the following: • Choose one of the two races to be the Main race and use that races attribute bonuses and bullet point abilities.
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Havenshield has 3 beginning Character Classes to choose from, each Class is listed in the following format (with explanations).
Weapons & Armor: The characters beginning armor and weapon proficiencies are here (characters can use armors or weapons they have no training in but do su! er penalties for doing so)
Primary Attributes: Each class has one Primary Attribute and allows the player to choose the 2nd. Primary Attributes create Advantage in most situations where that Attribute would be used (i.e. A Warrior attempting to lift a heavy portcullis would roll with a STR Advantage on the Skill Test).
Special Class Special Abilities are listed here. Descriptor Classes: At 3rd level a player may choose a Descriptor Class, but there may be times when you may not meet the Requirements for any of the available Descriptor Classes (or may be uninterested in the ones you do qualify for) for your Character Class. In that case you are allowed to continue gaining levels and XP as normal and if and when the character meets the requirements of the Descriptor Class they like they may take that Descriptor at anytime the character levels up.
Class Attribute: The 'special' attribute associated with each class, this attribute is not rolled for but based on the PC's Class Level. It is used as a bonus in addition to General Attributes for certain skills related to the characters Class (i.e. a thief adds their SKI to their DEX in pick pocketing attempts, a Warrior adds their COM to their STR for a bonus to hit, a Mage adds MAG to KNO for spellcasting rolls) Beginning HP: This is the Characters beginning amount of Health Points. HD: Hit Die, the PCs Hit Die is the amount of Health Points a character gains when leveling up, amongst other things. Damage: This is the amount of Damage each Character Class does (unlike other games damage isn't calculated by the weapon used but by the characters class, representing a characters lethality and training in weapon use). This Damage will be written as the abbreviated code and applies to all weapons damage the character is proficient in using. It also lists a characters damage done while unarmed or using a makeshift or improvised weapon in parentheses.
Class Damage L
The lowest of the two dice rolled
H
The highest of the two dice rolled
2
Both dice added together
max
The Maximum possible on the two dice rolled (12)
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Warrior
Fighter, Soldier, Mercenary, Guard... All encompass the battle hardened Warrior.
Primary Attributes: STR & Choose 2nd Class Attribute: COM (Combat) Beginning HP: 4d6+STA HD: 2d6+STA
"I saw him storm into the field of battle, swinging an axe the size of a man. His armor, once shining, now covered in thick, black blood and gore. For a moment the man became a monster, hacking at his foes and screaming for all to die. And then for one moment he seemed to glare at me alone... and he smiled."
Damage: 2 (unarmed/improvised: H) Weapons & Armor: Any & All Special • Health Surge: Once per encounter a Warrior can heal 1d6+STA
Warrior Descriptor Classes • Barbarian • Guardian • Knight • Monk • Paladin • Ranger
Barbarian Requirements: STR 3, STA 3 - A Barbarian who chooses not to wear armor has natural Armor Points ( AP) equal to his COM Attribute. Wearing armor negates this e! ect (use the armors AP instead). - A Barbarian can go into a berserk rage a number of times per day equal to half of the Barbarians level, this rage lasts 1d6+STA combat rounds. While enraged a Barbarian increases his damage by one on the Escalation Table. This requires a short rest after the encounter before the Barbarian may do anything strenuous again.
- Once per day a Barbarian may call upon the ancient spirits of the world to assist him in a given task. This allows the Barbarian to automatically succeed in one Skill Test or Attack Roll, even when the odds would be impossible (lifting a door to heavy to lift, hitting a creature only hit by magical items, etc). - Epic Power: On a critical hit a Barbarian can choose to deliver a
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devastating blow instead of a Battle Bonus. This hit does double the max damage + STR bonus, ignores the creatures AP and reduces the AP of the target by 2.
- Epic Power: Once per encounter a Knight can immediately attack a creature without rolling an Attack Roll, this attack does double the max damage + STR bonus. This attack does not take the place of the characters normal actions that round.
Guardian Requirements: STA 3, Must carry a shield.
Monk
- A Guardian can give his Shield bonus to any allies Defense Roll within 5 yds for one Defense Roll per combat round. This increases to 2 allies at level 6. - A Guardian can sunder his shield from any attack within 5 yards and can declare it after the ally fails his Defense Roll and the GM declares the monsters Dmg. Sundering utterly destroys the Guardians shield but negates ALL Damage done. - A Guardian can cast the following Minor Spells as a caster of 1/2 his level. Armor, Disarm, Minor Heal, Shield, Ward. He may only cast a number of spells per day equal to his level before requiring a Long Rest. - Epic Power: Once per encounter a Guardian can immediately deliver a blow to any target within reach right after it hits an ally. This hit does double the damage that the target did to the ally. This attack does not require an Attack Roll nor does it take the place of the characters normal actions that round.
Requirements: DEX 3, KNO 2 - While unarmored a Monk gains a number of Armor Points ( AP) equal to his COM attribute. This is considered Natural Armor. If a Monk chooses to wear armor it negates this e! ect and the Armor Points of the armor worn are used instead. - A Monk ignores the Warriors unarmed damage when attacking with his fists or feet instead doing a Warriors full weapons damage (2). A Monk may choose to split this into 2 attacks against 2 foes, if so the first attack does the High die (H) and the second the Low die (L). - A Monk can cast the following Minor Spells as a caster of 1/2 his level. Disarm, Hide, Minor Heal, Resist. He may only cast a number of spells per day equal to his level before requiring a Long Rest. - Epic Power: Once per encounter a Monk can teleport to anywhere within sight and immediately make an attack roll to a nearby target with surprise. This does not take the place of the characters normal actions.
Knight
Paladin
Requirements: STR 2 SOC 2, must acquire Heavy Plate, Sword & a mount.
Requirements: STR 2, KNO 2, SOC 3 - A Paladin may Rebuke a number of Undead or Demons equal to his level in HD plus 1d6 a number of times per day equal to the Paladins COM attribute. - A Paladin may call upon his God once per lunar cycle to perform a Miracle. (Miracles are explained in the Chapter on MagicRituals). - A Paladin can cast the following Minor Spells as a caster of 1/2 his level. Light, Minor Heal, Shield, True Strike. He may only cast a number of spells per day equal to his level before requiring a Long Rest.
- Once per month a Knight can call upon other members of his Knightly Order to aid in quests. The number of Knights that come to his aid is equal to the Knights level. - Once per encounter a Knight may reroll any one failed Attack, Defense, or Skill Test. - At 4th Level a Knight retains the services of a Squire (a 1st Level Warrior).
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- Epic Power: Once per encounter a Paladin can do
Escalation step (H to 2, L to H, etc) for melee attacks with any one handed weapon. • Language: All Rogues add Cant as an additional language regardless of Race or other factors.
a divine strike. This powerful attack e ! ects all non-allies within 30 yards and does 2 (both die) +STR damage ignoring their AP.
Rogue Descriptor Classes • Assassin • Bard • Scout • Spy • Thief • Treasure Hunter
Ranger Requirements: DEX 2, PER 3 - A Ranger can track a creature or person over long distances at full Move speed. When tracking a Ranger rolls at Advantage no matter the circumstances and adds both PER and KNO to their Skill Test. - At 4th level a Ranger gains an animal companion. - While wearing no armor, Leather, or Heavy Leather armor a Ranger can reload any bow as a Free Action. - Epic Power: Once per Encounter a Ranger can fire a number of arrows equal to the Characters Level with just one Attack Roll. This attack does 1d6+PER damage for each arrow and the arrows can be divided between any targets the Ranger chooses (including all in one target).
Thief, Pickpocket, Smuggler, Scoundrel... those who live one step ahead of the law. This is the Rogue.
Rogue Assassin
Primary Attributes: DEX & Choose 2nd
Requirements: DEX 3, PER 3, KNO 2
Class Attribute: SKI (Skills)
- An Assassin can make poisons equal to an Alchemist of 1/2 his level. For more on Poisons see Equipment. - With a successful Sneak check an Assassin can automatically succeed in the first Attack Roll and will do max damage on a sleeping, prone, or unaware victim. - An Assassin can cast the following Minor Spells as a caster of 1/2 his level. Detect Magic, Hide, Minor Illusion. An Assassin may only cast a number of spells per day equal to his level before requiring a Long Rest. - Epic Power: Once per encounter an Assassin can choose any target within sight and immediately strike it with a poisonous dart without an attack roll.
Beginning HP: 3d6+STA HD: 1d6+STA Damage: H (unarmed/improvised: L) Weapons & Armor: All swords, bows, daggers, clubs; All leather armors and light shield Special • Pinpoint Attack: If Rogues DEX is higher than either the opponents DEX (for NPCS) or HD (for monsters) increase the damage done by one
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The e! ects of the Assassin's poison depend on the poisons the Assassin has prepared (see Potions and Poisons in the Equipment chapter). This attack does not take the place of the Assassin's normal turn.
"I didn't see what pierced me in the back but I felt the blood. I spun and turned to see the man, head covered in a hood. He showed me my purse of gold before he said 'thanks mate'. Then he walked into the shadows..." gone
Bard Requirements: SOC 4, KNO 3 - While wearing no armor heavier than Heavy Leather a bard can cast any Minor Spell he knows as long as the Bard is carrying a musical instrument and has the ability to use his voice (sing). A Bard casts spells as a caster of 1/2 his level & may only cast a number of spells per day equal to his level. Bards can learn a number of Minor Spells up to their KNO + Character Level. - Once per lunar cycle (month) a Bard can influence and sway a number of people equal to his level in d6 (i.e. a 4th level Bard influences 4d6 people). This can influence the crowd to do things that would normally be against their better judgement (i.e. "Lets overthrow the town guard"). - At 5th Level a Bard can choose one Major Spell School, he casts spells from that School as a Mage of 1/2 his level as long as he is wearing armor no heavier than Heavy Leather and can cast a number of spells per day equal to Character Level before requiring a Long Rest. - Epic Power: Once per day the Bard can target one creature or NPC that is within earshot and by playing or singing a song can charm that target into doing any one thing (up to and including committing suicide).
Tracking Rolls along with rolling at Advantage. - A Scout can Hide (as per the Minor Spell) a number of times a day equal to the Scouts level. He does so as a caster of 1/2 his level. - While wearing no armor or Leather or Heavy Leather armor a Scout can reload any Bow as a Free Action. - Epic Power: same as Ranger
Spy Requirements: KNO 2, PER 3 - Once per day a Spy can reroll any failed attempt at spying (PER Skill Tests) - A spy can Disguise himself (as per the Minor Spell) a number of times equal to his level. He does so as a caster of 1/2 his level. To do so he must have access to his Disguise Kit and doing so takes 1d6 minutes. - A Spy can gather information on any
Scout Requirements: PER 3 STA 2 - A Scout can track any creature or person across long distances & adds DOUBLE his SKI Attribute to any
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known target. This takes 1d6 hours and costs 1d6x10sp. - Epic Power: Once per day a Spy can completely change his appearance. This form of disguise is indistinguishable from reality. It disguises not only appearance, but voice, scent and all distinguishing features of the Spy.
bonus to the roll. - Epic Power: Once per day a Treasure Hunter may Detect Treasure, this is a spell like ability similar to Detect Magic. It reaches up to 50 yds per character level and gives the Treasure Hunter a gut feeling of not only what the treasure is but where it is. This ability shows the most valuable object within the area of e! ect whether hidden by magic, secret doors, etc.
Thief Requirements: DEX 3, PER 2 - A Thief can reroll one failed Skill Test, Attack Roll, or Defense Roll per day. - A Thief can choose to not roll for gained Treasure a number of times per day equal to his level, instead taking the maximum amount of Treasure that was possible (i.e. instead of rolling 3d6x10sp gaining the maximum instead...180sp). - Once per day a Thief can choose to automatically evade any pursuers. - Epic Power: Once per encounter a Thief can do an Epic Pinpoint Attack, this attack is similar to the Rogue's Pinpoint Attack but does double the normal damage and ignores all of the targets AP.
Mage Primary Attributes: KNO & Choose 2nd Class Attribute: MAG (Magic) Beginning HP: 2d6+1 (no STA bonus) HD: 1d6+ Class level (no STA bonus) Damage: L (unarmed/ improvised: 1 point of damage) Weapons & Armor: longsword, sta" , club, crossbows; no armor
Treasure Hunter
Special • Magic Use: Mages begin the game with 1 Magic Usage Point and the ability to cast spells (see the chapter on Magic for more). • Wizard Types: For more traditional wizards add Draconic as an additional language (Draconic is the language of Magic itself) and for more religious based Mages add Celestial as a bonus language (as it is the language of solitary prayer).
Requirements: SOC 2, KNO 3 - A Treasure Hunter can choose to not roll for gained Treasure a number of times per day equal to his level, instead taking the maximum amount of Treasure that was possible (i.e. instead of rolling 3d6x10sp gaining the maximum instead...180sp). - A Treasure Hunter can gather information on any known treasure location. This takes up to 1d6 days and costs 1d6x10gp per day. - Treasure Hunters are masters at disabling Traps. When rolling Skill Tests to disarm a trap the Treasure Hunter doubles his SKI Attribute as a
Mage Descriptor Classes • Alchemist • Arcanist • Cleric • Druid • Mystic • Priest
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Advantage. - With time and study an Arcanist can develop new spells in his chosen School, discuss your ideas with the GM on developing new spells. The cost of such endeavors is 3d6x1000 sp and takes 3d6 months. The development of a new spell may require very rare material components that must be quested for. - Epic Power: The Arcanist can cast any spell of his chosen School (including touch spells) to a center of anywhere within his line of sight without any penalty.
Magician, Sorcerer, Shaman, Priest... those who harness divine or arcane magical arts, this is the Mage.
"At dawn we heard the ground quake and from the sky itself it rained fire. Then we saw him standing upon the central tower covered in blue light, his eyes blazing from the chaos he brought to town."
Alchemist Requirements: KNO 4 - An Alchemist can make potions and poisons, see Equipment chapter for more. - Once per day an Alchemist can reroll any failed Skill Test involving the manufacture of poisons or potions. - An Alchemist gains Advantage on any Skill Test or Saving Throw when dealing with the e! ects of any known poison or potion. - Epic Power: An Alchemist gains the ability to create almost any known potion or poison with almost any available materials. MacGyver style.
Arcanist Cleric
- An Arcanist chooses one Major Spell School as his favored School. When casting spells of that School an Arcanist does so as if he was a Mage of 2 levels higher (this cannot allow the Mage to cast above level 10). - When making Saving Throws or Skill Tests to resist the e! ects of any Spell or Spell Like ability within the chosen School the Arcanist always does so at
Requirements: STR 3, SOC 2, must be a Religious Mage and have any two of the following Schools: Heal, Holy, Protection. - A Cleric can wear armor up to Heavy Mail armor without a penalty to Casting Rolls & gains proficiency in all bludgeoning weapons and his Class
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Damage increases to H (L unarmed/ improvised). - A Cleric can only have access to the following Schools: Divination, Heal, Holy, Protection - A Cleric may Rebuke a number of Undead or Demons equal to his level in HD plus 1d6 a number of times per day equal to the Clerics MAG attribute. - Epic Power: Once per encounter a Cleric can choose on a successful hit to Smite his opponent. As long as the Cleric is of greater HD than the target the target is immediately dead. If the target is of equal or greater HD this attack does double max damage and ignores AP.
- A Mystic can do damage while unarmed of H. - A Mystic has a number of Armor Points ( AP) equal to his MAG Attribute as long as the Mystic is unarmored. This is considered Natural armor and any attempt to wear regular armors negates its e ! ect. - Once per lunar cycle a Mystic may petition the powers of the universe for a Miracle (see Magic Section on Rituals and Miracles). - Epic Power: Once per encounter a Mystic can teleport to anywhere within his range of sight and immediately make an attack or cast a spell. this does not take the place of the Mystics normal turn that round.
Druid
Priest
Requirements: KNO 3, PER 3, Must have Nature School and one of the following 5, Divination, Elemental, Heal, Holy & Protection.
Requirements: KNO 3, SOC 3, must have 2 of the following Schools Divination, Healing, Holy & Protection - While on Holy Ground a Priest never loses Magic Usage Points, casts spells of Healing, Holy & Protection Schools as a caster of 2 levels higher (cannot be above level 10), and automatically succeeds in spellcasting attempts of the above 3 Arcana (no Spellcasting Roll required). - A Priest may Rebuke a number of Undead or Demons equal to his level in HD plus 1d6 a number of times per day equal to the Priests MAG attribute. While on Holy Ground this power increases to a number of HD equal to the Priests level x 2 +2d6. - Once per lunar cycle (month) a Priest may call upon his god to perform a Miracle. Miracles are explained in the chapter on Magic: Rituals & Miracles. - Epic Power: Once per day, as long as the Priest is on Holy Ground he may perform a mass healing. This divine power fully cures the wounded and ill within a radius of 10 yards per level of the caster.
- A Druid can wear leather armors (regular or heavy) with no penalty to casting rolls. He also gains proficiency in any weapons solely constructed in wood (sta! s, clubs) and does H damage with such weapons. - A Druid may only have or gain access to the following Schools: Divination, Elemental, Heal, Holy, Nature & Protection - A Druid can cast any Nature School spell as a caster of 2 levels higher if the Druid is in a woodland environment (cannot be higher than level 10). - Epic Power: Once per day a Druid can change into an Elemental of his choosing, this lasts for a number of minutes equal to character level.
Mystic Requirements: STA 3, KNO 3
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Havenshield uses 6 General Attributes and 3 Class Attributes. The General Attributes are Strength (STR), Dexterity (DEX), Stamina (STA), Perception (PER), Knowledge (KNO), Social (SOC), and the Class Attributes are Combat (COM), Skills (SKI) & Magic (MAG). General Attributes Range from -1 to 6 and Class Attributes begin at 1 and increase to 6 as a character levels. At the beginning of the game roll each General Attribute in order (remembering to roll Primary Abilities with Advantage) and then modify each Ability by Race.
General Attributes STR (Strength) is a measurement of the physical power and might of a character. DEX (Dexterity) is a measurement of the speed and agility of a character. STA (Stamina) is a measurement of the physical fortitude and endurance of a character. PER (Perception) is a measurement of the alertness and awareness of a character. KNO (Knowledge) is a measurement of the mental intelligence and learning of a character. SOC (Social) is a measurement of the charm and personality of a character.
Class Attributes Class Attributes are additional bonuses added to checks that are associated with the Character's Class, such as hitting someone with a sword for Warriors, Casting Spells for Mages, or picking someone's pocket for Rogue's. Class Attributes are not rolled for and increase as Characters Level up. Combat Attribute (COM)- Warriors The COM attribute adds to a Warriors Attack Roll with any weapon they are proficient in. It also adds to any STR tests that are combat related. Also any kind of tests or skills related to battle, warfare, leadership, etc. Skills Attribute (SKI)- Rogues The SKI attribute adds to any Rogue's tests, skill checks, or saving throws related to Thievery, Traps, Stealth, Understanding Written Languages, Hearing, etc. Magic Attribute (MAG)- Mages The MAG attribute adds to a Mages spellcasting tests, saving throws against spells, spell attacks & all tests related to arcane knowledge, ancient lore, demonology, religion & more.
Roll 2d6 for General Attributes (3d6 w/ Advantage for Primary Attributes) and consult the following table 2d6 Roll
Attribute
2
-1
3-4
0
5-7
1
8-9
2
10-11
3
12
4
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Class Attributes start at 1 and increase to 6 over the ten Character Levels. Consult the following table for Class Attributes. Level
Attribute
1
1
2-3
2
4-5
3
6-7
4
8-9
5
10
6
Primary Attributes Primary Attributes grant Advantage on all Skill Tests that are associated with that Attribute. All characters begin the game with 2 Primary Abilities. One that is tied to the Characters Class and a 2nd of the player's choice. Once characters reach 5th level they gain a 3rd Primary Attribute of their choice. You can indicate which Attributes are Primary by checking the box in the upper righthand corner of the Attribute's box on the Character Sheet.
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12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41.
Social Class Start by rolling for Social Class. A PCs Social Class will determine not only his choice of Backgrounds but his starting funds and Equipment. To roll for Social Class roll 3d6 and consult the following table. 3d6
Social Class
3-9
Lower Class/ Peasant
10-16
Middle Class/ Freeman
17
Gentry
18
Noble
See Equipment Section for more on starting money and Equipment based on Social Class.
Backgrounds By Social Class Backgrounds create advantage on any Skill Test roll that would fall into the knowledge or skills gained thru having the background (i.e. character with a Painter background attempting to forge a painting, etc). Players are not limited to these backgrounds and can choose almost any descriptive background they can think of as long as it weaves into the campaign.
Middle Class/ Freeman 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15.
Lower Class/ Peasant 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11.
fortune teller fugitive gambler gardener grave digger grave robber heretic hermit hunter laborer miner mountain man mugger outlaw pickpocket poacher pilgrim pirate quarry worker ratcatcher servant shepherd freed slave street preacher street thug street urchin thief toad hunter wanderer well digger
bandit barbarian beggar branded criminal brothel worker con-artist defrocked priest exile farmer fence fisherman
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apothecary architect armorer artisan baker barber blacksmith bodyguard bookbinder brewer butcher caravan guide carpenter cartographer cartwright
16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50.
city guardsman clerk cooper cultist dentist dock Master engineer explorer farmer fence gamekeeper glass blower grocer herbalist innkeeper locksmith mercenary musician navigator painter priest rope maker scout sculptor shipwright singer slave trader soldier spy student tailor teacher temple guard tracker vintner
15. tax collector
Parents/Hometown Fill in this section on your character sheet. Are your parents still living? Did you have a Hometown? Do you have any brothers and sisters?
Misc. Character Creation Initiative: Equal to Class Level Defense: DEX modified by shield bonus AP: Armor Points are listed with each type of armor in the Equipment section. Class/Race Benefits: Make a note of racial and class benefits in this section, such as Darkvision, the Rogues Pinpoint Attack, etc. Encumbrance: You can carry up to 20+ STR in items with a backpack without encumbrance. 10+STR items without, within reason (some large items may take up more than one items worth of carrying capacity). If you are carrying more than your encumbrance you will have Disadvantage on all tests. Luck Points (LP): You begin the game with 1 Luck Point. LP give bonuses to certain die rolls (such as granting advantage, rerolls, etc). Once a Luck Point is spent it cannot be reused. You can gain more by attending games (you gain 1 at the beginning of each session) or for roleplaying, defeating certain enemies, and more (the GM gives away LP based on certain things and will tell you when you are awarded one).
Gentry/Noble 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14.
brothel owner cat burglar courtier diplomat doctor explorer government o"cial historian merchant money lender priest slave trader spice merchant student
Leveling Up • Roll HD and add that total to your Health Points • Gain 1 LP (Luck Point) • On even numbered levels roll to check for increases in your Primary Attributes (see note on Raising Primary Attributes next page). • On odd numbered levels choose only one of your non-Primary Attributes and raise it by 1 (no check required). • At 3rd level choose a Descriptor Class. • At 5th level choose a 3rd Attribute to be a Primary Attribute.
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• At 9th level receive your Epic Power. • Once Character reaches 10th level begin working towards Retirement Goals (p63-64) Level
Optional Milestone Levelling In some games a GM may prefer to award PCs character levels for reaching certain achievements (defeating a ‘big bad’, etc). If this is how you as GM prefer to run your game feel free to do so and to ignore XP.
XP Needed
2
20xp
3
50xp
4
90xp
5
140xp
6
200xp
7
270xp
8
350xp
9
450xp
10
600xp
Raising Primary Attributes On even number levels a check is required to see if your Primary Attributes raise. To do this roll 2d6 and if either die is equal to or higher than your current Attribute increase it by 1. Do this for each of your Primary Attributes. Attributes can be raised to a maximum of 6 (with 1 exception, Orcs, can raise their STR to 7 at level 6 or above by rolling a 6 on the check if they already possess a STR of 6).
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brownies, fairies, nymphs, satyrs, and more. It is also the language of Gnomes. Terran- The language of earth-based creatures.
Human Languages Havenshield does not assume a worldwide human trade language (Common, etc) but instead assumes all humans local to an area will share a language. If you wish to use a common worldwide language feel free to do so, or just use a local human regional language for major countries and di! erent human cultures.
Other Languages Although the above is not a complete list of languages in the known world, it is a good base of starter languages. Your GM may have other languages available based on their campaign world.
Other Languages Cant- The language of thieves, smugglers and the savvier or urban poor. Dwarvish- The language of all dwarves. Elvish- Spoken by the Elves, Orcs, and me human forest tribes. Giant- Spoken by Giants, Ogres, and Trolls. Goblin- Spoken by Goblins and their ilk. Vairndun (The Dark Tongue)- A spoken language used by most dwellers of the Underground Kingdoms. Sylvan- The tongue of Gnomes, this language is also the primary language of all fey creatures.
Ancient Languages Aquan- The language of waterbased creatures including mermen. Auran- The language of air-based creatures. Celestial- The language of the Heavens and its servants. Used in solitary prayer by the Priests and Clerics of faith. Draconic- The language of dragons. It is also the language of magic incantations used by mages (and they gain it as a bonus language in Havenshield campaigns). Aelthanir- The spoken and written language of ancient humans. Ignan- The language of fire-based creatures. R'leyhian- The language of aberrations and priests of dark, unnamable gods. Sylvan- The language of fey creatures including
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If you are GM’ing a Havenshield RPG game and wish to add a simple character alignment system I have tried to include a fast and easy system for it. Feel free to change it to fit your campaign or disregard it completely if it’s not needed for your gaming style. If you are a player please ask your GM if they intend on using this optional alignment system for your Havenshield campaign.
Alignments Law: Generally truthful, compassionate towards likeminded races, believes in the betterment of society, loyal to friends, often does and behaves in a manner that people consider ‘good’. Neutral: Believes in balance, generally treats others as they treat them, oftentimes doesn't rely on others. Chaos: Breaks laws and promises, believes in selfpreservation at all costs, the opposite of Law, acts in a way others consider evil, tends to be selfish and occasionally cruel.
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Starting Equipment
Starting Money
Warrior: any 2 melee weapons and either a shield or ranged weapon. Any armor up to Heavy Mail. Backpack, week of water and rations.
Lower Class/Peasant: 1d6sp
Rogue: any 1 melee weapon and one ranged weapon. Light or Heavy Leather. Thieves Tools, Backpack, week of water and rations.
Gentry/Noble: 3d6x10sp (anyone of these Social Classes will receive a monthly allowance of their initial money roll)
Mage: 1 weapon, Spell or Prayer book, Holy Symbol or Arcane Device, Backpack, week of water and rations.
Currency
Middle Class/Freeman: 1d6x10sp
Silver pieces (sp) are the basic coinage of Havenshield. Silvers are worth 10 coppers and 10 silvers equals 1 gold.
Gentry/Noble: Those characters of the Gentry or Noble Social Classes will start o ! with either a weapon or armor of Fine make along with a good riding horse, fine clothing, and any small purchase items (10sp or less) that they wish to carry.
Copper pieces (cp) are worth 1/10th of a silver or 1/100th of a gold. Gold pieces (gp) are worth 10 silvers or 100 coppers. For every 500 coins a character carries add one to their Encumbrance.
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Armor
Encumbrance Encumbrance is the amount of weight, in items a character can carry without penalty. Havenshield uses a fairly simple Encumbrance system, a character can carry up to 20 items plus your STR if you have a backpack or 10 plus your STR without a backpack. If you are carrying more than your Encumbrance you do all physical Skill Tests, Attack Rolls & Defense Rolls at Disadvantage. Some large items may count as more than one Encumbrance and some small items may count as less, but as a general rule every item on your person counts against your maximum Encumbrance. Pack animals, riding animals, carts and wagons may also carry items for you but you must list what items they are carrying separately from your personal Encumbrance. If the animal, wagon, etc is nearby during an Encounter you may retrieve an item from it by using a Fast Action if it is within half of your MOVE or in a Full Action if it is located further than half of your MOVE.
AP
Penalty
Cost
Light Leather
1
0
20sp
Heavy Leather
2
0
40sp
Light Mail
3
1
80sp
Heavy Mail
4
2
150sp
Light Plate
5
3
300sp
Heavy Plate
6
4
600sp
Shields Shield increase a characters DEF (Defense). Shields are listed by their DEF bonus, their Penalty & Cost.
Arms and Armor
DEF bonus: this number is added to a characters DEF score.
When using weapons a character is not proficient in they do so at Disadvantage.
Penalty: Reduces MOVE by number listed.
When wearing armor a character is not proficient in they do all checks, skill tests, attacks, defenses, &
Cost: The amount of funds needed to purchase the item.
spellcasting rolls at Disadvantage.
Armor Each Armor is listed including it's Armor Points (AP), it's Penalty & it's cost. AP: Armor Points are deducted from all physical damage done to the armor's wearer. Penalty: Reduces your characters MOVE by the penalty number listed. Cost: The amount of funds needed to purchase the item.
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Shield
DEF bonus
Penalty
Cost
Light
1
0
10sp
Medium
2
0
25sp
Heavy
3
1
50sp
One Handed Melee Weapons
Small Melee Weapons Small Melee Weapons grant the attacker Advantage on Initiative Checks but do one step down on Class Damage (use the Classes unarmed/improvised damage). Attk: The Attribute the weapon adds to Attack Rolls. Dmg: The Attribute added to a characters Damage. Cost: The amount of funds needed to purchase the item.
Small Melee Weapons name
Attk
Dmg STR
name
Attk
Dmg
Cost
Bastard Sword (one handed)
STR
STR
100sp
Battle Axe
STR
STR
70sp
Club
STR
STR
2sp
Long Sword
STR
STR
90sp
Mace
STR
STR
40sp
Morning Star
STR
STR
50sp
Rapier
DEX
PER
80sp
Spear
STR
PER
10sp
Staff
DEX
STR
5sp
Warhamm er
STR
STR
60sp
Cost
Short Sword
DEX
10sp
Knife
DEX
PER
1sp
Small Club
STR
STR
1sp
Dagger
DEX
PER
2sp
Hand Axe
STR
STR
5sp
Spike Gauntlet
STR
STR
5sp
Two Handed Melee Weapons - -Two Handed Weapons, such as Claymore Swords and Two Handed Axes, do an extra +2 Damage but have Disadvantage on Initiative Checks. And the user may not gain a shield bonus to Defense until switching weapons.
One Handed Melee Weapons Attk: The Attribute the weapon adds to Attack Rolls.
Attk: The Attribute the weapon adds to Attack Rolls.
Dmg: The Attribute added to a characters Damage.
Dmg: The Attribute added to a characters Damage.
Cost: The amount of funds needed to purchase the items.
Cost: The amount of funds needed to purchase the item.
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Two Handed Melee Weapons name
Attk
Dmg
Cost
Bastard Sword (two handed)
STR
STR
100sp
Claymore
STR
STR
180sp
Two Handed Axe
STR
STR
140sp
Two Handed Sword
STR
Two Handed Spear
STR
PER
20sp
Quarterst aff
DEX
STR
10sp
Ranged Weapons Attk: The Attribute the weapon adds to Attack Rolls. Dmg: The Attribute added to a characters Damage. Cost: The amount of funds needed to purchase the item.
Ranged Weapons STR
150sp
Polearms -Polearms automatically go first in Initiative for the 1st Round of Combat (roll Initiative Check anyway and starting on the 2nd Combat Round you will go in that order). Attk: The Attribute the weapon adds to Attack Rolls.
Name
Attk
Dmg
Cost
Compou nd Bow
DEX
STR
300sp
Crossbo w
DEX
PER
60sp
Hand Crossbo w
DEX
PER
100sp
Short Bow
DEX
PER
25sp
Long Bow
DEX
PER
60sp
Throwin g Axe
STR
STR
10sp
Throwin g Knife
DEX
STR
5sp
Throwin g Spear
STR
STR
10sp
Dmg: The Attribute added to a characters Damage.
Range & Reload
Cost: The amount of funds needed to purchase the item.
Ranged weapons are again listed by Range and Reload times.
Polearms name
Attk
Dmg
Cost
Glaive
STR
STR
60sp
Halberd
STR
STR
70sp
Military Fork
STR
STR
40sp
Military Spear
STR
PER
30sp
Range: Range is the maximum distance a character can shoot or throw a ranged weapon without penalty. Attacks at further than the listed distance are always done so at Disadvantage. Reload: Reload is the amount of time it takes to reload a bolt, arrow, etc during combat. When not in combat a character is assumed to be able to load or
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reload a weapon by simply stating the character does so.
Range & Reload
Name
Cost
Grappling Hook
5sp
Holy Symbol
50sp
Holy Water
20sp
Ink, per jar
8sp
Name
Range
Reload
Compound Bow
40
full action
Crossbow
45
full action
Iron Spikes
20sp
Hand Crossbow
20
fast action
Ladder, 10ft
10sp
Lantern
40sp
Short Bow
24
fast action
Lantern Oil
10sp
Long Bow
40
fast action
Map case
10sp
Throwing Axe
6
must retrieve
Mirror, small
75sp
Throwing Knife
8
must retrieve
Oil, flask
15sp
Padlock, 2 keys
100sp
Throwing Spear
12
Paper
10sp
Pole, 10 ft
2sp
Quill
1sp
Quiver & Arrows for Bows
25sp
Rations, Dry
7sp
Rope, Hemp
1sp
Rope, Silk
50sp
must retrieve
Adventuring Equipment Listed by Name and Cost.
Adventuring Equipment Name
Cost
Sack, Large
1sp
Backpack
4sp
Sack , Small
2cp
Bedroll
2sp
Saddle, Pack
10sp
Belt Pouch
1sp
Saddle, Riding
50sp
Bit and Bridle
15sp
Saddlebags
5sp
Bolts & Case for Crossbow
20sp
Tent, Large
100sp
Candles
1sp
Tent, Small
10sp
Chalk
1sp
Thieves Tools
50sp
Glass Bottle
10sp
Tinderbox
3sp
Glass Vial
5sp
Torches
6sp
Whetstone
1sp
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Name
Cost
Whistle
5sp
Wineskin/ Waterskin
1sp
Winter Blanket
2sp
Potions Healing, Minor: Heals 1d6+STA HP Healing: Heals 2d6+STA HP Healing, Major: Heals 3d6+STA HP Magic Usage: Mage regains one point of Magic Usage, rare potion.
Food & Lodging
Potions Food & Lodging type
cost
Ale (Pint)
2cp
Ale (Pitcher)
1sp
Lodging (week)
5sp
Lodging (night)
1sp
Meal at Inn
5cp
Wine, bottle
2sp
type
cost
Healing, Minor
50sp
Healing
100sp
Healing, Major
150sp
Magic Usage
1750sp
Poisons And Herbs
Transport enc.- The number value in Encumbrance the item or animal can carry along with a rider, driver, etc.
type
cost
Larathia Petal
110sp
Boneshiver
400sp per dose
Assassin's Tongue
600sp per dose
Darkbrew
100sp per bottle
Transport type
enc.
cost
animal food (daily)
-
5cp
Cart
200
100sp
Boar, Riding
60
250sp
Dog, Riding
40
100sp
Horse
80
75sp
Mule
120
30sp
Pony
50
30sp
Wagon
600
200sp
Warhorse
90
250sp
Larathia Petal: The small yellowish, bitter petals of the Larathia flower can heal 3d6 HP (No STA bonus, unlike potions) to anyone that consumes one. Highly valued for their healing powers, the secrets to growing them are closely guarded by those few that maintain gardens of the magical species. Boneshiver: This feared, tasteless poison is easily manufactured from a small group of readily available poisonous mushrooms and flowers. Depending on its potency a single dose of Boneshiver can cause violent shakes, uncontrollable fevers and hallucinations for up to 6 days. In Game terms those who fail a ST 12 (STA) after imbibing Boneshiver become violently ill for 1d6 days, this illness requires bedrest and food/
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water. When found in black markets the price above is for the standard version of Boneshiver described here. More powerful and potent versions can be found.
Darkbrew: This highly potent, viscous, black liquid is poisonous upon contact with skin. Often times bottled in glass containers and thrown at opponents. The liquid begins burning thru flesh on contact, causing green, scab-like wounds. In game terms Darkbrew is a ranged weapon that uses DEX for Attack Rolls and PER for Damage bonus. Its Damage is 2 (+PER) and ignores an opponents AP (Armor Points). The bottle has a range of 6 yds. Anyone within 2 yards of the target will also take L in splashing damage (this also ignores AP). No other known versions of Darkbrew exist but the standard one.
Assassin's Tongue: Colorless and waxy, Assassin's Tongue is often applied to piercing weapons. Once it enters the bloodstream it causes a burning sensation in all of a victim's extremities. This is soon followed by paralysis. In game terms a standard dose of Assassin's Tongue requires a ST 13 (STA) roll or the victim becomes paralyzed in 1d6 rounds. More powerful versions can be found occasionally, but the manufacturing of this poison is a major criminal o! ense in most kingdoms.
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In certain cases either Advantage or Disadvantage may apply to the roll. Note that Advantage does not stack with other Advantages.
'Mostly Dice-less' GM'ing Unless you are using random encounter tables or the like that require you to have extra dice, you really just need 2 six sided die of two di! erent colors to keep track of Escalations during combat (p16). A GM Screen of some kind may be useful to hide your notes and monster stats, scratch paper to keep track of monster and NPC Health Points, and a pencil. That's about all you need to run the game along with this book. Besides character creation rules, basic equipment, & spells I have tried to include everything you need to run the game in this book.
Advantage and Disadvantage can however cancel each other out.
Advantage/Disadvantage Roll 3d6 for Advantage and add the highest two die & for Disadvantage add the lowest two die & then add any modifiers (Attribute or additional).
Basic Skill Tests Any time a Skill Test (ST)would be called for (i.e. jumping over the head of an incoming Troll, trying to steal the crown o! of a sleeping Kings head, Rolling a barrel down a winding stairwell to hit an NPC) the GM will determine the Di "culty Number (DN) of the action being attempted and the Attribute used. Then the player rolls 2d6 and adds the chosen Attribute, if that number is the same or higher than the chosen DN the character is successful in his attempt.
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More Advanced Skill Tests Sometimes skill tests will involve one of the following: a Primary Attribute, A Class Attribute, or Advantage/Disadvantage. -Primary AttributeWhen a Skill Test is made against one of a character's Primary Attributes the player always roll with Advantage (unless a Disadvantage cancels it out). The player rolls 3d6 and discards the lowest die of the three and adds the other two together along with the Attribute tested for his total. -Class AttributeSome Skill Tests fall under a characters Class Attribute. i.e. a Rogue attempting to disable a trap. In these cases the character rolls with Advantage, if the test is a Primary Attribute, & adds the characters Class Attribute to the test along with the Attribute tested. In the example above the Rogue would add his DEX & his SKI to his die roll with Advantage. -Advantage/DisadvantageIn certain cases either Advantage or Disadvantage (p38) may apply to the roll. Note that Advantage does not stack with other Advantages.
Difficulty Numbers Even though GMs determine Di"culty Numbers the following chart is the basis of how a DN is determined. Difficulty
Difficulty Number
Easy
4
Average
7
Hard
11
Very Hard
14
Near Impossible
19+
Advantage and Disadvantage can however cancel each other out. Unless a rule states otherwise (such as Primary Attributes gaining Advantage on Skill Tests) the GM has the call on when to use Advantage and Disadvantage, but should definitely award Advantage to any player who can come up with a game plan or an out of the box idea to gain an Advantage in a situation.
Class Attributes & Skill Tests Skill Tests are generally written in this format in the game...
When to add a Class Attribute to a Skill Test can occasionally be a di"cult task & the following lists do not include every situation where that Attribute should be added. The GM should use their best judgement and not slow down the game pondering whether it should or shouldn't be used in that situation, or arguing with a player who believes it should be used. Just let them use it and move on.
ST ## (Attribute) Such as ST 12 (STR) for a Strength Attribute Skill Test with a Di"culty Number of 12 (12 or above to succeed rolling 2d6 and adding Strength).
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-STR (Strength)Lifting a heavy object, Breaking down a door, throwing something (or someone), intimidating an enemy with might, bending the bars of a cell or cage, pushing over a large object, arm wrestling a Troll, etc.
-COM (Combat) The Warrior's Class Attribute Battle field tactics of any kind, such as determining a good location to camp that's easily defendable, negotiating terms of surrender with an enemy force, determining the number of enemies in the distance, determining the make and use of a strange weapon, knowing an invading forces Heraldry, etc.
-STA (Stamina)Resisting the e! ects of a poison or illness, long distance physical exertion (rowing, swimming, jogging), playing drinking games with a Forest Ogre.
And some SOC, STR and DEX checks, such as pulling an Out of Action ally from under a felled ceiling beam, dodging an incoming cannonball, intimidating a weaker foe, etc.
-DEX (Dexterity) Jumping a chasm, climbing a rope, catching a thrown object, dodging a trap, stealthily avoiding a guard, more stealthily avoiding the husband of the lady of the manor as you exit thru her bedroom window to the balcony.
-SKI (Skills) The Rogue's Class Attribute
-PER (Perception)Listening at doors, hearing a stealthy enemy before it attacks, spotting a secret passageway, noticing the small drops of blood that lead into that passageway, smelling the decay from the end of the passageway, getting a feeling that the passageway itself seems to be breathing ever so lightly.
Thievery, including picking pockets, following an enemy without being seen, making and setting traps, disarming traps, picking locks, hiding in the shadows, moving silently, etc. And other Skill Tests like selling things (or buying things) on the black market, negotiating with criminals, bribery, spying, determining an NPCs criminal organization by his dress or symbols, etc.
-KNO (Knowledge)Historical dates and facts, determining what language another is speaking (even if you don't know what they are saying), the e! ects of medicines and herbs, natural lore, heraldry, knowledge of local customs, knowledge of the local custom that the first one who finishes his plate of food at the feast on the Night of the Feather Dance... is the one who must perform the Feather Dance.
-MAG (Magic) The Mage's Class Attribute Any Skill Test or Saving Throw against an enemies spells.
-SOC (Social)Lying, attempting a bribe, convincing a neutral party to become an ally, negotiating terms of surrender, haggling with a merchant, trying to convince the Forest Ogre that you once arm wrestled a Troll while you were more drunk than this.
And any Skill Tests including the determining of a magical items properties; knowledge of arcane, diabolical, celestial or elemental objects, creatures or other; determining the value of a magical item or scroll; religion or cult knowledge; magical symbols or runes; knowledge of magical beasts, monsters or constructs; etc.
Some Basic Skills
Saving Throws
The following list is some of the more commonly attempted feats that might require a Skill Test, listed by the General Attribute most often used for that test.
Havenshield does not use traditional 'Saving Throws' instead a Skill Test against the monster, magic, poison, trap, etc is used in its place.
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Luck Points
Rest Recover & Healing Short Rest: Gain 1d6+level HP, Mages roll extra 1d6, if a 6 is rolled regain 1 Magic Usage Point (cannot go above maximum). This Magic Usage boost can only happen once per day, if successful.
Luck Points (LP) are gained in the following way. • At the beginning of every session players get 1 LP • When a PC goes up a level they gain 1 LP • The GM can gift players with LP for completing quests, good roleplaying and more.
Long Rest: Gain a number of d6 equal to HD back in HP (up to maximum) and Mages regain 1 Magic Usage Point.
Spending Luck Points Players can spend LP at anytime they wish. LP can be used in the following ways.
Chase Rules
• Reroll any die roll • Gain Advantage on any die roll • Do Maximum damage on any attack • Add 1 when rolling on the Out of Action table • Gain needed information from an NPC to further an adventure • Revive an ally from being Out of Action, The Out of Action character must immediately roll on the Out of Action table (pXX), but can spend Luck Points on the roll as normal.
Chases in Havenshield, whether the ones being chased or the ones doing the chasing, are determined by Skill Tests. You must determine the Di "culty Number (DN) of the opposing group based on the creatures size and MOVE (basically 7+MOVE). To run a chase scene do the following • Determine distance • Set a DN • Have players roll against the DN until the chase is resolved • Resolve the chase
Awarding Luck Points As a GM awarding a player with a Luck Point is a great way to instill not just good playing habits in a campaign but also rewarding them for teamwork, problem solving skills, role playing and anything else you see fit to award them for.
Chase Graph Close
Luck points can be a powerful tool and can influence the outcome of a game negatively if too many are available, especially to one player. Use caution when awarding them so that you avoid unbalancing your game with multiple rerolls and characters always escaping certain deaths.
Near
Far
Very Far
Gone
-Determine DistanceWhen running a chase scene you first need to determine how close each side is to the opposing side, for chases we will use four vague terms distance. Close, Near, Far & Very Far, Gone. At Close distance one side may attack the other and the chase ends, and for Gone once a side reaches that there is no way to catch them and the chase ends. Once the distance is determined make a simple graph on paper showing the distance between the two, putting an X for the chasing side in the Close box on the graph and an O for the opposing side in the box that shows their distance away from the chasing side.
With that in mind, the following lists a few times that the GM awarding a player or entire group a Luck Point would be appropriate & feel free to add your own. • Finishing a quest or hard fought victory over a major enemy. • Great role playing. • Using a very well thought out plan to succeed. • Solving a super di"cult problem or puzzle. • When a player does something very heroic that results in the characters death or near death.
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(players roll at Disadvantage), or players fleeing while in heavy fog (players roll with Advantage). Feel free to use the Advantage/Disadvantage mechanic for any kind of obstacle that one side may throw at the other (like kicking barrels into a hallway as they run by them). I'd recommend using chases somewhat sparingly (maybe once per session) so that they remain exciting when they do occur and do your best to make each one exciting by involving new obstacles, new opposition, etc
-Set a DNSet a DN for the creature or NPCs in the chase so the characters have something to roll against. To set a DN add 7 to the monster or NPCs MOVE. If a creature is much larger than the characters add an additional di"culty of 2 for Huge sized creatures and 4 for Gargantuan. This final number is the DN. For multiple types of monsters either set a DN for the slowest if being chased, or fastest if chasing, or you can have multiple DNs based on each creature. -Players RollNow the chase begins, either the fastest or slowest player must make the roll. Fastest for chasing, and slowest for being chased. The players roll 2d6+MOVE and if this number meets or exceeds the DN the players move one step closer toward (while chasing) or one step further away from (while being chased) their opposition. If the roll fails, and the players are chasing, the enemy gains one step further on the chase graph & if the players fail while being chased, the enemy gains one step towards them on the graph. Once players or the opposition are within one column distance they can fire ranged weapons at the other group. This attack is made at Disadvantage by the PCs if they are chasing, or defended against at Advantage by the PCs if they are the ones being chased. If the attack is successful the chase is over the next turn, as both groups are within Close distance. If unsuccessful, however, the side being chased gains one further step on the chart without a roll. -Resolve the ChaseIf both sides end up within the same column the chase is over and most likely goes into, or back into, a combat encounter. Or if either side moves one step beyond Very Far to Gone the chase is over with no hope of one side catching the other. -Chase Advantage or DisadvantageSometimes circumstances would call for either an Advantage or Disadvantage roll against the DN. These could include players chasing monsters thru their own lair without knowing where they are going (players chase roll is at Disadvantage), players chasing severely wounded monsters (players chase roll at advantage), players being chased while their characters are burdened with something very heavy
Awarding Experience Points (XP) During the game session the GM should keep track of every Encounter the characters have, whether Combat or Roleplaying. Writing these encounters in a notebook or on scratch paper at the end of the Encounter and making a quick note of how di"cult the encounter was for the players, from Super Easy to Extremely Di"cult. At the end of the game session the GM adds up the corresponding numbers and awards each character with that total amount of XP.
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defeat in combat. In roleplaying situations this may include a very elongated in-character session involving very, very serious negotiations (such as bargaining with a great devil for one's own soul). The characters expend almost all of their resources, whether money, supplies. magic, magic items, potions etc in an attempt to overcome this obstacle, yet still very barely escape, if they escape at all.
XP Awards Encounter Difficulty
XP Award
Super Easy
0
Easy
1
Average
2
Difficult
4
Very Difficult
6
Other XP Awards At the end of every game session you should either choose, or have the players vote on, which player did the 'best' that session. This may include the player whose character devised the plan that got the characters access to the hidden vault, the player whose character finally slew the dragon, etc. And then award that player an extra 2 XP. I tend to go with the players vote on this and on some occasions where two (or more) players were seen as the 'players of the game' I awarded each 1 extra XP.
Super Easy- The characters expend almost zero energy dispatching of the problem. Whether breezing thru a negotiation or mowing thru a horde of Goblins. They take almost no damage whatsoever, expend no supplies or money, or very easily overcome an obstacle. Easy- A relative cakewalk. The players make it thru with ease. Taking minimal damage in combat or easily overcoming the task before them. A short, almost one sided combat encounter or a quick haggle over a price that comes out in the characters favor may fall into this category. The characters may expend a small amount of money or supplies. Average- The characters make it thru a combat mostly unscathed, taking some damage and possibly overcoming some minimal obstacles. A prolonged roleplaying of negotiation or suspense may qualify for this category. The players may expend some money and supplies & maybe some healing potions or magics to make it thru an average encounter. Di!cult- The players have a hard time with this one. Maybe even having to retreat from a combat to escape certain doom. This may also include a massive failure in a social situation that results in long term bad e! ects for the characters (like angering a King during negotiations to the point he puts a bounty on their head). The players had to expend a lot of their resources to overcome the obstacle and may have just barely survived by using magical healings and potions. This category can also include a characters death and the other characters su! ering a resounding defeat by a superior foe. Very Di!cult- Most, if not all of the characters are dead, or near death. The players su! er a very decisive
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5. PCs who failed their Initiative Checks go in order of DEX and roll Attack Rolls
Time in Combat A whole combat is called an Encounter. When an Encounter begins time becomes a series of segments known as rounds. In a round players can make one Full Action and one Fast Action. Free Actions can be completed at any time, whether its the players turn or not and they do not count against a players turn.
6. GM rolls Escalation Repeat 1 and 3-6 until Combat is over At the end of Combat players can gather spent arrows and bolts, take a short rest, tend to the wounded, search bodies, etc.
Full Actions • Melee Attack • Ranged Attack • Cast 1 Minor Spell • Cast 1 Major Spell • Run up to your Move x2
Initiative Check PC's roll initiative by rolling 2d6 and adding their characters level to the roll. Creatures and NPC's have a set initiative scores, if the PC rolls at or above the initiative score his turn is before the opponent, if he fails the initiative check he goes after the opponent. For multiple kinds/types of opponents a PC can either go before, after, or in-between depending on the monsters initiative scores.
Fast Actions • switch weapons • move to somewhere within half of your Move • take a potion • Health Surge (Warriors) Free Actions • ready a potion
For NPCs calculate their initiative score by adding 7+the NPCs class level. And monsters initiative is 7+ HD. Remember certain weapons have Advantage or Disadvantage associated with their initiative rolls & pole arms go first in the 1st round of an encounter.
Distance in Combat Distance is based on Move. 1 Move is one yard. So a character with a Move of 12 Full Action Run at 24 yards a round or can make a Fast Action move of 6 yards in a round and still make a Full Action.
Attack Rolls Order of Combat
When PCs attack they roll 2d6+ their attack modifier (based on STR ability for most melee weapons and DEX for most ranged weapons, Warriors also add their COM attribute to this).
1. Players declare their actions for the round 2. Roll Initiative Check
Monsters and NPCs have a Defense Number, if the players attack roll is at the Defense Number or above the attack is successful. The characters damage is calculated based on the PCs class damage, + STR for most melee weapons or + PER for most smaller melee weapons and ranged attacks. Subtract the creatures Armor Points from this damage and then subtract that total from the creatures current Health Points on your scratch paper.
3. PCs with successful Initiative Checks go in order of DEX and roll Attack Rolls 4. GM determines which players are being attacked, those players roll Defense Rolls
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If the PCs Attack Roll is unsuccessful the monster or NPC takes no damage. Sometimes Attacks can have Advantage or Disadvantage based on circumstances. And a player that rolls double 6's on attack rolls creates a Battle Bonus (see p16 for more).
Escalation Rolls At the end of every round the GM rolls 1d6 and if that number is at or below the current round the combat steps up on the Escalation Table. Round counts start over at every Escalation. Escalation represents not so much as combatants dishing out more damage but battle fatigue, changing conditions and the brutality of longer combats. I use 2d6's for this of di" erent colors. On one I keep the round count by changing the face up side of the die to the current round. And I use the second die for the Escalation Roll. When the die roll is at or below the number on my 'round count' die I up the Escalation by 1 step and tell the players. I then reset my 'round count' die to 1.
Escalation Table
Defense Rolls When being attacked PCs roll 2d6+Defense to defend themselves. Their Defense bonus is calculated by DEX and modified by things like Shield Bonuses. The roll must meet or exceed the Monster or NPCs Attack Number.
previous damage
escalates to
L
H
H
2
2
max
max
max+L
max+L
max+H
max+H
max+2
max+2
double max
double max
fatal blows
If successful the player takes no damage. If the roll is unsuccessful, damage is calculated based on the Monsters Damage statistic. All Monsters and NPCs have a set (static) damage number, or numbers, for attacks. Tell the player the damage done to them and let them subtract any armor points from that total before subtracting it for their current Health Points. Sometimes Defense Rolls can have Advantage or Disadvantage based on circumstances. On unsuccessful Defense Rolls of double 1's you determine the Battle Bonus the opponent takes against the character (p16).
Round counts start over at every Escalation. Escalation represents not so much as combatants dishing out more damage but battle fatigue, changing conditions and the brutality of longer combats. At every Escalation a Monster or NPCs Damage
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increases by 4. Feel free to adjust this for more or less powerful creatures.
When a creature or NPC reaches 0 Health Points they are considered dead. 'Nameless' NPCs, low level monsters, and minions will no longer attack an Out Of Action character, but some more powerful NPCs may attempt to make sure the PC is dead (a 'coup de grace'). If an NPC can reach an Out Of Action character it can spend it's Full Action for that round on a Coup De Grace. The Out of Action PC may not make a Defense Roll against this and it is always considered successful as long as the NPC uses his Full Action for the round. If this happens and the remaining characters survive the round the Out Of Action character can still roll on the Out of Action table at the end of the encounter, but su" ers a -4 penalty on the roll (with any lower than 1 counting as a 1). The player can still spend Luck Points modifying this (spending one LP to turn the -4 to a -3, etc).
L= lowest H= highest 2= both
Battle Bonus When successful attack rolls are made and the 2d6 are double 6's the attacker can choose to do a Battle Bonus. Consult the following list for options. -Initiative Seize- The player can move himself up to the 1st spot in the initiative order. -Second Attack- After calculating damage for the 1st attack the player can immediately attack either the original opponent or a nearby enemy by rolling a second attack roll (this roll cannot generate any additional Combat Maneuvers regardless of doubles).
After the Encounter is over have the player rolls on the following table (note the player can spend Luck Points to modify the roll upwards by 1 point per LP spent).
-Lethal Attack- Does either double the dices damage to the opponent (if the opponent is either more powerful or a 'named' NPC foe) or outright kills the opponent in a gruesome fashion if the enemy is a minion or 'lesser' monster or NPC.
ROLL 1D6 1. The PC is dead, really dead. Depending on the time that has passed and the presence of a Healer the PC may be able to benefit from a You're Not Dead Yet Spell.
-Bypass Armor- The attack completely ignores the opponents Armor Points, doing the full amount of rolled damage with no reduction. -Escalate/Deescalate- The player can choose to either Escalate or Deescalate the battle by one step up or down on the table.
2. The PC has a missing or severely damaged limb, barring magical healings, this may be the characters time to cash out and enjoy an early retirement. Lose 2 points permanently in STR and DEX and 1 point in SOC. (This can be Healed with a Cure spell or potion, the spell DN is 15).
-Damage Armor- this special move allows the player to damage the opponents armor (whether natural or constructed) reducing the opponents Armor Points by 1 (plus additional points based on the attackers size) until either the opponent can repair it or heal it in the case of natural armor.
3. The PC is alive but severely injured, they lose 1 point each in STR, DEX, & SOC for 1d6 months. (This can be Healed with a Cure spell or potion, the spell DN is 12). 4. The PC is alive but severely beaten, the character has Disadvantage on all rolls for the next 1d6 days. (This can be Healed with a Cure spell or potion, the spell DN is 10).
Reaching Zero Health Points When a PC reaches 0 Health Points he is considered Out Of Action and not necessarily dead.
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5. Shaken, but alive, the character has Disadvantage on all rolls for the next hour. (This can be Healed with a Cure spell or potion, the spell DN is 8).
Defensive Fighting Gain Advantage to Defense Rolls but take Disadvantage on Attack Rolls that round.
6+ You were just Knocked Out, gain 1HP and walk it o! .
Full Attack Gain Advantage on Attack Rolls that round at the cost of a Disadvantage to Defense.
Combat Advantages & Disadvantages
Combat Tactics For NPCs/ Monsters
Here's a couple of short lists of tactics, scenarios, etc that would create an attacker or defender to have Advantage or Disadvantage on Attack or Defense rolls...
Defensive Fighting The PCs have Disadvantage on Attack Rolls against the creature but gain Advantage on Defense Rolls against it's attacks.
-Combat AdvantagesFull Attack The PC's have Disadvantage on their Defense Rolls against the creature but gain Advantage on Attack Rolls against it. Other Combat Rules
-Attacking a standing target from horseback (if the character has horsemanship skills) -Attacking from behind
-Weapon Sizes-Attacking with Surprise -Small Weapons, such as daggers, grant the attacker Advantage on Initiative Checks (or in the case of monsters or NPCS add 3 to their Defense Number), but do one step down on Class Damage (use the Classes unarmed/improvised damage). For NPCS or Monsters add 3 to their Defense Number but halve their Dmg.
-Attacking a character or creature that is Prone -Attacking a creature of two or more Sizes larger than you -Target is stunned
-Two Handed Weapons, such as Claymore Swords and Two Handed Axes, do an extra +2 Damage but have Disadvantage on Initiative Checks. And the user may not gain a shield bonus to Defense until switching weapons. For NPCS or Monsters subtract 3 from their Defense Number but add 2 to their Dmg.
-Combat Disadvantages-Attacking while in deep fog/smoke/etc -Attacking a creature more than two Sizes smaller than you -Attacking a person on Horseback who is moving (if the rider is a proficient horseman)
-Fleeing or Retreating Combat-Players may make a successful Defense Roll to retreat or take damage on the way out. This may lead to a Chase (p11). Monsters or NPcs who attempt to flee are subject to one final attack from the players. -Two Weapon Fighting-A Warrior or Rogue may opt to fight with one weapon in each hand (as long as they are one handed weapons). They do not gain extra attacks and attack normally but can
-Attacking a flying creature -Attacking while prone -Attacking an invisible creature
Combat Tactics for Players
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decide which weapon does the damage after a successful attack. -Subduing an Opponent-A player can choose to subdue an opponent instead of killing it with a fatal blow when it reaches 0 HP. The creature is considered to have 1 HP but will be unconscious for the next 2d6 rounds and near death upon awakening. For NPCs/ Monsters they can choose to Knock Out an opponent to capture them.
-Grappling-For players grappling is a simple Skill Test of STR against the creature or NPCs Defense. 3 successes and the the player 'beats' the opponent. 3 failures and the PC is beaten. The winner can determine the consequences of defeating the enemy, such as subduing them (Knock Out, Choke Out), capturing them, humiliating them, etc. Running a grappling contest in game is best done by asking the players what they wish to attempt to do, and then letting them roll to succeed or fail, and then trying to visually explain the outcome of that "round", until there is a winner.
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Magic in Havenshield is split into 3 distinct areas, Minor Spells, Major Spells, and Rituals.
Other Spellcasters: Blood Mages, Runecasters, Sorcerers, Demon-Bound Warlocks all exist in one form or another. For more info on them see the chapter on Other Magics (pxx-xx).
Minor Spells are slight magics, minor illusions, cantrips, and the like. Gnomes can use some Minor Spells along with Mages. A Mage begins the game by knowing Magic Blast and 5 additional Minor Spells of their choosing & they gain 1 new Minor Spell every level up.
Casting Minor Spells
Major Spells are split into varying Schools of Magic, they represent the most powerful versions of everyday magic use. Major Spells are either learned and recorded by wizardly Mages, given as gifts from the Gods for priestly Mages, or in the case of some Mages they are earned thru pacts with Demons and can be powered by blood and death.
The casting of a Minor Spell requires no material components, nor does it require any gestures or movements, it's usually just a simple phrase or word along with the concentration required to move its magic into the world. Their are no armor restrictions for casting Minor Spells, and they are available to any Class or Race that has the ability to use them.
A Mage begins the game knowing all of the spells of 2 Schools of Magic. A Mage gains one additional School at levels 4 and one more at level 8.
Spellcasting Rolls
Rituals & Miracles are the most powerful forms of magic, sometimes involving multiple Mages to even accomplish & other times involving otherworldly patrons. Sometimes such magics can be particularly dangerous to not only the Mages involved but the world itself.
Some Minor Spells require Spellcasting Rolls. A Spellcasting Roll is 2d6 + KNO ( & + MAG for Mages). This number must meet or exceed the Creature's Magical Defense Number or NPCs Defense Number.
Differences Between Spellcasters
Minor Spell List
Arcane Spellcasters- Arcane spellcasters spend years, sometimes decades, learning the formulas that unlock the magical powers from their dreams. Arcane users carry spellbooks with their personalized formulas written in them (spells). They carry Arcane Devices and sometimes belong to Arcane Colleges or Organizations. They have access to all Schools of Magic.
• Animal Friendship • Armor • Detect Magic • Disarm • Disguise • Flame • Guide • Gust • Hide • Light • Magic Blast • Magic Hand • Minor Heal • Minor Illusion • Read Magic • Resist
Divine Spellcasters- Divine casters, Priests, Clerics, Druids, Healers, Shamans gain their magical gifts from Gods or Earth Spirits, depending on the divine being this may entail prayer or sacrifice. Divine casters often carry Holy Symbols and sometimes prayer books.
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• Shield • Thunder • True Strike • Ward
bonus. The range is 12. It does H+PER in damage. Unlike other spells the targets regular Defense Number is used for Attack Rolls. This spell on double 6's also creates a Battle Bonus like a regular ranged attack.
Animal Friendship: The caster can charm a number of non-monstrous animals equal to the casters level. This e! ect lasts 1 hour per caster level.
Magic Hand: This spell creates an spectral like hand that can do simple tasks (open unlocked doors, pick up a spoon, etc). It can lift no more than 5 lbs. and must remain within 5 feet per caster level of the spellcaster.
Armor: This grants the caster 1 Armor Point and lasts until the end of the encounter. Detect Magic: The caster can detect the presence of magical items, scrolls, magical beings in a sphere up to a number of yards equal to ten x the casters level. This spell does not tell the caster what the items are just that they possess magical properties.
Minor Heal: Caster can heal one person or self by touch for 1d6 Health Points. Minor Illusion: Minor Illusions can not force those seeing it into any action they would not normally take, but they can be used to distract creatures. The illusions casts with this spell can only e ! ect 1 sense (an illusions of a turkey leg on a plate would be visible but have no smell, etc).
Disarm: On a successful Spellcasting Roll vs Defense the caster can disarm one creature or NPC of the same Size or smaller than the caster. Disguise: The caster dons a magical disguise. This disguise cannot change the casters Size or abilities. It lasts up to 10 minutes per caster level.
Read Magic: This spell allows the caster to read magical writings, scrolls, runes and the like to discern either what they do (in the case of scrolls and runes) or what they say (in the case of magically written codes).
Flame: This spell produces a small flame from the casters hand. It can be used to light things on fire or the caster can hurl it at a creature or NPC with a successful Spellcasting Roll. It does L+PER Damage.
Resist: This spell grants Advantage to any ST roll against the casters chosen subject. (i.e. player casts Resist and chooses Fire, any ST made to resist the e " ects of ect lasts until the Fire is done so at Advantage). This e! end of the encounter.
Guide: When lost this spell petitions a local spirit to point the way. Gust: This spell creates a strong gust of wind, even in areas where wind or air are not present. This Gust can distract opposing creatures or NPCs giving the players Advantage on their Defense Rolls for the remainder of the round after its cast.
Shield: Grants a +1 Defense against melee and ranged attacks until the end of the encounter. Can be cast on self or others. Thunder: This spell creates the sound of deafening Thunder aimed at one target. On a successful Spellcasting Roll this spell stuns the target for 1 round.
Hide: Hide is a limited form of invisibility, allowing the caster to Hide in somewhat plain sight for a number of rounds equal to caster level.
True Strike: This spell grants the recipient (self or other) Advantage on its next attack roll.
Light: Light creates a glowing light similar to torchlight on any object, the e! ect lasts for 30 minutes per caster level.
Ward: Ward creates a magical spherical shield around the caster and up to the casters level in allies. This shield may be used to protect those inside from one specific source declared by the caster (i.e. missile weapons, undead, fire, etc). It lasts for a number of rounds equal to the casters level.
Magic Blast: Magic Blast is a casters personal ranged attack spell. Its color, size, shape, etc are personalized to the caster. It's cast as a normal ranged attack that uses MAG as its attack bonus and PER as its damage
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based on the spell casters MAG attribute. This damage or healing is based on whether the target or targets were a single target or multiple targets (area e" ect).
Casting Major Spells Casting Major Spells is taxing on the body, mind, and soul. It requires the utmost dedication to the crafts of Magic. The casting of Major Spells requires a free range of movement and a complex arrangement of vocalizations. Major Spells cannot be cast while the Mage is wearing armor or while unable to speak. Certain spells also require odd material components which are destroyed if the spell casting is successful. The amount of Magic that a Mage can cast without rest is indicated by Usage Points. Usage Points indicate fluctuations in the weave of Magic in the world (some days are better than others).
MAG
single target
area effect
1
H
L
2
2
H
3
max
2
4
max+L
max
5
max+H
max+L
6
max+2
max+H
Magic Usage Points A Mage begins the game with a number of Magic Usage Points equal to their MAG Attribute. This is the characters maximum Magic Usage.
When casting a Major Spell a Spellcasting roll is made (2d6+KNO+MAG) against that particular spells DN. If the total is at or over the DN the spell casts normally and does whatever the spell description indicates. If the casting roll is under the DN the spell fizzles out and fails (& you may lose a Usage Point even in failure). A Critical Fail can result in really unexpected results, including damage to the Mage and others around him.
When rolling for Usage a 1 on the die reduces the Mages Usage Points by 1. Regaining Usage Points. A Mage can gain one Usage Point during a short rest by rolling a 6 on 1d6 (this can be successful only once per day), otherwise a Mage gains 1 Usage Point for a Long Rest. Rests cannot raise a characters Magic Usage above their maximum.
When making a Spellcasting Roll its suggested that the player rolls 3d6, two of one color for the Spellcasting Roll and a third die of a di " erent color for the Usage Check. Whether the casting is successful or not, rolling a 1 on the Usage Check die reduces the Mages Magic Usage by 1. Remember to leave the dice lay if its a damage causing spell.
Gaining Schools of Magic Mages gain one additional school at 4th level and one more at 8th.
At 1st level Mages begin with the spells of two Schools and gain access to additional Schools as they increase in level, gaining one additional School at 4th level and one more at 8th.
Arcane Devices
Each School has 4 spells included and when learning a new School you gain the ability to cast all of the spells in it.
Arcane Devices such as staves & wands are used by Arcane Spellcasters instead of smaller and costless material components (some spells and almost all rituals do require materials of set cost and those do have to be paid for or found and are expended most times, check the spell listing for those). An Arcane Device can be most anything the player chooses to
Magic Damage & Healing When a spellcaster casts a spell that damages or heals a target the spells damage or healing is
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use, if an Arcane Caster loses his device or if it is destroyed they will make all Spellcasting Rolls at disadvantage until they fashion a new one. A Mage can construct a new Arcane Device from most anything they wish (cost is determined by the materials used in it's manufacture). Powering a new Arcane Device takes from sunrise to sunrise or moonrise to moonrise and automatically expends 1 Magic Usage Point.
captured by following strict formulas that are passed down from Magic User to Magic User. For Divine Mages this state is caused by prayer or meditation. For other Mages this dream ability maybe harnessed by other means, from gifts of nightmares from demonic entities to nature spirits who lull the caster into the dream world. Like dreams, magic itself can be unstable and many a tavern tale is told about the Mage who accidentally caused havoc with a mundane spell. Or the Priest who prayed his way into meeting a horror from the demon realms. Wondrous and wicked, the Magic of this world ebbs and flows, bringing a beautiful chaos to the lands.
Holy Symbols A Divine Spellcaster often carries a Holy Symbol that acts as an Arcane Device. Holy Symbols are required for certain Descriptor Class abilities (such as a Cleric's ability to Rebuke Undead). The same rules apply to Divine Casters that lose their Holy Symbol as they do to Arcane Casters that lose their Arcane Device.
List of Major Spell Schools • • • • • • • • • •
Divination Elemental Heal Holy Illusions Nature Necromancy Protection Summoning Unholy
How Major Spells Are Listed DN: This is the Di"culty Number of casting the spell. To cast a spell the player must make a Spellcasting Roll (2d6+KNO+MAG), a successful casting requires the caster to roll at or over the DN of the spell. Desc: The Description of the spell, its e! ects, and how it increases in power with the Mages Level. Crit: When a Spellcasting Roll is a Critical Fail, this is the consequences. Remember, if a Spellcasting Roll would of normally succeeded and double 1's are rolled the spell still fails but it is not a Critical Fail.
The Nature of Magic Magic is the essence of the curtain that lies beyond the world. The practice and discipline required to harness magical powers is balanced by the chaos of its raw power. It is known both by Divine and Arcane Spellcasters that magic is fundamentally tied to the ability to dream. For Arcane Mages this dreamlike state is
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Mind Bond DN: targets DEF Desc: The caster reaches inside the mind of the victim when cast successfully. The caster may use this opportunity to learn of the enemies plans or he may use it to cause physical damage (single target) by causing the recipient of the spell to harm himself. Crit: The casters mind becomes lost in the ether and he is considered Out of Action. If the body is kept safe the casters mind will return in 1d6 days but if a ST 9 (PER) roll is failed the mind now in the body will not be the correct one.
Know Thy Omens and Heed Them DN: 9 Desc: Casting this spell allows the caster to see slightly into the future. During combat the caster , as long as he can speak, can forewarn his allies of their oppositions next move. This results in the casters allies (& self) receiving both Attack Roll and Defense Roll bonuses for a number of rounds equal to the casters level. The amount of the bonus is equal to the casters MAG Attribute. Crit: Because sometimes the fickle finger of fate likes to play overly cruel tricks a critical misfiring of this spell results in a double of the opposite. The player and his allies take a penalty to their Attack and Defense Rolls equal to the casters MAG Attribute... & this lasts for the entire Encounter. If the players escape they can however take a Short Rest to negate the e! ects of the spell.
When choosing this School the mage must specify which of the 4 elements (Earth, Air, Fire, Water). A Mage can take additional Elemental Schools when gaining access to new Schools (4th and 8th level).
Damn Your Luck DN: 10 Desc: Once cast the caster can force a change in the dice. If one of the casters allies or himself fails a Defense Roll the caster can immediately call for a reroll and take the better of the two. This spell can only be successfully cast a number of times a day equal to the caster's level. The caster can hold onto this spells power once cast until he uses it or it fades at the end of the encounter. Crit: For the remainder of the Encounter the hands of fate take no part in the characters doings. He cannot cast any further spells as his mind is jumbled with images of things long past... or things of the future.
Summon Element DN: 10 Desc: Summons an Elemental (of the Mages chosen element) of HD equal to the casters level. This Elemental will assist the caster until the end of the encounter (for combats) or 2d6 hours in non-combat duties. Crit: Summons a Greater Elemental of a di! erent element than the casters chosen element. This Greater Elemental will be immediately hostile to the Mage and his party. Elemental Armor DN: 8 Desc: When cast upon self the Mage gains a number of Armor Points equal to his MAG Attribute. These AP last until the end of the encounter. This armor is made from the casters chosen element but does no damage to the caster or other objects, creatures or things (i.e. Fire armor will not burn down a tent etc). Crit: The caster takes Disadvantage on all rolls for the remainder of the Encounter as the armor grows beneath instead of over his skin. This will cause 2d6 Damage to the caster immediately and cause a horrid appearance to his flesh for 1d6 days (causing a -4 to his SOC Attribute until healed).
The Eye Sees All DN: 8 Desc: This spell creates an invisible spectral eye that can move thru space instantaneously. Once cast the spellcaster can view (& hear) within any location not blocked by more powerful magics. The reach of this magic extends up to a number of yards equal to the casters level X 50. Crit: Sometimes the eye looks back on you... If this spell critically fails something vile and unspeakable from the netherworlds looks upon you and knows your plans.
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e! ect when cast (a soft blue light radiating in a circle on the ground from the caster out to the maximum area of e! ect). Crit: Instead of the soft blue glow a reddish bright hue will envelop all of those within the maximum area of e! ect centered on the caster. All within that range (caster included) will be damaged Area E" ect+Level and the smell of sulfur will remain in the targets noses for a number of hours equal to the damage done.
Elemental Blast DN: targets DEF Desc: This attack hits a single target with elemental damage (ignores Armor Points) on a successful Spellcasting attack roll (2d6+KNO+MAG must be over targets DEF). Crit: The blast hits a randomly chosen ally for the same damage. If this attack kills the ally and he cannot be revived from death there is a 2 in 6 chance the ally will return as a vengeful spirit within 1d6 nights.
You're Not Dead Yet DN: 12 Desc: The caster attempts to bring a lifeless ally or target back from the dead (if the target is unwilling or an enemy he gets a saving throw). The target cannot have been dead any longer than 2 minutes per caster level. To cast the spell the Mage must be able to kneel next to the body and whisper in its ear. Crit: On a critical fail Spellcasting Check there is a chance the target will return as an Undead within the next 24 hours. The undead will be of equal power to the HD of the spells recipient.
Elemental Storm DN: targets DEF Desc: This attack causes area e! ect damage to a number of creatures equal to the casters level (caster chooses targets). i.e a 3rd level Mage (MAG 2) can attack 3 creatures for damage. Crit: The storm centers on the caster and radiates out to anyone Near causing the maximum damage to all in the area including the caster. The caster will fall unconscious for a number of rounds equal to the damage caused to him.
Cure DN: Varies Desc: The caster attempts to cure a disease, poison, malady, psychosis, etc. in the target of the spell. The DN is determined by the GM based on the targets a#iction. In some cases the recipient of the spell may need to make a STA Skill Test (ST), and in failure may die. Crit: The recipient of the spell dies. There is a 1 in 6 chance the dead will return in the form of a ghost within 1-3 days. Whether it is vengeful or not will depend on the circumstances of it's death.
Heal (touch) DN: 8 Desc: The Mage heals self or one target Single Target+MAG in HP by touching the target. The location of the touch will have a minor blue glow in the shape of the casters hand for a number or minutes equal to the level of caster. Crit: When cast on self, the Mage still receives the healing but a random ally within 10 yards loses the same amount of HP. When cast on another the target of the spell will heal normally (2d6+MAG per caster level) but will be temporarily blind for a number of hours equal to the casters level.
Weapon of Faith DN: 8 Desc: Once cast this spell creates a divine weapon of the characters choosing. This weapon does the casters single target damage (+KNO) to any creature or NPC it hits (up one on the table if the creature is undead). This weapon lasts until the end of the encounter unless dispelled by the caster.
Mass Heal DN: 9 Desc: The Mage picks a number of allies (can include self) up to his caster level anywhere within 5 yards per caster level and heals them Area E" ect+Level. This spell does create a glowing light in the area of
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Crit: The spell works as it normally would but the caster must make a ST 10 (STA) roll every round until the end of the encounter or su! er from apocalyptic visions that result in the character becoming maniacally insane for 1d6 days. The character cannot dispel the weapon until the end of the encounter.
outside of combat by performing a ritual casting (1 hour and 100sp per caster level). Crit: The illusion becomes for all intents and purposes real and possibly hostile. Force Vision DN: targets DEF Desc: The caster forces horrific visions into the opponents head. These visions cause real damage (single target+KNO) to the recipient of the spell. The caster can determine the specifics of the vision. Crit: The caster and the recipients minds become switched until a Miracle or major Cure can be found.
Blessings Bestowed DN: 9 Desc: The caster and his allies receive a bonus on Attack and Defense Rolls for a number of rounds equal to the casters level. This bonus is equal to the casters MAG Attribute. This spell is often accompanied by the sound of trumpets from the heavens themselves. Crit: A Demon takes notice of you. Fear.
Invisibility DN: 10 Desc: The caster gains the ability to remain invisible or visible at will for up to a number of rounds equal to the casters level. This spell can also be used to create multiple illusions of oneself in an area close to the caster. A number of these equal to the casters level can be created and lasts the same amount of time as the invisibility. A caster gains Advantage on Defense Rolls while in this form as he uses the illusion versions of himself to distract his enemies. Crit: There are two of you now, are you the real one or the doppelgänger? Good question... good luck figuring it out.
Holy Shield DN: 10 Desc: This spell creates a dome like shield around the caster and a number of allies up to the casters level. This shield has a number of Armor Points equal to 10 times the casters level. Even after the shield is destroyed the ground within a 2 yd radius per caster level is considered Holy Ground. This shield will push back enemies when cast and attacks may not enter or leave it until the Armor Points are destroyed. Crit: Creates a Blight (as the Necromancy Spell) e! ecting the caster and his allies.
Apparition DN: 8 Desc: An apparition is a large scale illusion of harm, it can take the form of whatever the caster wishes (acid rain, dragon, etc). The spell e! ects a number of chosen creatures up to the casters level and causes area e! ect penetrating damage to those e! ected. Crit: On a critically failed roll the casters chosen illusion manifests in a much di! erent form. It is hostile to the caster and his allies. It is also real.
The Wrath of Gods DN: 10 Desc: This spell creates area e! ect damage to a number of creatures up to the casters level in penetrating damage. Crit: The caster and his allies are randomly transported to within 1d10 miles away.
True Illusion DN: 10 Desc: The caster weaves magics into major illusions, the strength of this illusion is based on the casters level. This illusion is indistinguishable from reality and lasts thru an entire encounter in combat or until it is dispelled. More permanent Illusions may be cast
Call Animals DN: 8 Desc: Summons a number of natural local animals of up to HD equal to the casters level. The kind and type of animal is up to the caster. These animals will assist the caster until the end of the encounter or for
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2d6 hours in non-combat situations. The caster may form small telepathic like links with the creatures to gain visual and audible information (i.e. using a hawk to get a visual of the nearby area from the sky, etc). Crit: The chosen animals still arrive. They just happen to be being pursued by something worse... much worse.
They Are Risen DN: 11 Desc: The caster reanimates a number corpses equal to the casters level in HD. These undead will serve the caster until slain or dispelled from the casters service. This spell can also be used to control undead (up to casters level in HD) who have no master. Crit: Celestial forces interrupt the casting, this can include a number of angelic beings up to twice the HD of the casters level. They are hostile and want nothing more than to rid the world of the caster.
Animal Form DN: 9 Desc: The caster takes the form of a natural animal of his choosing up to the same HD as the casters level. While in animal form the caster gains the attacks of the animal chosen and any other abilities (flight, etc). This lasts thru an encounter or up to 1 hour per caster level in non-combat situations unless dispelled by the caster. Crit: The casting works as normal but the e! ects last much longer, up to 1d6 months. The e! ects can be dispelled with a DN 14 Cure Spell cast by another Mage or healed by Miracle.
Blight DN: 10 Desc: This spell causes Decay in an area of 5yds per caster level. This decay will destroy all plant and natural material. The caster can choose a number of targets within the area of e! ect to take necrotic damage. This damage is area e" ect and ignore Armor Points. This spell leaves a death like stench in its casting area up to 1d6 hours. This smell may draw those undead who eat flesh if any are nearby. Crit: The spell is powered by demonic forces beyond the casters control. The blight reaches a number of miles equal to the casters level and damages all within the area. Those who die in the area e! ect will rise from death within 1d6 hours... and be hungry.
Awaken Tree DN: 11 Desc: This spell causes a chosen nearby tree to Awaken. An Awakened Tree can communicate with the caster sharing information on its local area, including things like who has recently passed by, etc. An Awakened Tree can also assist in combat and will do so as long as the opposition is not a natural forest dwelling animal. For statistics on Awakened Trees have your GM get the information from Monsters & Creatures in the Havenshield GMs Handbook. Crit: The tree is awake... It's a Demonic Awakened Tree. Even the GM feels you may wish to run.
Dead Speech DN: 9 Desc: This spell allows the caster to fill one targets head with the language of the dead. Hearing the dead speak causes temporary insanity within moments as the swirl of dead fills the conscious mind of the target. Targets are allowed a DN 7 (+ casters KNO and MAG) ST (PER) to withstand the e! ects. Failure indicates the target will go into an insane rage for a number of rounds equal to the casters level and fall unconscious afterward for 1d6 hours. Crit: A specific and powerful being from the land of the dead possesses the caster and finishes whatever it had left unfinished in it's life. When the being has completed it's task the caster must make a ST 11 (STA) check or fall dead.
Ensnaring Roots DN: 10 (or targets DEF) Desc: This area e! ect spell can either trap a number of creatures up to the casters level (compare your Spellcasting Roll to the monsters Defense, if met or exceeded the opponents are considered trapped for 2d6 rounds) or it can cause damage to the same number of creatures. The damage caused is area e" ect and ignores Armor Points. Crit: An area equal to 5 yds per caster level begins to split, centered on the caster. These splits begin leaking a poisonous gas. Any in its area take area e! ect damage and must make a DN 12 ST (STA) roll to avoid unconsciousness. This unconsciousness lasts for 2d6 rounds.
Corpses Hand DN: targets DEF
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Desc: The touch of cold death. On a successful Spellcasting Roll against the targets DEF the necromancer touches the flesh of the target. This attack does single target damage and ignores the targets Armor Points. Crit: The hand of the caster is permanently imbued with the power of death. This power cannot be blocked by gloves or gauntlets. Those touched must make a ST (STA) with a DN equal to 7+ the casters level or perish. The hand retains this power even after the casters death and can only be cured by Miracle.
DN: 10 Desc: This spell forces a number of chosen targets up to the casters level backwards by 5 yards. This blast of power does area e! ect damage. This spell cannot work on any creature of 2 size classes over the casters. Crit: The energy created by this spell implodes upon itself, creating a small temporary worm hole to another dimension. You can go thru it. Things from the other side can also go thru it. It lasts 1d6 minutes before it explodes doing area e ! ect damage to everyone within 10 yards. Safe Passage DN: 9 Desc: This spell allows the caster and allies to safely pass thru any areas undetected for a number of minutes up to the casters level. This spell cannot be used in overly crowded areas but can get them past guard towers and the like. Crit: The caster becomes the most visible person in any situation for a number of minutes equal to the casters level. Any hostile creatures will zero in their attacks on the caster.
Wall DN: 10 Desc: This spell created an invisible wall anywhere within 30 yards of the caster. This wall can be either flat, box shaped, or domed. The wall will have a number of HP equal to 10 times the casters level. Once the HP reach 0 the wall is destroyed. While in or behind a wall no creature, person, melee or ranged weapon, spell, fire, etc can pass thru it in either direction. While the wall is up the caster must concentrate on its presence, doing no more than minor movement or talking. Crit: The energy expended by the spell coalesces into a spinning ball that throws spheres of raw magic at two random targets per round(determined by the GM) for 1d6 rounds. These spheres do the casters single target damage and ignore Armor Points.
Bring Forth DN: 8 Desc: The Spellcaster summons most any tool, weapon, or minor equipment. The item is real and will last until the end of an encounter unless dismissed or for a number of minutes equal to the casters level. Crit: The item requested shows up... But it's in the hands of something that's going to be a bit pissed.
Be Still Child DN: targets DEF Desc: This spell temporarily paralyzes any creature of a HD equal to or less than the casters level. On a successful Spellcasting Roll vs the targets Defense the caster touches the creature. It will freeze in its current position for a number of rounds equal to the casters MAG Attribute. Crit: The creature shatters, instantly dying, sending shards flying in all directions. Anyone within 10 yards takes the casters area e! ect damage. The caster himself being so close will take the brunt of the damage, double the area e! ect and be stunned for 1d6 rounds.
Bearing Vile Weapons DN: 9 Desc: This spell causes area e! ect + MAG damage to a number of chosen targets up to the casters level. The cause of the damage is a swirling whirlwind of any non-animate object the caster desires. Daggers being a popular choice. Crit: The swirl of objects is centered in the casters stomach. Roll on the Out of Action table after the encounter ends because you are at 0 HP.
Force Barrier
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every round they are in its wake. This spell lasts until the end of the encounter. Crit: The caster must make a ST 13 (STA) roll or his breath becomes hellfire for the next 1d6 rounds. This does 15 damage per round to the caster as his throat and mouth burn away leaving just a skulls grin.
Harm Comes In Many Forms DN: targets DEF Desc: With a successful Spellcasting Roll vs. the targets Defense the caster attacks his opponent with a summoned blade, axe, claws... whatever the caster wishes. This causes single target + PER in damage. Crit: The caster must make a ST 12 (STA) roll or a large version of the summoned object will impale the caster. This impalement immobilizes the caster and causes the casters single target damage per round until the caster is freed.
Brimstone DN: targets DEF Desc: On a successful Spellcasting roll vs. the targets Defense the caster hurls a flaming ball of sulphur & hellfire at the chosen target (range 12 yds). This attack causes single target damage and ignores Armor Points. Crit: The casters hand catches fire as the flame starts in the wrist and melts away the hand from the inside. The hand is beyond saving barring Miracles.
Come Forth Friend DN: 10 Desc: The caster can summon a monster, celestial, animal or demon of HD up to the casters level. This summoned being will remain for the encounter. It may or may not obey commands depending on the caster and the being summoned. Crit: You've summoned something amorphous and nameless and beyond all reckoning as to what it actually is. ST 14 (PER) rolls for the caster and everyone who views this thing from beyond space and time. Fail and you go thoroughly insane. Permanently.
Damnation DN: 10 Desc: The caster curses another living creature. This curse leaves a mark on the target that only aberrations, devils, demons and the like can see. The mark will draw the attention of any nearby demonic entity. The curse is permanent unless dispelled by a more powerful Mage. If a creature or person dies with this curse still intact the being goes to the Abyss. Crit: A plague of locusts will follow the caster until the next new moon.
Demon Warrior DN: 8 Desc: The caster grows hooves, fangs, horns, claws, a tail or whatever he envisioned. This causes the Escalation of an encounter to immediately raise by 1. The caster can use the chosen demonic trait as a weapon. This weapon does single target damage and uses DEX for Attack bonus and PER for Damage bonus. Crit: A celestial being has heard your call to unholy powers. I'm sure it'll pay you a visit soon. Desecration DN: 9 Desc: This spell creates an area of unholy power. The caster creates an area of unrelenting damage that extends from 5yd per level of the caster in radius. Anyone within the area takes area e! ect damage for
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Crit: If only 1 mage critically fails his spellcasting roll the soul and conscience of the dead becomes trapped inside the body, yet cannot control or move it. This soul will continue to grow angry as time passes, eventually being able to reanimate the corpse with its hatred (1d6 years). On the rare occasion all 5 casters critically fail their casting rolls, a Greater Demon will inhabit the corpse of the creature, it will immediately rise and try to kill the Mages involved in the ritual, and after doing just that will ravage the countryside until destroyed.
Rituals Casting Rituals Ritual casting can be a deadly a! air, not only to the caster but those around him and in some cases the world as a whole. Rituals often involve huge expenses in not only magics but rare materials, gems, relics and the like. Many more Rituals are found in the world and can be discovered through quests. Each Ritual and how it is cast is detailed in its listing.
Monsters are listed in the following format with explanations.
List of Rituals • Plague • Resurrection
Miracles Miracles are wondrous gifts from the gods and spirits of the world that can be petitioned for by the pious. Miracles can cover quite a bit of ground from 'tear down this tower' to 'help Danicus regrow his missing arm'. Unlike most magics there is no chance of critical failure when asking for a Miracle, but there is a chance it will not be answered.
Plague Ritual This destructive ritual can be cast by a sole Mage of 8th level or above. The casting takes 1d6 days and involves the death sacrifice of 20 HD worth of 'sentient dream-capable beings'. At the end of the casting the Mage must make a successful DN 13 Spellcasting Roll. Once cast a demon of plague sweeps across the land. The nature of this plague is established during the casting as the demon and Mage negotiate the terms of the plague. Crit: A critical fail while casting a Plague Ritual results in the caster failing his negotiations with the demon. This results in the caster being enslaved by the demon. Possibly using the caster to further his aims in the world or just imprisoning the caster in hell.
The exact circumstances of how these things come to pass is determined by the GM and more information on Miracles and Rituals is included in the Havenshield GMs Handbook. Alchemy Alchemy is the practice of making potions. These potions can store the e ! ects of spells (such as an Alchemist creating an Animal Form potion).
Resurrection Ritual This ritual may only be performed by 5 mages of 8th level or above. The material cost for the spell is 10,000sp (very rare herbs and a single dragon scale). The person being brought back to life cannot have been dead longer than 28 days. All five participating mages must make a DN 16 spellcasting roll and the creature being brought back must make a ST 10 (STA). If any of the above fails the dead character cannot be brought back to life.
When creating potions an Alchemist must spend 10sp per caster level and spend 10 minutes per caster level creating the potion. A DN roll against the Spells DN is then required. If the spellcasting is successful the potion is imbued with the spells e! ects. When someone imbibes the potion it's e ! ects are based on not only the spell cast into the potion but the casters level that made the potion.
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An Alchemist can create Potions from the Equipment section for 1/4 the price and take 10 min per 10sp.
could be a great boon for those casters that would willingly accept pacts with demons and devils, but for the average Spellcaster this kind of notice could easily be fatal.
Blood Magic Practitioners call it "The Blighting Art" but to most other Mages and those who know it exists in the world they just call it Blood Magic. Blood Magic is the art of fueling spells and rituals with some life force or another. Often times this can be the sacrifice of ones enemies or even taking life from the land itself.
Rune Magic Rune Magic is the ancient tradition of imbuing symbols with mystical energies. These minor and major spell like e! ects can be released from touching these symbols or can be released from small "Rune Stones" by a caster.
In game terms Blood Magic is used by those evil sorcerers and warlocks who wish to increase their power by any means. For every 10 Health Points taken from "a being with a soul that possesses the ability to dream" in a ritualistic fashion the Spellcaster increases their spellcasting rolls by 1 for the remainder of a 24 hour period. For every death caused by these rituals the Spellcaster increases their Magic Usage Points by 1 for the next 24 hours.
In game terms a Runecaster imparts spells from his Schools of magic into symbols which can be triggered by certain things (I.e. "If anyone passes through this door trigger an Elemental Storm" or "When someone touches this standing stone Heal them"). Runecasting is very, very rare but most, if not all Mages, will know a good deal about it as it was the precursor to modern magics and the first type of 'real magic' that humanity used.
When spells are cast that are fueled by Blood Magic they cannot critically fail, but in return the caster takes on an ever increasing likelihood that powerful demonic forces will take notice of the caster. Which
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a 50% chance either side would be surprised so a 1-3 on the d6 and that side is surprised and a 4-6 and they are not. This could lead to one side or the other being surprised, neither side being surprised, or both sides being surprised.
Vision 3 types of vision are used in the Havenshield RPG they are Normal Vision, Lowlight Vision and Darkvision. Normal Vision Those with normal vision can see like you do, can see a full spectrum of colors, cannot see well in lowlight conditions and cannot see at all in complete darkness.
PCs Surprising Opponents When the PCs are aware of another's presence and try to sneak up on the other group to get surprise have the PC or PCs roll a stealth Skill Test against the monster, creature or NPCs Perception score (2d6+PER). Rogue's would also add their SKI Attribute to this roll.
Lowlight Vision Those with Lowlight vision can see in very low light conditions (star light, far away torches, etc). On the surface of the world those with lowlight vision can see throughout the night as well as a person with normal vision sees during daylight. They can di! erentiate color in these conditions. They however cannot see in complete darkness.
If the Skill Test is at or above the monster or NPCs Perception the characters can sneak up on them and surprise them. If the PCs wish to attack their opponents they do so at Advantage for the 1st round of the encounter and then the Encounter starts normally (rolling Initiative etc).
Darkvision Those with Darkvision can see, even in utter blackness. In this complete darkness they can see only shades of grays. This type of vision only extends out to about half of the range of normal vision.
Note that some monsters cannot be surprised. Monsters/NPCs surprising PCs When a group of Monsters or NPCs sneak up on the players you need to determine a Di"culty Number (DN) to have the PCs test their Perception against. This DN should be 7+DEX for NPCs. For monsters things get a little trickier, you'll need to estimate the DEX of the monster based on its agility and size (smaller creatures should be able to sneak up on characters easier than a large or huge one) and add that to 7.
Surprise and Stealth When two opposing sides randomly encounter each other, or when one group tries to sneak up on the other, it is possible for one group or the other to be surprised.
PCs should roll Perception Skill Tests (2d6+PER) to meet or beat this DN. Those that meet or exceed the DN act normally the 1st round and those that fail cannot make an action and make Defense Rolls at Disadvantage until the next round.
Two Opposing Groups When two opposing groups stumble upon each other and both sides were completely unaware of the others presence in the area (such as a group of monsters walking out of the woods into a field where the PCs are camped or when a group of NPC adventurers comes around a blind corner in a dungeon into the PCs path) the easiest solution is for you as the GM to determine that both sides were surprised.
Invisibility When a Player Character, Non-Player Character, Monster or Creature is invisible because of a potion, spell, mishap, etc. they cannot be seen by anyone.
But if you would like to add a bit of randomness to it, have one PC roll a d6 and the GM rolls a d6. There is
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Those that are invisible can continue to make attacks, defenses, etc.
Make the NPC interesting, make the Players roleplay and not just roll their dice to persuade the NPC. Have fun, it's not all combat ya know.
For PCs that are invisible they would make all Attack Rolls and Defense Rolls at Advantage until they are no longer invisible.
Handling Character Death
If a PC is being attacked by a creature or NPC that is invisible that player would make all Attack Rolls and Defense Rolls at Disadvantage until the creature or NPC is no longer invisible.
Sometimes a players favorite character dies. It happens. When it does, try to make it memorable, if not epic, in some way. Let their hometown or family throw a funeral (the perfect time for the players new character to introduce himself to the party), let their mother cry over their casket, let the other players give a eulogy.
Cure Spells and Potions Cure can be an enormously powerful tool, with the ability to bring characters back to full health from almost any calamity, loss of limb, illness, madness, etc. The GM is advised to always make sure the DN of casting the spell is equal to the e! ect the player is wishing to Cure.
In most circumstances an Out of Action character will survive to fight another day and character deaths in Havenshield can be rare. But the threat of it should aways be there. Have a major NPC Coup De Grace a character when he is Out Of Action. Don't let the Mage that just ran out of Magic Usage during the encounter take a short rest to try and refill a bit and cast a You're Not Dead Yet spell. Just let the character die because sometimes... you have to.
Never disallow a player from casting the spell but in some cases you may not want to tell them the DN and let them guess whether or not the spell worked on the intended target (such as a player trying to cure the local Mayor from his Lycanthropy... let them find out whether or not it worked on the next full moon).
When a players character dies let them roll up a new one that is 1 class level lower than the one that passed away. The new character should start with 1/2 the coin treasure of the previous. The new character doesn't need to be the same race or class as the previous characters and it may be better for the player to roll up a completely new kind of character to easier di! erentiate between the two.
Hirelings Sometimes players may wish to hire someone to help them do a particular adventure or other task. If it's something as simple as hiring a lower level Warrior or two to help clear out a particular dungeon, the NPC Hirelings may ask for a set amount of money up front (usually 10sp per character level of the NPC) and a fair split of the treasures found.
Come up with a backstory... maybe the new character is the dead's 2nd cousin who shows up at the funeral and wants to help the PCs avenge the death. Weave the new character into the story and into the party somehow. Talk to the players, get them involved in crafting the tale that leads from the previous characters demise to the new one joining the group.
For Spellcasting services, sage advice, information from a criminal network, etc. Try to set a fair, but somewhat high price. Let the players either pay what the NPC asks for or haggle it down a bit, but make them work for it a little. No Sage worth his cloak is going to sell the PCs knowledge on where to find the map that leads to the lost city of Uriukburr for barely enough silver to pay his assistants' wage next week.
Retiring a Character Once characters reach higher levels (8th-9th) it may be a good time to sit down with the player and begin working on a game plan for retiring that character at 10th level. This plan doesn't need to be anything
These types of encounters are the perfect opportunity to stretch your legs a bit and do some roleplaying.
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more than a vague 'I want to buy a tower and start a magic school' or 'i want to be a Duke and live in my own castle'. These vague plans can give you as the GM a starting point for how to retire this players character if, or when, they make it to that level.
'big bad' of it because the retired character became possessed by demonic powers, etc. If a whole party of adventurers retires together at 10th level, find a way to bring them back together at a later date. Maybe as an o! shoot of a new campaign (i.e. the new characters take care of one side of a big problem while the retired characters get back together one more time to take on the major issue). This is a great way to revisit the past while also tying the great characters of your world's recent past to the new character's present.
At 10th level it is suggested that you retire a PCs character, letting them live out their days in a way that seems fit for the character. This is a great opportunity to use this new NPC in future games as a source of information, or even an enemy. Once a character is retired there are many things you can do afterwards. Start a new campaign 30 years in the future and have the new character be the child of the previous one. Start a new campaign and have the retired character as a major NPC that helps the new characters with some great task at a later date. Start a new campaign and have the retired character be the
Remember these very powerful individuals, retired or not, would still very much be a mover and shaker in your world and treat them as such.
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NPC Creation Step by Step
To calculate an NPC's Class Attribute score use the following table based on the NPC's Character Class level.
• Character Idea • Class, Race & Level • Attributes & Statistics • Treasure & Equipment • Notes
Class Attribute Class Level
Attribute Score
1
1
Character Idea
2-3
2
When developing a quick Non-Player Character (NPC) you made need nothing more of than idea than 'Town Guard' or 'Apprentice Wizard'. But for more memorable NPCs, especially major adversaries, you may want a little more in-depth character. Jot down a few notes on the NPC's mannerisms, appearance, and maybe a quick backstory. All of these things will help bring life to the NPC and give you, the GM, a better idea of how to run the character and how they fit into your campaign world.
4-5
3
6-7
4
8-9
5
10
6
General Attributes Pick the NPCs General Attribute scores, these should range from -1 to 6 and write them on the NPC sheet. Choose the NPCs second Primary Attribute and check the small upper righthand corner box in that Attributes square. The other Primary Attribute is based on the NPCs character class (see below) and check that box in the Attribute.
Class, Race & Level On the NPC sheet write down the NPC's Name, Character Class, Level, Age, Height, Weight and Size Class. Size Classes by Race
Warrior- STR Rogue- DEX Mage- KNO
Size M- Dwarf, Elf, Human, Orc Size S- Gnome, Halfling
For NPCs above 5th Level choose a 3rd Primary Attribute.
Attributes and Statistics Remember to take into account that the higher the level the character is, the higher their Primary Attributes will be, as they get to make tests to raise them every other class level.
Class Attribute Write down the NPCs Class Attribute and Attribute score. Warriors- COM (Combat) Rogues- SKI (Skills) Mage- MAG (Magic)
Calculate Initiative Add 7 to the NPC's level, write this in the Initiative box.
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Calculate Move Add the NPCs DEX score to the Base Move of the NPCs Race (remember to adjust this by the Armor Penalty if the NPC is going to be wearing a heavy armor). Write this in the Move box on the NPC sheet.
If a Mage is using Magic Blast as a main attack calculate their damage by using the average damage they would cause based on the Magic Damage & Healing table (also remember when calculating their Attk to use 7+KNO+MAG). Calculating HD HD is equal to the NPCs level. This number is only used as a quick gauge to determine the power of a monster, creature, or NPC relative to a player's character or adventuring group.
Base Move 8- Dwarf, Gnome, Halfling Base Move 10- Human, Orc Base Move 12- Elf Calculate Defense An NPCs Defense number is 7+DEX+Shield. This is the number a player must make Attack Rolls against to successfully hit an NPC. Write this in the Defense box on the NPC sheet.
Calculate AP (Armor Points) For NPCs wearing armor (or having Magic Items that grant Armor Points) write the amount of AP they have in the shield box on the NPC sheet. Calculate Health Points For NPCs calculate their maximum Health Points by using the formulas below, based on character class. Write this total in the small Max Health box on the NPC sheet.
Remember that certain magic items can increase an NPC's Defense. Calculate Attk For NPCs use their main form of attacking to determine this number. If an NPC is using a Long Sword for example (which uses STR as it's attack attribute), add 7 to the NPCs STR Attribute score. For Warrior NPCs also add their COM Class Attribute to this. Write this in the Attk box on the NPC sheet.
-Warrior(14+STA)+(7+STA per character level)= MAX Health -Rogue(10+STA)+(4+STA per character level)= MAX Health -Mage(8)+(4+class level for each level)=MAX Health Mages are a little tricky when figuring MAX Health. But to save you time heres the list by the Mage's level.
The Attk score is the number the players make Defense Rolls against when being attacked by the NPC. Calculate Damage Also use the NPCs main form of attacking when calculating this number. Look at the weapons Dmg on the Equipment Tables in the Player's Handbook and add that Attribute's score to the following base damage number (based on class damage).
Level 1- 8 Level 2- 14 Level 3- 21 Level 4- 29 Level 5- 38 Level 6- 48 Level 7- 59 Level 8- 71 Level 9- 84 Level 10- 98
Warriors- 7 base damage Rogue- 4 base damage Mage- 2 base damage Write this number in the Dmg box on the NPC sheet. This is the amount of damage the NPC does to a character if they fail their Defense Roll. Quick Notes: For Rogues increase the base damage to 7 i f their DEX is higher than the PCs. Remember this damage increases at Escalation Rolls.
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Treasure & Equipment
Notes
Jot down any equipment the NPC might have that would be of interest to the players (magic items, jewelry of value, etc).
In the notes section write anything you may need to know for the NPC. Like Major and Minor Spells for Mage NPCs or that the NPC is carrying the key to the secret room behind the staircase in his boot, etc.
In Havenshield I usually hand out treasure as a random dice roll, i.e "On the mercenaries corpse you find a small leather pouch containing 4d6 Silver Pieces), and when the PCs have time to count the coins I let them roll the dice. In the Treasure and Equipment box I will write down this random coin treasure (i.e "2d6gp & 3d6x10sp" or whatever I think the NPC may have on them at any given time). Feel free to not use this and just write down a number of coins if you wish.
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moonlight or stronger cancels out darkvision and they then see as a person with normal vision would.
Encumbrance and Dungeons Often times a dungeon adventure is all about the characters hauling tons of lost treasures back to the surface world. But characters can only carry so much weight without being encumbered and taking penalties to any physical activities. Have the players keep track of who is carrying what and and have them keep track of Encumbrance. Once they get close to the maximum they will need to make tough decisions. Do they bring a hoard of treasure back to the surface and try to hide it somewhere and return to the dungeon? Do they unburden themselves of lower valued treasures, supplies, food and water, spare weapons, etc to make room for more treasures?
A lantern can be used similarly to a torch, filling a 10 yard radius with light, or can be used as something similar to a flashlight, shining a cone of light directly ahead of the lanterns face out to 20 yards. This is still enough light for characters with Lowlight vision to see as normal vision. And still enough light to cancel out Darkvision. Magical forms of light will often say what kind of light they are similar to and the range of that light in the items description. If no range is given the item generates light exactly the same as it's equivalent (a magic item that gives o! light 'as a torch' will have a 10 yard radius of light, etc). Using light in a dungeon can certainly be hazardous, as some monsters and creatures will be drawn to it's source. It also makes it almost impossible to gain surprise on others, as they see the light before they see the adventurers.
Movement in Dungeons Characters move more carefully in dungeons, taking time to listen for monsters, taking time to scan for dangers such as traps and hidden creatures, looking for secret doors and passageways, and more. When characters decide to run or move more quickly thru a dungeon, give only vague descriptions of what they see. It's ok to let them get lost or run directly into something terrible. It's their fault for running.
Dungeon Doors When designing a dungeon environment make a quick note of each door, is it locked or unlocked? Open? Swollen shut in the door frame?
Light in Dungeons
For locked doors set a DN for both the lock itself (for characters that wish to pick the lock) and for the DN of forcing the open by Strength.
Many a dungeon is filled with utter darkness as many of it's inhabitants possess Darkvision. When characters enter they must determine what source they will use for light. This can include torches or lanterns or magical items that emit light.
Any character can attempt to pick a lock (this is a DEX Skill Test against the locks DN). Picking a lock doesn't require a set of lock picks (found in a bag of Thieve's Tools) but not having them the attempted lock-picker would do so at Disadvantage. Remember a Rogue would pick locks at Advantage and also add their SKI to their DEX and 2d6 roll.
A torch generally generates light out to about a radius of 10 yards, for a few yards after that the characters will be able to see value shapes. For characters that possess Lowlight Vision this minimal amount of light will allow them to see normally out to the maximum range of someone's normal vision. For those with Darkvision this amount of light makes their Darkvision ine! ective (any light equivalent to
Picking a lock, whether successful or not takes roughly 5-10 seconds per DN of the lock.
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If picking a lock fails, or it's just a door that's swollen shut in the frame, the characters can attempt to force the door open.
12 (PER). If triggered by stepping onto the false floor characters must make a ST 10 (DEX) test to avoid falling into the pit. This particular pit is filled with spikes and those falling into it take 10 Damage. Climbing out of the pit is a ST 8 (STR) test (at Advantage with rope and a character above the pit to hold the rope).
When breaking down a door, its a simple Skill Test of Strength, 2d6+STR at or above the doors DN for forcing it open. Warriors would do this at Advantage as would any character with STR as a Primary Attribute.
Crushing Room When triggered by something (a pressure plate, removing an object from a pedestal, etc) this room begins to squeeze in on itself. For every round the room shrinks by 5 yards on each side and when it gets to the last 5 yard square those inside begin to take 20 Damage per round until with dead or they find the release mechanism. To find the release mechanism requires a ST 12 (PER) test. This test is done at Disadvantage for most characters (for Rogue's or those with PER as a Primary that cancels it out to a normal ST roll). This release mechanism requires a ST 12 (DEX) roll to disable the trap and for every failed attempt at disabling the room squeezes down another 5 yards.
If both of these fail the characters can attempt to smash a door down with weapons. Set an amount of Health Points for the door based on it's construction. Decide which characters are hitting the door and with what weapon. For blunt weapons the character can do Maximum damage to a door per round. For slashing or piercing weapons have the player roll damage each round. Once the door has lost all of it's HP it is considered smashed, obliterated, or otherwise out of the characters way so they can move thru it. Remember the sounds of repeatedly smashing a door with a warhammer may cause monsters in the nearby area to investigate. And a Dwarf carrying his own meat tenderizer may be too hard for that monster to pass up.
Slick Floor Hazard The floor in this area is covered in a slick, oily substance. Crossing it requires a ST 10 (DEX) test, anyone who fails this test falls down and must make another ST 10 (DEX) test to regain their footing, and one further ST 10 (DEX) test to safely make it to the other side of the oil. Any combat in this area would be done so at Disadvantage to Attack & Defense Rolls. Further any missed Attack Roll may require a ST 10 (DEX) check to keep one's footing.
Secret Doors When designing a dungeon note any secret doors and the DN of finding them. When players are actively searching for a secret door have them roll a PER Skill Test vs the doors DN. If it's at or above the DN they locate the door. Locating a door doesn't necessarily mean they know how to open it, and it may very well also be locked, they just know it's location.
Traps and Hazards Many di! erent traps and hazards can be found in a dungeon environment. I have listed a few below, but definitely make up some of your own and use them. Pit Trap If characters are actively searching for traps the DN of finding this trap is 12 as it's concealed very well ST
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another Skill Test to get them back on track for the day.
Time & Travel Under normal conditions a group of adventurers can travel a number of miles per day equal to the slowest moving character X 3. Changes in weather, rough terrain, injured characters, and more can slow this travel down. Having reliable mounts, well kept roads or trails, or moving at a faster pace can increase the amount of miles a group can cover in a day.
Navigation Table
For heavy forests, jungles, mountains & swamps reduce the distance travelled in a day by 1/2. For hills, rocky lands, and wooded areas reduce travel distance by 1/3. For mounted travel use the mounts Movement rate to calculate distance. And for well kept roads and trails up the distance by 1/3.
Getting Lost When traveling in unfamiliar areas it is always a possibility the characters may get lost. If there is a chance the players may get lost have the group nominate one character to be a navigator. The navigator then rolls a Knowledge or Perception Skill Test (their choice) against a Di"culty Number based on the terrain they will mostly be traveling thru for the day. For groups with a well detailed map the player receives a +2 bonus to this Navigation check (along with possibly rolling at Advantage if they have KNO or PER as a Primary Attribute). If the Navigator fails their Navigation Skill Test there is a chance the party will become lost. The GM should secretly roll a 1d6 and if that number is equal to or higher than the Lost Chance on the Navigation Table the group is lost.
Terrain
DN
Lost Chance
Desert
7
3+
Flying
4
6+
Forest
11
5+
Grassland
4
6+
Hills
7
5+
Jungle
11
4+
Mountains
11
5+
Ocean
7
6+
River
4
5+
Swamp
11
4+
Weather & Travel There is always a chance severe weather can delay, halt, or slow travel. Depending on the terrain and climate a random morning check by the GM can determine if any increment weather may slow travel for the day. For ease roll a d6 after the players Navigation Skill Test and if it's a 1, roll a second time on this quick table.
Severe Weather
When this happens do not let the players know, randomly determine the direction they get lost in and move them as many miles travel that's left in the day in that direction. The next morning when the Navigator makes his check if he passes the Skill Test he realizes they were lost (if he fails they continue to move in that direction for the day). Once the Navigator realizes they are lost he must make
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d6 roll
weather
1-3
slows travel to 1/2 distance for the day
4-5
delays travel for 1d6+1 hours
6
halts travel for the day
With any weather that delays or halts travel there is a possibility characters can fall ill or be injured if they cannot find adequate shelter.
Swimming Like climbing, swimming can be either one simple Skill Test or multiple tests involving DEX skill tests to swim and dodge obstacles & STA Skill Tests to avoid exhaustion.
Climbing Determine the DN based on the waters calmness (or lack thereof), the length of the swim, and any obstacles that may impede swimming across it.
When traveling through hills, mountains, or rocky lands there is a chance characters may need to climb a cli! or other surface. You will need to determine the Di"culty Number of the climbing surface that the players will need to make a Skill Test against.
Determining whether a character can even swim should be based on the characters background, hometown area, race, etc. It is highly unlikely a desert nomad character would be a swimmer but extremely likely a fisherman's son would. Even in circumstances where a character surely cannot swim they still should receive a chance to try. Increase the DN for the Skill Test appropriately for non-swimming characters.
Some larger cli! s, mountain climbs etc may have multiple Skill Tests involved such as a ST 11 (DEX) to reach an embankment and then two further tests to reach the top along with a ST 11 (STA) check to avoid exhaustion. If one character can reach the top of the cli! , wall or other barrier and secure a rope at the top any further characters making the climb do so at an easier DN (subtract 4) and if someone above is pulling them up (a STR Skill Test) they need not make a test at all.
Armor or encumbrance can also e! ect swimming abilities. A simple way to do this would be Heavy Mail & Light and Heavy Plate Armors would be impossible to swim in. Light Mail may be possible with a STA Test along with the DEX Swimming ST, but they would be done at Disadvantage. Heavy Leather would roll at Disadvantage and Light Leather would have no penalty.
Air Travel Players may occasionally find themselves in possession of Flying Mounts or Magical Items that allow them the powers of flight. As long as there is no severe weather a Flying Mount can cover a number of miles per day equal to 3 times it's Flying Move rate with ease.
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that is wide enough for two carts to pass each other on each side of the road (drive on the left).
City Construction Most cities and towns will have a stone wall between 2 yards in thickness (for small towns) to 10 yards+ thick (for large cities). Often having guard and watchtowers spaced along it. Cities may have elaborate gate systems and interior walls separating certain wards or districts.
Even though it's not historically accurate I'd include sewer systems for most large towns and cities as it's a great place for Thieve's hideouts, monsters lairs, etc.
Most city and town roads are a bit under 4 yards in width and alleyways are half of that size. Larger cities and towns may have a main road or thoroughfare
Law & Order Most cities and towns would have a town guard consisting of 10 guards per one thousand citizens. These guardsman would be well trained (Warrior
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levels 1-3) and paid by the city or town for their service. A city or town may also have a volunteer militia consisting of another 10 out of every ever y on hundred citizens. These additional troops would only fight or help protect the city in times of need and be armed with very basic weapons. For game purposes they would be 0 level normal members of their race.
and town construction (finding a sewer entrance by studying a towns layout for instance). It may be a PER test (using visual clues to find the entrance to a Thieve's lair by watching members of it's guild as they leave taverns and seemingly disappear into the night). It may also be a SOC test (convincing a barkeep to tell you the name of the Mage who stops in every night and sits in the dark corner near the back entrance).
Cities and towns would have laws regarding things like displaying weapons in public (some only going so far as to make people tie a small brightly colored ribbon on their weapons handle and scabbard, a 'peace bond'), certain magics may be outlawed (and sometimes all displays of magic may be against the law depending on the country, city-state, city-state, or local government).
Entire campaigns can be had within the gates of one city or town if well planned and made interesting. Even if your players may only be using one particular town or city as a 'home base' make it interesting. Flesh it out a bit with major and minor NPCs, the locations of any temples or churches, where the local leaders reside, customs and laws, yearly festivals of note, market days, etc. Use recognizable NPCs or landmarks in town so that every time players return 'home' there is a sense of normality to it.
Advise your players to learn the local laws and customs of a particular area so they don't spend a night or two in a city jail.
Supplies & Provisions In a lot of cases a player's group may only be in a city or town to resupply themselves with food and a nd water rations and restocking other supplies. Cities and towns would have almost every item in the Players Handbook- Equipment chapter of 10sp or less in value. The larger the settlement the higher the priced and rarer items would become available. A larger city may have shops specializing in magical items, an Alchemist's shop of potions, a shop specializing in the manufacture of magical weapons, etc. It's up to you as the GM to decide whether a particularly rare or hard-to-find item may be available in a town or city. But if you wish to make something a little more random ra ndom see below.
Finding Something Player's may wish to use their investigative or street smart skills to find a particular person, place, item, weapon, entrance to a sewer system, etc. Set a DN based on what you believe would be the di"culty of finding whatever it is they seek (information or otherwise). This Skill Test Test can be a KNO test in cases where the players need to use their knowledge of city
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enough hot food and water to feed up to 6 people (including plates, silverware and cups). Upon deactivating this action with a separate command word all remaining food, dishes, etc disappear. And once per day this shield can be used as an Arcane Camp (see pxx).
Armor Arm or & Shields Shie lds Magical Armor & Magical Shields, gifted to exemplary warriors for protecting their homelands, found in a dust covered treasure trove of an ancient warrior-king, or even passed down thru generations of families, these protective suits and shields hold great value. Often these objects have individual names or are named after their original wearer, such as Holdfrost the shield of the barbarian chief who used its power to shield his troops from the icy grip of the Snow King, or Daranicus's Holy Mail the armor worn when Daranicus was blessed by the Allfather for slaying the Giant of Whipsich.
Holy Mail This Heavy Mail armor is often found in the burial places of ancient Holy Warriors. Warriors. The mail is often white in color and has a pleasant, lavender like smell. The armor has a penalty of 1 and 5 Armor Points (AP). When the armor is in the presence of undead it glows a soft blue and grants the wearer the following powers. -Advantage on all Attack and Defense Rolls against Undead. -Any undead slain by the wearer or within 20 yards of the wearer cannot rise again. -The wearer can create an area of Holy Ground out to 5yds per character level at will. -Any Healing spell cast by the wearer is done so as a caster of 2 levels higher for Spellcasting Rolls and Health Points healed.
The following lists a few such armors, and rules for the GM to create their own.
Dragonwall Shield This medium kite-shaped shield, made of ancient steel, features the head of a dragon emblazoned across its front side. It's straps have been rotted or torn away for some time and need to be replaced. This shield protects its bearer and all within a 5 yard radius behind from any Dragons Breath attack. It also increases the wielders Defense by 2 against any attack, and by 4 against any Dragons attack.
Mithril Armor Mithril armors can be Light or Heavy Mail and Light or Heavy Plate, they weigh less than standard armor and have a Penalty of 1 less than a regular armor of that style. Mithril armor is also stronger and has one additional Armor Point than regular armor. I.e. armor. I.e. Mithril Heavy Plate Armor will have a Penalty of of 3 and grant the wearer 7 Armor Points. The craft of making Mithril Armor is known by but a few remaining Dwarven Blacksmiths and can take up to 6+1d6 months to create. It costs 1,000 1, 000 times the cost of regular armor of its type in silver (or add two 0's to the regular armors price for gold). If Mithril Armor is found, a regular blacksmith may be needed to size it to the new owner, this costs the same as the regular armors cost (I.e. Resizing Heavy Mail will cost 150sp). This resizing takes 1d6+1 days d ays and cannot change the size class of the armor (no changing man-size armor to handling size or vice versa).
Elven Chain This lightweight chain, made of Mithril, is often embroidered with small gold or silver shapes shap es of vines and leaves. It weighs almost nothing and has no Armor Penalty to Movement and grants the wearer 4 Armor Points (4AP). This armor can be worn by Rogues and Warriors. Frost Shield These Heavy Shields are often circular in shape, sometimes having a stylized Yeti, Yeti, Ice Wyrm, or icicles painted on the front, have ha ve no Penalty for carrying them and a Defense Bonus of 3. A Frost Shield protects its wearer from winter weather (keeping them as warm as if they were near a fireplace), it also cuts all damage that is caused by Ice or Cold by 1/2. Thrice per day this shield can also be laid upon the ground like a table and activated by a command word. Once this word is spoken the shield creates
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Deadscourge uses STR for STR for both Attack Rolls and Damage.
Armor & Shield Creation When creating a suit of armor or shield give it a descriptive name, avoid making it too powerful (no Armor Points above 8, no Defense bonus above 4, etc). Give it at least one special property (or maybe a hindrance), note its size, and try to come up with a brief history of it for the characters cha racters to discover if they investigate it's origin.
Dwarven Hammer This one handed hammer is a normal hammer in anyone's hands except a Dwarf or Half-dwarf. In their hands it becomes a +1 weapon to Attacks Rolls and Damage. It can also be thrown up to a range of 10 and immediately returns to the hand of the wielder after striking its target (or missing). This return is a Free Action and the bearer automatically catches it. A Dwarven Hammer uses STR for STR for both Attack Rolls and Damage in both melee and ranged attacks.
Weapons Many tales begin with the mythical hero and his sword, a weapon whose name strikes fear fear into the hearts of his enemies. And many an adventurer has lost his life on the quest for such a weapon. Some of these powerful artifacts lead whole armies into battle, or protect the innocent from demonic forces. Prized by kings & churches, their legends are told in taverns across the land.
Mace of Holy Might A Mace of Holy Might is often emblazoned with the Holy Symbol of it's Patron God or Saint. If wielded by a Cleric, Priest or Paladin of that God it becomes a +1 Weapon to both Attack Rolls and Damage (+3 against undead, aberrations, demons or devils). This Mace uses STR for STR for both Attack Rolls and Damage.
Axe of Storms This bladed weapon appears to crackle with electrical energy when wielded and has a lightning like pattern carved into its wooden hilt. The wielder of an Axe of Storms is immune to damage from lightning and thunder (and spells that create similar e! ects). ects). The axe can also create a Lightning Storm (see Elemental Storm p53). This spell-like e ! ect ect does damage in an area e! ect equal to the wielder's ect character level and can be used a number of times per day equal to the characters Stamina (ST (STA A). This Axe can only be wielded by Warriors Warriors or Dwarves of any class and has a +2 bonus to Attack and Damage Rolls. It is a one handed weapon and used STR for STR for both Attack Rolls & Damage.
Shieldbane This bastard sword is a +1 weapon to both Attack Rolls and Damage for regular attacks. But when wielded against a creature or NPC carrying a shield the wielder of Shieldbane can make a special Attack Roll against the NPC or creatures Defense, if successful this attack will render the opponents opp onents shield ruined by either splintering it (wood) or cleaving it in two (steel). Shieldbane uses STR for STR for both Attack Rolls and Damage. Wyrmslayer This +3 Two Two Handed Sword, made of Mithril & featuring Dragon Heads carved into its cross guard and pommel, has been lost for centuries. When Wyrmslayer Wyrmslayer is in the presence of a Dragon or dragon like being it becomes a force of destruction doing double normal damage (multiply damage by 2 and then add STR and Sword bonuses) to any foe and on a successful Critical Attack Roll (double 6's) against a Dragon, Wyrmslayer will kill the dragon immediately. immediately. Wyrmslayer Wyrmslayer uses STR for STR for both Attack Rolls and Damage.
Deadscourge This Morning Star can be wielded by any Warrior as a +1 to Attack Rolls (STR) and Damage (STR)weapon, but in the hands of a Cleric, Paladin, or Priest it becomes a +2 weapon (Attack & Damage) against any creature but undead. When used against undead by a Cleric, Paladin or Priest this weapon has a +3 bonus to Attack Rolls and immediately destroys any undead of HD less HD less than the characters level. Against undead of a HD equal to or more than the characters level it does +6 Damage.
Magic Weapon Creation When creating a magical weapon give the weapon a unique name and history, history, avoid making it too powerful (No more than +3 for Attack Rolls and Damage, unless against one specific creature), and
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try to give it at a t least one special power. Entire adventures can be written around the finding of one particular weapon to be used for a great quest.
Coldfrost Ring The wearer of this ring is immune to cold, ice and spells or spell-like e ! ects and the wearer can Ice Blast ects and Ice Storm (see Elemental Blast and a nd Elemental Storm p53-54) as a caster of equal level to the characters class level. The wearer can cast these a total number of time per days equal to their STA STA. Casting these spell-like e! ects cannot critically fail ects but require a Spellcasting Roll (2d6+KNO[+MAG if applicable]) and have a DN of DN of the targets Defense.
Rings Even the simplest of copper rings found in the deepest depths of lost and buried cities can hold great power. Prized by the stealthy, the nobility nobilit y, or those who don't wish to draw attention to themselves, magical rings are often the symbol of nobility or the symbol of someone who holds great power in the world of smugglers and thieves.
Elven Ring An Elven Ring grants the wearer the ability to walk silently and unseen thru any forested or wooded area, along with the ability to Call Animals (p55) once per day as a caster of equal level to the characters class
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level (this requires no Spellcasting roll). When in a wooded area the character will never get lost, will always know true north and be able to find a secure campsite area with 2d6 minutes. Also, any hunting or foraging Skill Tests are done so at Advantage while wearing an Elven Ring.
Archmage, either loved or feared. Many of these relics have been lost from the time before, when great magics were common in the lands and wizards commanded armies of dragons from towers built in the clouds. Sta" of the Ancients The bearer of this Sta! must be a Druid or the Sta! will cause 1d6 damage to the one holding it per hour. The Sta! of the Ancients grants the user the following: The ability to change into any natural animal, at will. When casting spells from the Nature School the caster is considered 2 levels higher than their character level (to a maximum of 10). The ability to 'talk' to any living, non-monstrous creature (plants, animals, trees, etc). Never lost when in an above ground, natural area. Can always find food and water for up to 4 people (including self). Takes 1/2 damage from any elemental or elemental like spell or creature. This sta! , when wielded as a weapon, uses DEX for Attack Rolls and STR for Damage.
Ring of Armor Rings of Armor grants the wearer Armor Points between 1 and 5 depending on the ring. (I.e. A Ring of Armor AP4 grants the wearer 4 Armor Points). This armor is not visible and cannot be detected. Ring of Command A Ring of Command allows the wearer to command a number of creatures or NPCs up to a HD amount equal to the characters level. A Ring of Command will be associated with one particular race, creature or monster, such and a Ring of Undead Command or a Ring of Human Command. Ring of Defense This +1 to +3 Ring gives the wearer a Defense bonus equal to its +.
Sta" of the Bone Brigade This sta! must be wielded by a Mage that has the Necromancy School. Anyone touching this sta ! besides a Necromancer will take 2d6 necrotic damage (ignores AP) per round until no longer in contact with the sta! . This sta! gives the wielder the following benefits. When casting spells of the Necromancy School do so as a caster of 2 levels higher (to a maximum of 10). When summoning undead (They Are Risen Spell) quadruple the number of HD worth of undead. When striking someone with this sta ! the wielder gains a +2 to Attack Rolls and Damage. This sta! uses DEX for Attack Rolls and STR for Damage.
Ring of Invisibility The wearer of this ring becomes invisible every time they slip this ring on (a Fast Action). For invisibility rules see . Ring of Protection A Ring of Protection grants the wearer Protection against a specific thing, such as a Ring of Fire Protection or a Ring of Protection from Undead. These rings will halve the damage done to the wearer by anything related to its type of protection.
Creating Magic Rings When creating a magical ring keep bonuses to maybe a maximum of 3 if combat related or give the ring one specific purpose. Magical rings will be a bit common as far as magic items go, especially among the wealthy.
Sta" of Defense A Sta! of Defense can only be wielded by a Mage and grants the following benefits to the wielder. Cast any Protection School spell as a caster of two levels higher (up to a maximum of 10). Wielder gets a +3 bonus to Defense. Wielder has 3 Armor Points. The sta! can cast the Minor Spells Resist, Shield, & Ward a number of times per spell, per day equal to the wielders MAG Attribute.
Staffs & Wands The Wizard, the wand and the sta! . Every apprentice Mage dreams of the day he finds the sta! or wand that turns him from just another magic user to an
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This sta! has a +1 bonus to Attack Rolls and Damage and used DEX for Attack Rolls and STR for Damage.
targets up to a maximum of 5 charges at once. This lightning attack does not require an Attack Roll as it automatically hits a target and takes a Full Action to use. This wand cannot be recharged.
Sta" of the Elements This sta! may only be wielded by a Mage and grants the following benefits to the wielder. While carrying this sta! the wielder takes 1/2 damage from all elemental attacks including elemental spells. The wielder can cast spells from the Elemental School as a caster of 2 levels higher (up to a maximum of 10). The caster can summon a Greater Elemental of his chosen element once per lunar cycle. This Greater Elemental is not under the control but will be of service to the caster for up to one hour before returning to it's home plane. When used in combat this sta! has a +1 on its Attack Roll and does an extra 1d6 in elemental damage. It uses DEX for Attack Rolls and STR for Damage.
Magic Sta" & Wand Creation When creating a new sta! , most are based on an existing Major Spell School & most, but not all, have charges.
Misc. Magical Items Miscellaneous Magics, from potions that turn one's flesh to armor, herbs that take those brave enough to other planes inside their head, to lanterns that never go dark and gauntlets that allow the weakest of men to lift an ox upon his back. These items range from the mundane to the truly wondrous. Amulet of Shielding Grants a +2 Defense Roll and shields the wearer from magical scrying.
Wand of Healing A wand of healing can be wielded by any character regardless of class. When found this wand will have 4d6 charges remaining and it can cast the following spells as a caster of a level equal to the wielders class level.
Boots of Stealth Gives the wearer Advantage and a +6 bonus to all stealth rolls. Bracers of Thunder The wearer can stun an opponent for 1d6 rounds with a successful unnarmed Attack Roll.
Heal (1) Cure (2-5 depending on Cure) You're Not Dead Yet (2)
Cloak of Invisibility When lifting the hood of this cloak the wearer becomes invisible (see invisibility rules p62-63).
When cast these spells will remove a number of charges from the wand equal to the number in parentheses that follows the spell's name above. This wand can be recharged by a Mage with Healing School spells by successfully casting the spell into the wand (Spellcasting Roll vs DN, chance of losing Usage Points).
Crown of Bones This crown allows the wearer to control and raise a number of 1 HD undead equal to 100 times the characters level.
Wand of Lightning A Wand of Lightning can only be wielded by Mages and Rogues, when a Warrior touches it he gets zapped for 1d6 Damage (that ignores Armor Points). When found a Wand of Lightning will have have 4d6 remaining charges. This wand can do 1d6 Damage (that ignores Armor Points) per charge expended to single or multiple
Helm of Teleportation The wearer may teleport to any known location as a Fast Action.
Gauntlets of Strength When worn these Gauntlets give the wearer a Strength (STR) of 7
Luck Stone
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A Luck Stone when found will have 1d6 charges, for each charge spent the bearer can use it as they use a Luck Point.
A Magical Rope is 50 feet in length and can be easily ascended or descended by anyone. It's magical properties make it to where it doesn't have to be attached at the opposing end to work. It can also be straightened into various shapes and it will freeze into that shape with a command word (and can be deactivated by the same).
Thieve's Gloves These gloves when worn give the character an extra +3 bonus to any lock picking, pick pocketing, and disabling or setting traps.
Runestone A Runestone will store the e! ects of one Major or Minor Spell and this spell can be expended by anyone if they concentrate on the Rune while holding it in their hand. Once expended the rune disappears from the stone. A Runecaster can refill a Runestone by expending a spell into it. This can change the spell e! ects. A spell cast from a Runestone has no chance of Critical Failure and its e! ects are as if cast by the Runecaster who made it.
Minor Magical Items Arcane Camp This small crystal, when activated by a command word, creates a 10ft radius invisible dome. Inside this dome the crystal glows and let's o! heat as a campfire. This dome protects those inside it from the elements and keeps out small vermin and insects. It is invisible from the outside but those inside can see out of it. When a creature larger than the size of a small dog gets within 10 yards of an Arcane Camp the crystal campfire will pulse to warn those inside. An Arcane Camp can be used 30 times before needing recharged (recharging expends one Usage Point to refill all 30 charges).
Herbs Bloodroot Often made into a tea, when imbibing Bloodroot the drinker can see into the spirit world. This can be used to contact the recently deceased, vengeful spirits and the like.
Arrow of Piercing This arrow when it hits a target ignores all Armor Points when doing damage (regular class damage) and has a +3 bonus to Attack Rolls. After striking its opponent the arrow loses its magic and cannot be recharged.
Coriggan's Broth A powerful healing broth or stew made from Larathia Petals and other herbs. When ingested warm it heals the user 5d6HP. A pot of this broth will have 10+d6 servings. Once cold it loses its powers. Demonshade The roots of the Demonshade plant ,when eaten, cause nightmarish and true visions of Hell. Sometimes used by necromancers, cultists and demon worshippers to contact beings from the nether realms.
Boat Figurine This small carving of a boat when laid in water will grow into a full size boat, complete with oars and sails. This boat will remain in this form until deactivated by a command word. Light Crystal A light crystal will emit a glowing light equal to a lanterns light when activated by a command word. It can also be deactivated by a command word. A Light Crystal can be used for up to 45 days before its power is expended and will turn to ash when it's power is gone.
Goatwort Goatwort is commonly used to treat mental illnesses and is often successful. Mother's Milk The milk-like nectar of the Mother plant is a natural painkiller and stamina booster. When imbibing a few
Magical Rope
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drops of Mother's Milk the users Stamina increases by 2 for an encounter.
& More
Stonetree Bark The bark of Stonetree can be chewed on but not ingested. This magical trees bark gives those who chew it's bark a natural armor equal to 3 Armor Points. This lasts for an encounter.
Dwarven Mead Drinking Dwarven Mead grants a +1 bonus to Stamina (STA) and Stength (STR) for the remainder of an encounter. Tears of the New Moon This highly sought after droplets of morning dew collected from a fully bloomed Larathia Flower on the morning after a New Moon is one of the most powerful healing liquids known. One drop can cure 6d6 HP. 2 drops can cure broken bones and the like (and can cause an instant recovery from 3, 4, & 5 on the Out of Action Table p19). Tears of the New Moon is sold in vials of between 1 and 6 droplets, with each drop costing 500sp when found for sale.
Wilting Daedic Flower When freshly picked the petals of the Daedic flower are highly poisonous, but after a week or so the wilted petals of this flower can be made into a lightly colored tea. Anyone imbibing this tea can Detect Magic (as the minor spell) out to 10 yards for a number of rounds equal to their characters level.
Potions PC's and Crafting Magic Items
Fire Resistance This fiery red potion gives its drinker immunity from minor flames and heat and allows them to take half damage from fire and flamelike attacks for an Encounter (or 1d6x10 minutes in non-combat).
Occasionally players may wish to create their own magical items, or you may wish for them to create one for a specific task (like making a dagger than can slay a specific demon). This is a great opportunity to write an adventure (or a few) around finding the components needed to make the magical item, finding the long lost formula for crafting it, and assembling a host of Mages to help in it's manufacture (of course with one Mage that's actually a spy for the other side and tries to thwart the character's plans at the last minute). When making rules for creating such an item take into account it's power and the more powerful the item the more di"cult the components and the more powerful the magics should be that are used to create it.
Heroic Strength This potion gives the imbiber a STR of 6 for the remainder of an encounter. Invisibility The drinker will become invisible for 2d6 minutes (see invisibility p46) Speed A potion of speed increases the drinkers Defense by 2 and MOVE by 5, this lasts until the end of the encounter. Stoneskin A potion of Stoneskin gives the drinker 3 Armor Points (AP) until the end of the encounter.
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Magic in Havenshield is split into 3 distinct areas, Minor Spells, Major Spells, and Rituals.
Other Spellcasters: Blood Mages, Runecasters, Sorcerers, Demon-Bound Warlocks all exist in one form or another. For more info on them see the chapter on Other Magics (30-31).
Minor Spells are slight magics, minor illusions, cantrips, and the like. Gnomes & some Descriptor Classes can use Minor Spells along with Mages. A Mage begins the game by knowing Magic Blast and 5 additional Minor Spells of their choosing & they gain 1 new Minor Spell every level up.
Casting Minor Spells
Major Spells are split into varying Schools of Magic, they represent the most powerful versions of everyday magic use. Major Spells are either learned and recorded by wizardly Mages, given as gifts from the Gods for priestly Mages, or in the case of some Mages they are earned thru pacts with Demons and can be powered by blood and death.
The casting of a Minor Spell requires no material components, nor does it require any gestures or movements, it's usually just a simple phrase or word along with the concentration required to move its magic into the world. Their are no armor restrictions for casting Minor Spells, and they are available to any Class or Race that has the ability to use them.
A Mage begins the game knowing all of the spells of 2 Schools of Magic. A Mage gains one additional School at levels 4 and one more at level 8.
Spellcasting Rolls for Players
Rituals & Miracles are the most powerful forms of magic, sometimes involving multiple Mages to even accomplish & other times involving otherworldly patrons. Sometimes such magics can be particularly dangerous to not only the Mages involved but the world itself.
Some Minor Spells require Spellcasting Rolls. A Spellcasting Roll is 2d6 + KNO ( & + MAG for Mages). This number must meet or exceed the Creature's Magical Defense Number or NPCs Defense Number.
Differences Between Spellcasters Arcane Spellcasters- Arcane spellcasters spend years, sometimes decades, learning the formulas that unlock the magical powers from their dreams. Arcane users carry spellbooks with their personalized formulas written in them (spells). They carry Arcane Devices and sometimes belong to Arcane Colleges or Organizations. They have access to all Schools of Magic.
Spellcasting for NPCs & Monsters Monsters and NPCs with spells or spell-like abilities do not normaly need to make a spellcasting roll for Minor Spells. But if the spell e! ects an area or single target have the PCs make a Defense Roll against the spellcaster by adding the NPCs MAG score to their KNO to 7 ( to determine the DN (DN=7+KNO+MAG). For Monsters determine the DN by adding their HD to 7 (DN=&+HD).
Divine Spellcasters- Divine casters, Priests, Clerics, Druids, Healers, Shamans gain their magical gifts from Gods or Earth Spirits, depending on the divine being this may entail prayer or sacrifice. Divine casters often carry Holy Symbols and sometimes prayer books.
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a 1 on the Usage Check die reduces the Mages Magic Usage by 1. Remember to leave the dice lay if its a damage causing spell. At 1st level Mages begin with the spells of two Schools and gain access to additional Schools as they increase in level, gaining one additional School at 4th level and one more at 8th. Each School has 4 spells included and when learning a new School the PC has the ability to cast all of the spells in it.
Creating New Minor Spells You can create, or allow the players of Mage characters to create almost any non-powerful spell a s a new Minor Spell. As long as the spell generally has one e! ect that gives no greater bonus to a character than +1, or any kind of utility spell that does not do major damage, it should not 'break' the game.
NPC Major Spellcasters When an NPC casts a Major Spell that has a regular DN it is recommended that you just make it happen with no spellcasting roll, but if you do want the NPC to have a chance of a critical spell failure secretly roll 2d6 and if it's double 1's the spell critically fails. If the Major spell cast is against a player character calculate the NPCs magical attack by adding the NPCs KNO+MAG to 7 (Magical Attack DN=7+KNO+MAG) and have the PC make a Defense Roll against that DN.
Casting Major Spells for PCs The casting of Major Spells requires a free range of movement and a complex arrangement of vocalizations. Major Spells cannot be cast while the Mage is wearing armor or while unable to speak. Certain spells also require odd material components which are destroyed if the spell casting is successful.
Monster Major Spellcasters For monsters with Major Spells or spell-like abilities there is no chance of critical failure when they cast a spell. If the spell is against a PCs Defense calculate the monsters spell attack by adding the monsters HD to 7 (Magical Attack DN=7+HD) and the characters make a Defense Roll against that DN.
The amount of Magic that a Mage can cast without rest is indicated by Usage Points. When casting a Major Spell a Spellcasting roll is made (2d6+KNO+MAG) against that particular spells DN. If the total is at or over the DN the spell casts normally and does whatever the spell description indicates. If the casting roll is under the DN the spell fizzles out and fails (& you may lose a Usage Point even in failure). A Critical Fail can result in really unexpected results, including damage to the Mage and others around him.
Magic Damage & Healing When a spellcaster casts a spell that damages or heals a target the spells damage or healing is based on the spell casters MAG attribute. This damage or healing is based on whether the target or targets were a single target or multiple targets (area e! ect).
When making a Spellcasting Roll its suggested that the player rolls 3d6, two of one color for the Spellcasting Roll and a third die of a di ! erent color for the Usage Check. Whether the casting is successful or not, rolling
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MAG
single target
area effect
1
H
L
2
2
H
3
max
2
4
max+L
max
5
max+H
max+L
6
max+2
max+H
Holy Symbols A Divine Spellcaster often carries a Holy Symbol that acts as an Arcane Device. If an Divine Caster loses his Holy Symbol or it's destroyed they will make all Spellcasting Rolls at Disadvantage
Creating New Major Spell Schools Creating a new School of Major Spells is possible and for some players they may wish to attempt to do so. And for some GM's a new Major School may work well for their specific type of campaign. For each School you would need 4 new spells. I would have one Area E! ect spell and 1 Single Target e! ecting spell and add to the spells two of the following:
Magic Usage Points A Mage begins the game with a number of Magic Usage Points equal to their MAG Attribute, this is the characters maximum Magic Usage.
Utility Spell: A spell that gradually increases in power with the casters level that does something useful (i.e. weather changes from level 1 a light rain to level 10 an apocalyptic size tsunami).
When rolling for Usage a 1 on the die reduces the Mages Usage Points by 1. Regaining Usage Points. A Mage can gain one Usage Point during a short rest by rolling a 6 on 1d6 (this can be successful only once per day), otherwise a Mage gains 1 Usage Point for a Long Rest. A characters Magic Usage cannot be higher than their maximum.
Protection Spell: A forcefield like spell or spell that protects the caster and allies from attacks of some kind. This spell should increase in power with the caster. Summoning Spell: Spells that call forth some kind of monster, creature, physical objects, etc. that gradually increase in power.
Arcane Devices E! ect Spell: A Spell with a specific e! ect (like a spell that creates a gas that causes slumber), these spells generally allow a ST to lessen or negate the e! ects but need to increase in power with the casters level.
Arcane Devices such as staves & wands are used by Arcane Spellcasters instead of smaller and costless material components. If an Arcane Caster loses his device or if it is destroyed they will make all Spellcasting Rolls at Disadvantage until they fashion a new one. A Mage can construct a new Arcane Device from most anything they wish (cost is determined by the materials used in it's manufacture). Powering a new Arcane Device takes from sunrise to sunrise or moonrise to moonrise and automatically expends 1 Magic Usage Point.
The main thing in making a new School of Magic would be to compare it's spells to other available schools, making sure no spell is a lot more powerful than current Major Spells. Making sure the new spells increase in power with the casters level. And making sure the new spells are not things that could possibly 'break' the game (i.e. a spell that allows the characters to overturn major dice rolls, etc).
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killing him. He now possesses these angels souls and is using them to power a new soul-stealing sword."). You could also let the Miracle happen, but bend it in a way that furthers the campaign. ("We heard in a tavern in Magefall that the great sorcerer had died in a battle against celestial beings, but when an envoy went to make peace with him at his tower that said he was very much alive. Upon further investigation, and several bribes, we heard from a spy in his organization that the Necromancer doesn't so much as live, but was brought back from death by the demon-queen to serve her in his undeath.").
Ritual casting can be a deadly a! air, not only to the caster but those around him and in some cases the world as a whole. Rituals often involve huge expenses in not only magics but rare materials, gems, relics and the like. The use of ritual magic in the game should be central to whatever part of the story involves it. These magics are beyond powerful and an entire campaign can be weaved around the discovery and use of a single ritual spell.
Try your best to not deny any Miracle, unless its beyond the scope of your current campaign, or will do irreparable damage to the story.
Only 2 rituals were listed in the Player's Handbook to leave it up to you to create new such magics. Maybe as a quest to find a magic powerful enough to lift a plague that has befallen an entire empire. Or to put back to rest a Dragon who only returns every 400 years to lay waste to the lands.
Always enforce using Miracles for good by awarding innovative uses of them to help others by giving the player a Luck Point for heroism as a sign their god or spirit was pleased with their use of his powers.
Make every ritual casting mean something, make it di"cult to use or discover, but most of all make it fun and make it something the players will remember. Alchemy Alchemy is the practice of making potions. These potions can store the e ! ects of spells (such as an Alchemist creating an Animal Form potion).
Miracles are wondrous gifts from the gods and spirits of the world that can be petitioned for by the pious. Unlike most magics there is no chance of critical failure when asking for a Miracle, but there is a chance it will not be answered.
When creating potions an Alchemist must spend 10sp per caster level and spend 10 minutes per caster level creating the potion. A Spellcasting roll against the Spells DN is then required. If the spellcasting is successful the potion is imbued with the spells e! ects. When someone imbibes the potion it's e ! ects are based on not only the spell cast into the potion but the casters level that made the potion.
Certain characters can petition for Miracles according to the rules for their Descriptor Class. When dealing with a players request for a Miracle simply ask yourself if what they are asking for would ruin your campaign. If the answer is no I would grant the miracle.
An Alchemist can create Potions from the Equipment section for 1/4 the price and take 10 min per 10sp.
Some Miracle requests may be troublesome to you as a GM, like a player asking for a Miracle that kills or destroys the current campaigns main villain. In those cases you can weave it into the game if you wish ("You got word that the Arch-Necromancer was attacked by a Celestial warhost, but they failed in
Blood Magic Practitioners call it "The Blighting Art" but to most other Mages and those who know it exists in the world they just call it Blood Magic. Blood Magic is
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the art of fueling spells and rituals with some life force or another. Often times this can be the sacrifice of ones enemies or even taking life from the land itself.
Runecasting can be used as an adventure in itself, such as finding a Runestone that dispels an ancient magical trap that guards a doorway into the ruins of a mythical city or finding a combination of runes that can free a powerful NPC from servitude to an ancient god.
In game terms Blood Magic is used by those evil sorcerers and warlocks who wish to increase their power by any means. For every 10 Health Points taken from "a being with a soul that possesses the ability to dream" in a ritualistic fashion the Spellcaster increases their spellcasting rolls by 1 for the remainder of a 24 hour period. For every death caused by these rituals the Spellcaster increases their Magic Usage Points by 1 for the next 24 hours.
Runes also make good small treasures like finding a pair of ancient runestones that when laid on a dead characters eyes can bring them back from the dead (as a You're Not Dead Yet Healing spell). And after their use the open eyes drawn on the stones magically close and the stones do not work again until the characters find the way to re-power them.
When spells are cast that are fueled by Blood Magic they cannot critically fail, but in return the caster takes on an ever increasing likelihood that powerful demonic forces will take notice of the caster. Which could be a great boon for those casters that would willingly accept pacts with demons and devils, but for the average Spellcaster this kind of notice could easily be fatal. In the game, if you wish to use Blood Magic for an enemy cult or spellcaster make their magic 'seem di! erent', flowers will wilt when their spells are cast or whole fields will turn to ash. The smell of sulphur may follow, or when they cast magics their nearby minions eyes may trickle blood. Anything to make the di! erence between this wicked and evil magic seem more wicked and evil compared to 'regular' Magecraft. Blood Mages and their magic should be feared and loathed by 'civilized' society and in some places even the rumor that a specific Mage practices it could lead to a burning at the stake. Rune Magic Rune Magic is the ancient tradition of imbuing symbols with mystical energies. These minor and major spell like e! ects can be released by touching these symbols or can be released from small "Rune Stones" by a caster. In game terms a Runecaster imparts spells from his Schools of magic into symbols which can be triggered by certain things (I.e. "If anyone passes through this door trigger an Elemental Storm" or "When someone touches this standing stone Heal them").
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creatures of the lands and in time a new people were formed from Allfather's image, The Elves. With the Elves magic came to Eoirwhyn, and eventually that power led the Elves down a dark path as they created their own creatures. It is said that the Elves created the Dragons and drove the Dwarves below the ground as the First People fled the fires that the Dragons wrath brought to the lands. It is around this time the 3rd race appeared, The Gnomes, some say they are the third race of Allfather’s people and others that the Elves created them when they used powerful magics on a clan of Dwarves, the magic reshaping those born of stone.
Welcome to the Setting Guide. Inside this book you will find a basic fantasy world that you can make your own. There are no plans to expand upon this world so take what you want from this setting, or the whole thing and expand upon it with your own ideas and truly make it your own. The bulk of this chapter is filled with information and adventure hooks for the Kingdom of Havvengarde in the northwestern section of the continent of Yoranthia on the world of Eoirwhyn. Followed by brief descriptions of the other countries of Yoranthia, the religions of Yoranthia, races, languages, magics & more.
Its believed that in this time, when Elves ruled the surface world, that the Dwarves conquered the underground kingdoms and carved it into their home, but by doing so they pushed the evils from the depths to the surface. The Orc fled the darkness from the might of the Dwarves and slaughtered the Elves in their wake, taking their own chunks of the surface world. The Elves and Orcs battled for a thousand years until...
The Age of Man A brief history of Eoirwhyn (Yor-When)
(all dates estimated) 10,000 PCY
PCY= Pre Common Year CY= Common Year
From where they came no one really knows, but man came to Eoirwhyn. The Elves were fascinated by how the race of man lived such full lives in such a short time, by how they adapted to all of the environments of the world, and by how their temperaments varied so greatly, some men as vicious as the Orcs and some as timid as the Gnomes. But Man prospered and built great kingdoms by trading with the Dwarves for steel and by learning magics from the Elves and Gnomes. It is also around this time the Halflings appeared, leaving the hills and plains they called home, they settled amongst mankinds new cities.
Ancient History Before 10,000 PCY Before the light existed, great and terrible, ageless and gargantuan gods waged war in the blackness... the chaos they left behind formed worlds and matter, light and dark... Which they again destroyed, a never ending pattern of brutality and chaos. Beneath their notice the elements of what were left in their wake took shape, fire and water, earth and air, smoke and magma... And eventually those lesser beings shaped their own worlds and hid them from the eyes of the Great Old Ones. One such world was this one.
9,500 PCY In the early years Yoranthia and Casanthia were one whole, and that whole was the great country of Mysthora. Powered by magics long lost the great empire of Mysthora built cities in the sky itself, ships that flew between the clouds, artifacts of great power. The towers of the surface cities seemed to touch the heavens, mankind drove the Orcs and fell beasts to the far corners of Eoirwhyn itself.
Allfather shaped Eoirwhyn's hills and mountains, carved its oceans, made its rivers flow. He dreamed into being the 'First People', The Dwarves, those Born of Stone and for a time they ruled the surface of the world. Allfather brought to life the
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5000 PCY The Elves having been pushed further and further from their native lands by mankind found the great city-kingdom of Miranduil in north central Eoirwhyn.
55 PCY The Prophet A Prophet rises in the lands of Yoranthia, her followers forming a rebellion against the armies from Casanthia. Many Casanthian troops who were born in Yoranthian lands join the rebellion. The Prophet’s message that the Allfather is opposed to the Grand Church of Casanthia’s militant rule fuels the rebellion.
3540 PCY The founding of Karahul The First Emperor of Karahul Sol-zan, after years of uniting tribal warlords to his cause, is enthroned in Karakul.
10 PCY End of the Prophets War and Founding of the Church of the Allfather in what is now Leonne.
2720 PCY The Cataclysm (Blood Elves) Decades of magical warfare between those who practiced Blood Magic and great wizards who shunned it’s use end in Mysthora. The casting of a grand blood ritual draws the attention of a Great Old One who comes to Eoirwhyn coiling it’s serpent like body around the world, blocks out the sun. The Great Wizards of Mysthora gather to end this apocalypse, using magics so powerful they split the country of Mysthora in two as they rid the world of the Elder God’s grasp. The Western Ocean lies where the center of Mysthora used to be with the new continents of Casanthia to the west and Yoranthia to the east.
The Age of Resurgence YEAR 0 The Founding of the Country of Leonne. 35 CY The Founding of Sama ‘Albahir 270 CY Thorsten Havvenson slays the Great Red Wyrm Bazzalth with his magical sword Redbane. 272 CY Thorsten Havvenson is gifted the lands of Havvengarde by the King of Leonne and declared the First King of this new land.
2730PCY Founding of Sharn In southern Yoranthia a God King rises, bringing formerly nomadic tribes of man together as one people, the Sharnhedin. The country of Sharn flourishes under the rule of the Eternal Emperor, building cities, roads, and towns, while driving out other people’s and races from it’s borders.
220 CY The Death of the Last King of Leonne. Leonne is now ruled as Republic. 575 CY Current Year
1120 PCY The founding of Casanthia Across the western ocean the country of Casanthia is founded as the Grand Church of Casanthia uses it’s might to conquer the continent and place it’s first king on the throne.
Quick Info
450 PCY Casanthia conquers Yoranthia Casanthian armies cross the Western Ocean and drive the Gaelnach and Elven peoples of Yoranthia from their homes. The Casanthian’s form military ports and bases across western Yoranthia. Eventually these ports become cities. Casanthia rules the lands with an iron fist for almost 400 years.
Founded in 272 PCY the country of Havvengarde lies in the northwestern corner of the continent of Yoranthia. Properly named the Kingdom of Havvengarde and currently ruled by King Geraint Havvenson, Havvengarde is a constitutional monarchy split into 16 Thegndoms with a Parliament.
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Church(es): Grand Cathedral of The Allfather (the largest church in Havvengarde and home of Patriarch Rinhelg Genrickson), Havvengarde's church leader is Highfather Dunwill Restwillow (Prelate).
The population of Havvengarde is some 1.2 million peoples, mostly humans of mixed Casanthian, Gaelnach, and Orssehelundian stock (74%) with a fair amount of Halflings (8%), Sun Dwarves (6%), Tawarwaith Elves (5%), Adunaic Elves (2%), Gnomes (2%), Half Races (1%) and Orcs (1%).
Military: Knights of the Path (2,000), Ares Cohort (350), Knights of the Eagle (75), The local city watch of Havenshield, known as The High Guard, numbers almost 1,000 members and are charged with the duties of policing the city itself and the local roads around the Havenshield.
Inside Havvengarde’s borders lie three Dwarven clanholds, an Adunaic city, and a woodland kingdom of Tawarwaith Elves. Havvengarde is allied with the country of Leonne as they have a shared history and are allied against the country of Sharn and the Orc Hordes in the east. Havvengarde’s main enemy is it’s neighbor to the north, Orssehelund, as northern raiders cross the sea almost yearly attacking Havvengarde’s northern port cities for riches and slaves.
Points of Interest: Grand Cathedral of The Allfather (largest church in Havvengarde). The Gardens of Mysthora (a botanical garden of flowers and plants that predate the Cataclysm, some that are extinct every else but here, it is tended by several druids and their helpers who can trace the history of their caretaking at this location to the height of Mysthora... around 5000PCY).
The country of Havvengarde is split into two distinct areas, the western half is seen as the more ‘civilized’ area with it’s large cities, the capital and general safety. The Eastern half is very rural, filled with large expanses of wilderness, a lot of it having only been settled over the last 100 years since the building of the Eastern Wall.
Castle Drake (the home of Thegn Dunn of Korg, the seat of power for the Thegndom of Korg). The Dragonslayer's Castle (home of King Geraint Havvenson, it actually lay a few miles north outside of the city proper and also houses the royal mint of Havvengarde, it is the source of all Havvengardian coins). The Tower of Mysteries (the Havenshield location of the Collegium Arcanum). The Havenshield Museum (featuring artworks and statuary from the pre-cataclysm to now, it is a popular stop among schoolchildren in the area for it's display of the skull of the Great Wyrm Bazzalth the Eater of Man).
Havenshield Brief Description: The Capital city of Havvengarde. "The Jewel City". Built on the remnants of the Ancient Yoranthian city of Mysthora.
Exports: Armor and Arms made by the Blacksmith Guild of Havvengarde (known for its Dwarven Blacksmiths, they inlay their stamp in mithril upon the hilt of all weapons and the interior collar of armor); Manuscripts and maps made by the Church and several independent artisans throughout the city; Iron, mithril, platinum, and gold are exported thru Havenshield from the cities of Clan Goldbeard;
Population: 42,000 (80% Human, 10% Halfling, 4% Elven, 3% Dwarven, 2% Half-Blood, 1% Orc) Ruler: Mayor Stenfrost Richtby
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Minted coins of Havvengarde from the Royal Mint, located inside The Dragonslayer's Castle; Clothing; Leatherwork; Flour; and more.
Patriarch Rinhelg Genrickson (9th Level Human Mage), Genrickson is well known and well loved by the people of Havvengarde, he is sung of in the Bard's song "The Boy of Woodsborough" for his resurrection of Heinmerr "The Tower" Richmond (current leader of the Knights of the Eagle) when he was just a 5 year old boy and had fallen o! a balcony in Woodsborough while watching a parade for the previous Patriarch of Havvengarde's coronation.
Brief Description: Ellesmere "The River City" is a port city along the Great Serpent River, one of the largest cities in Havvengarde (just slightly behind Havenshield), the city is a growing metropolis. Its the main port of call for most trade ships as the Great Serpent is almost 12 miles wide at the port of Ellesmere. Also called the "Gateway to the Shield" for its upriver tra"c to Havenshield, its the main source of materials and goods as they travel to the capital city and the main port used for the exports of metals and other goods from Havenshield. Ellesmere is a bustling city and the most cosmopolitan of all Havvengarde. It is a mixture of all races and its architecture of bridge and canal work is often aweinspiring to first time visitors. Its also known as the "place" to "get whatever it is you are looking for". The seedy underbelly of Ellesmeres thieve's guilds, fences, and other villainous groups makes it the port of call for ship captains who are delivering goods that may be of 'questionable' legality.
Highfather Dunwill Restwillow (8th level Half-Elf Mage), Dunwill is considered the fore-runner for Patriarch of Havvengarde when Genrickson retires.
Population: 41,700 (80% Human, 7% Halfling, 4 % Elven, 3% Dwarven, 3% Half-Elven, 2% Gnome, 1% Other)
Grand Magi Vorwaelle (9th Level Elven Mage), Vorwaelle is the elected leader of the Collegium Arcanum in Havvengarde, although not the most powerful mage in the land, he has been known to help Havvengarde in times of war and is feared by the enemies of the land, he has served the Collegium for over 200 years.
Ruler: Mayor Leland Smither
Major NPCs: Mayor Stenfrost Richtby (5th Level Human Warrior, former leader of the High Guard, the mayor is an elected position with elections held every 6 years, Mayor Richtby is up for re-election in 578).
Church(es): Ellesmere has 2 major churches within its boundaries. Highfather Storn Reschter is the Prelate of Ellesmere. Military: A standing city watch of 600 patrol the city proper. It is generally boosted by troops from Havenshield. The capital sends troops to protect its trade interests in the city from the growing bravery of the towns thieves.
Thegn Dunn of Korg (7th Level Human Warrior), the current head of the Thegndom of Korg, he is getting up there in years and his son Edgar is expected to take his place sooner than later.
Points of Interest: King Geraint Havvenson (9th Level Human Warrior), Geraint is the descendant of First King Thorsten Havvenson and the current carrier of the sword Redbane (the sword that slayed the Great Red Wyrm Bazzalth), Geraint was a masterful military tactician and served in the Knights of the Eastern March until his fathers passing in 563, he currently has 3 daughters and 2 sons with his wife Gwennolyn and is 47 years old.
Collegium Arcanum of Ellesmere, the sprawling campus is home to the Museum of Arcane History whose artifacts and relics on display require a substantial investment in manpower and money. "The Docks", the largest port in the region, the docks are a bustling community both day and night, and almost a city unto itself with its own set of rules. During daylight hours many bring their children to witness the loading of great cargo ships.
Ellesmere
Riverside Theater, this large outdoor theater overlooks the sprawling city port and hosts Bards,
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plays, operas, ballet, and more. It is however a known meeting place for certain criminal elements to meet with their noble contacts.
Population: 19,530 (95% Human, 3% Halfling, 1% Half-Elven, and the remaining 1% made up of Dwarves, Elves, Orcs and Half-Orcs)
Exports: Blankets, Books, Corn, Pearl, Wood, Cloth, Clothing, Dogs, Wheat, Wine and Yarn
Ruler: Mayor Hesje! Murberry Church(es): The Church of Halstead is a rebuilt ancient temple, its still standing with its foundation and walls intact for 2700+ years remains a mystery. Highfather Hall Crawford is the cities Prelate.
Major NPCs: Mayor Leland Smither (0 lvl human male), Leland is the consummate politician and seems to have political dealings all across the region (especially those dealings that benefit Ellesmere).
Military: Hallstead maintains a volunteer city watch which varies in size throughout the year, in spring and summer the watch is smaller as most ablebodied men are out to sea fishing.
Walther Destose (8th level male Half-Elf Mage) is the current Dean of Magical Arts at the Collegium Arcanum of Ellesmere. Walther is a rather jovial individual and is a huge fan of the stories from adventuring parties, particularly adventuring wizards, and has been known to trade info for a good tale. In contrast he is known for his tough stance against Necromancers, whether goodly aligned or not, Walther is an outspoken critic of those who seek magical powers thru dealings with magical or demonic creatures.
Points of Interest: The Church of Hallstead, unlike its other generally round shaped temples to the Allfather in Havvengarde, the rebuilt Church in Hallstead is a large rectangular and pillared a! air. It would be the sole point of interest in this sleepy city if it wasn't for the next. The Stone Giant of Hallstead lays at the cities heart and is not only a huge attraction for the city, it is a point of contention amongst scholars. The giant, statue like figure stands some 120 ft in height and there are those who believe it is a petrified actual Giant, from a race of Northern Giants that have been long extinct, and then there are those that believe it is a statue carved by either ancient men or dwarves. No mention of this statue exists in texts that say anything about the ancient city that lay here and whose center was the former Temple.
Davroar Serpenthelm (10th level human male Warrior), a former Knight of the Eagle, Davroar currently spends his semi-retirement gardening at his estate home on Ellesmere’s western edge. He's been enlisted a few times over the years by King Geraint to deal with problems beyond the scope of most normal men. "The Man in the Dark" (lvl? human male Rogue), little is known about the man in the dark and descriptions of his face change more often than the cities leaders would care for. This is the man that people seek when they need to either purchase things or sell things that fall far outside of the 'normal'. He has been tied to Thieves Guilds all throughout the region and has been linked to assassinations, slave trading, and more.
Exports: Ducks, Fish, Seafood, and more fish Major NPCs: Highfather Hall Crawford (lvl 8 Human Male Mage), Hall is a former adventurer who retired to the sleepy life of Hallstead. He is known to be friendly and helpful to those parties whose members include a Healer of the Allfather. Hall has been rumored to be researching the ancient history of the former temple his current Church resides in.
Hallstead Brief Description: Hallstead is mostly known as a city sized version of a sleepy fishing village, but it has exported a fair amount of adventurers over the years, possibly due to its rather boring 'city life'.
Orgorg (lvl 10 Male Orc Warrior), Orgorg may be the most famous adventuring Orc of all time and has been a good rolemodel for his race, his presence in
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Havvengarde and ability to be a spokesman for the goodly aligned of his kind has gone a long way towards tolerance for Orcs who live in human communities. Orgorg is a former compatriot of Prelate Hall Crawford and has been spotted with Hall coming out of various tunnels near the Church of Hallstead over the last couple of years. Sometimes the two appear to be carrying old books and tomes, and sometimes they are spotted with a third person...
has 4 mid-sized Churches and a dozen or so small shrines. Military: Karsbury's paid city watch stands at 800. Points of Interest: "The Emerald Enclave", Laying about a 1/2 mile outside of the city walls, this walled in garden sanctuary may be the largest shrine the Druids maintain in the north. Home to some 18 druids, they cultivate and care for many species of old trees. The Enclave is also home to many fey and a few treants. The Enclave has been a point of contention amongst the Druids since the walls around it were built some 50 years past. On one side druids argue the wall protects the beings on the interior and on the opposing side they argue that because of the wall's protection the interior is no longer natural.
Dandy Bramblefoot (lvl 9 Male Halfling Rogue), Dandy owns the Beast and Bread Tavern and Inn along the main road, he is known for his raucous laughter and mind-wildering acrobatic abilities. A favorite game of his is to steal everything from your pockets, purses, and bags of value and when you are ready to pay he deducts your bill from his 'spoils' and returns the rest of your valuables. Dandy is often seen in the company of Orgorg.
"The End of the World", also outside the city walls but up the coast a few miles, the End of the World is a 60 ft wide, 200 ft span of stone bridge that arcs over the ocean on large stone arches, before its broken edge ends at some 120 ft in height above the water. Its origin unknown, but its definitely ancient and of Dwarven build. Where it led to or what its purpose was are lost in time. The far end is now fenced o! with metal bars to create a guard rail and sightseeing platform. The city maintains guards along its length after a dragon swept in and took a teenage girl in 573CY.
Karsbury Brief Description: As the northernmost city in Havvengarde, Karsbury is the hub for the export of the various wheats and grains grown from Kampenheim back west to Bridgewater. A large city, Karsbury is home to the largest remaining native population of Havvengardians who speak Targ and are from pure Orssehelundian stock. Targ speaking humans make up about 20% of the human population in Karsbury and most businesses have bilingual signs in Casan and Targ.
Exports: Wheat, grains, some fish, flour Major NPCs:
Population: 32,400
Bazon Boyfynd (lvl 8 Human Male Mage-Shaman), Bazon tends to draw large crowds for his Targ sermons. He preaches a love of nature, the sea, and ones ancestors. He does not speak against the Allfather but he does preach that all Gods are but just a part of Nature itself. His blend of elemental, animal, nature and ancestor worship had grown quite popular with the Targ speaking Havvnegardians that live across the north of the country.
Ruler: Like its southern coastal neighbor, Stanburg, Karsbury is governed by an elected city council who serve 4 year terms. But unlike Stanburg the councilmen are not elected by ward and instead by popular vote. This has been the point of some contention in the past as those with more money in their election fund tend to cut out the election chances of those who live in less fortunate parts of town. The council seats 7 members.
Thorili Urnore (lvl 9 Human Male Warrior), "Thor" is considered the unelected leader of the Targspeaking natives of Karsbury. He is a good natured man, but has no patience for what he sees to be discrimination against his people. He fights to not
Church(es): Highfather Carling Upton is the current prelate of Karsbury. Because of Karsbury's size and it being the center of northern commerce it
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lose his northern heritage and although he opposes the Kingdom of Orssehelunds barbaric raids of Havvengarde, he wishes for his grandchildren and great grandchildren to not lose their heritage and native language.
in times of raids or war the tower has always changed its light to bright red when the city is under siege. "The Sewers of Stanburg", this ancient sewer system is still in working condition and is estimated to be some 5000 years old. Rumors persist about it leading to an even more ancient city buried beneath the ground, and the entrance of adventuring parties every now and then seem to confirm the rumor.
Stanburg Brief Description: Stanburg is mostly known for its use as a military port and is the homebase for the Sea Wolves (a mercenary naval fleet). The Sea Wolves patrol the western coast of Havvengarde and are the main defense against the pirate fleets that occasionally head north from the Stormwave Sea in warmer weather. Stanburg is also a sea fishing community but has lost a fair bit of that business to it's northern neighbor Hallstead. A midsized city, besides its military ports, is generally considered a quiet, simple place to call home.
Exports: Canaries, Carrots, Coral, Fish, Foxes, Horses, Nails, and Port Wines Major NPCs: Augustus 'Seawolf' Granier (Lvl 10 Human Male Warrior), Augustus is considered one of the foremost naval tacticians in the known world. After serving in Casanthia's Imperial Armada and eventually reaching the rank of Naval Commander, he suddenly defected to Yoranthia and formed The Sea Wolves. His men are extremely loyal to him and King Geraint once said 'If Augustus set his sights from water to land, we would have a third kingdom in the Inner Sea.'.
Population: 17,651 (93% Human, 3% Halfling, 2 % Dwarven, and the remaining 2% split between Elven, Half-Elven, Gnome, Orc and Half-Orc) Ruler: Stanburg is governed by an elected city council with each ward voting biannually for a council representative. The current board of 9 consists of 5 male and 4 female councilmen, all human but the sole representative of the Halfling Ward.
Aeshen the Single Named (Lvl 10 human male Mage), the archmage of Stanburg. Aeshen used to be a staple amongst the nightlife of Stanburg but recently has been a recluse in his tower on the hill. The townsfolk whisper he has been traveling to other worlds searching for some powerful artifact.
Church(es): Because of its close proximity to the Sea, Stanburg's Church of the Allfather is a decidedly water and fishing based Church, although it does have regular Sunday services at least one section of every sermon is dedicated to prayers to Allfather to keep Stanburg's sailors in his thoughts. Highfather Marlow Denholm is the current Prelate of Stanburg.
Tiroes Goldgrass (Lvl 9 Male Elf Warrior), Tiroes has lived in Stanburg for its entire existence, a somewhat constant on the city council, Tiroes has been known to help those who seek to protect Stanburg or rid it or its environs from some evil.
Military: Stanburg's City Watch consists of some 350 Watchmen. The Sea Wolves maintain there own watch in port and towards the sea, leaving the City Watch to policeman and gatekeeping duties.
Walles
Points of Interest:
Brief Description: Called "Gold Gate" by the upper class for its large golden gate near the inner keep, it is generally referred to as "Gnome Town" by most because it houses the largest population of gnomes that live in a human city in Havvengarde. Walles is well known for its magic related imports.
"The Lighttower" a magical tower built by the Archmage Resillius and gifted to the city at its founding in 230CY. The tower lights itself at dark and envelops the town in a soothing light. Even though no one maintains or cares for the light itself,
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Population: 11712 (84% Human, 5% Halfling, 6% Gnome, 2 % Elf, 1% Half-Elf, 2% Dwarf)
Wilgrim's great, great, great, great, great, great etc grandson Lolin Valpop.
Ruler: Magi Estellian Roth
Exports: Minor magical items, cord, rope, and glassware.
Church(es): Highmother Chayre Tolston is the current prelate of Walles.
Major NPCs:
Military: Walles has a standing city watch of 185 troops but its main defense is a small contingent of Gnome Illusionists and Human Wizards and Sorcerers who protect the city from magic seeking thieves and bandits. They refer to themselves as The Faceless as they use magical means and masks to disguise their true identities, their numbers aren't exactly known but it is believed to be in the neighborhood of 40 members strong. They are easily recognized by their large hooded purple robes with a faceless mask embroidered on the back.
Magi Estellian Roth (Human Male, 9th Lvl Mage) Estellian is the long time and current mayor of Walles, vastly popular with the population of Walles he has used both his political and magical power to keep the city one of the safest and nicest places to live in all of Havvengarde. Walles school system is considered the best in all of the Inner Sea. Highmother Chayre Tolston (Female Gnome, 8th Lvl Healer Mage ), Chayre is the prelate of Walles. A former adventurer and friend of Alabaster of Woodsborough she has been known to leave her duties to her next-in-line (Adept Sterus Macmillan) and leave town for longish periods (rumor has it she continues the hunt for the leader of the Cult of Nyarl that operates in the civilized areas of the Inner Sea).
Points of Interest: "The Factory" this small building located in the center of town is not quite as it seems. Plain and slightly rundown on the outside with just a small swinging sign outside that bears a single purple star, those who have been inside say its a sprawling maze of rooms and warehouses. Mages and Illusionists spend days here crafting mostly useful items (logs that light themselves and create heat with just a command, torches and lanterns of magical light, etc) for export and sale to the wealthy and nobility.
Lolin Valpop (Gnome Male, Lvl 8 Mage), Lolin is believed by many to not only be the Curator of the Children's Museum but the leader of The Faceless even though he is never seen outside of the Museum. Esther Muldoon (Human Female, Lvl 0) the very elderly Esther is the owner/proprietor of The Inn of the Laughing Dragon. Esther is known around the Walles area for her uncanny ability to know everything about everyone.
"Gnome Ward" housing the largest Gnome population in civilized Havvengarde this ward neighbors its sister "Halfling Ward". Because of Walles large population of small Demihumans it is common for most storefronts to have both a large main door and a smaller door in the center of the large for the ease of it's 'little citizens'.
Woodsborough Brief Description: 'City of the Woods' Population: 14,695 (90% Human, 6% 2% Elven, 1% Half-Elven, 1% Other)
"The Children's Museum", built by the Grand Gnome Illusionist Wilgrim Valpop in Walles early years, it is a favorite summer trip for children from across the inner sea region. The museum is the home of many illusions to entertain the kids, from the 'upside down' room to the mirror maze, the levitating chairs and the 'purple gardens'. Admission is free for children 12 and under and adults and older children are asked for a small (1sp) donation to help maintain the grounds. The current 'curator' of the Museum is
Halfling,
Ruler: Mayor Artor Cerwyn Church(es): A mid-sized Cathedral of Allfather stands towards the center of Woodsborough. Highmother Maryanne Loester is the 'Borough's prelate. Former adventurer and Healer Mage, Brondwen Strait, retired to Woodsborough in 573.
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Military: Small contingents from the Knights of the Path, Knights of the Eagle, and Saint Ares Cohort have garrisons within the city (mostly used as recruitment centers). The main military strength of The 'Borough lies in its city guard 'The Woodsman', this force numbers around 260 with most of its members fighters, rangers, & paladins. In times of need Woodsborough can form a militia of some 2000 to 2400.
Highmother Maryanne Loester (Half-Elf Female, Lvl 9 Healer Mage) , retired adventurer (she retired some 5 years past after the loss of her husband, the barbarian Torun Grell, at the hands of a Nercomancer named Urkir and his undead minions. Maryanne has been known to aid those who seek Urkir's whereabouts in the hopes she can one day play some role in his final rest. Prelate Brondwen Strait (Human Male, 10th Lvl Cleric Mage), Brondwen is as charismatic as he is powerful, formerly in battle and now in ceremony he wields the Maul ''Stormsurge' (a +3 artifact with unknown properties).
Points of Interest: ‘ The Tower of Bells' lie at the center of town and it is believed it has kept tolling upon the hour for some 4000 years (pre-cataclysm), It was found shortly after the cities founding in the ruins of a city thought to still be hidden in the Woods of Ypres (the original finders did not give its location) and was magically transported here in 464 CY.
Stanton Hamish (Human Male, 10th Lvl Warrior Gri! on Rider), it is not uncommon to see Stanton, his sons and daughter, or his students flying thru the sky of Woodsborough or landing in town for supplies. Stanton is a favorite among the local children and is often seen in the market square surrounded by them. He often passes out sweet candies he has made for him in the shape of a gri! on and it's believed many a young person from The 'Borough has grown up to seek adventure based on their interactions with Stanton as a child.
‘Garden of Storius', this garden of exotic flowers, herbs, and fungus lay within the city gates in the northeast corner of town, originally built by the Gnomish Illusionist Storius and his bride Islan in the early 400's it has been tended by the city since their passing in 469PCY. It is still rumored that many a place in the garden is not as it seems and that the location of the Master Illusionists hidden home lay somewhere in its gates.
Alabaster (Human Male, 10th Lvl Mage), the reclusive Alabaster (so named for his albinism and penchant for wearing stark white robes) lives in a twisting tower overlooking The Garden of Storius, on the rare occasions Alabaster comes out from his tower he is always generally kind and his Faerie Dragon familiar Alfie likes to leave small items in children's pockets (like a glowing rock or an acorn that makes giggling noises) when they venture into the city (most often to have a pint or two at The Standing Oak Tavern owned by Alabasters former adventuring companion the Barbarian Storg 'The Wall' Hammerwind.).
'The House of Hamlish' lay outside the city proper on a large hill overlooking the Inner Sea, Stanton Hamlish has used his large home and attached tower here to train Gri! ons and Gri! on riders for some 40 years. The Kingdom of Havvengarde relies on his service to train its small cavalry of some 40 Gri! on riders. Exports: Wood, paper, and meticulously crafted and sturdy wooden furniture, also furs and wild game. Woodsborough’s biggest export throughout the years may be its adventurers, many an adventurer began his life in 'The Borough. Major NPCs: Mayor Artor Cerwyn (Human Male, Lvl 8 Warrior), Artor is a favorite amongst the Nobility of Havvengarde as his tales of adventure are as grand as his capacity for drink.
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Three Dwarven clans and two Elven cities lie within the country of Havvengarde. These cities and clans are independent of the country but most retain trade relations with the crown.
Cities of Clan Greybeard Location: Anvil Mountains Ruler: King Maglor Greybeard Cities: Capital Gam Farum (pop: 9700), Kar Darahl (pop: 1600), Khonuluhm (pop: 2550), Murnheim (pop: 2500), Thag Thorum (pop: 2200), Thigboldir (pop: 1300)
Cities of Clan Goldbeard Location: Strongwind Mountains Ruler: Kalec Goldbeard
Estimated Population of Clan Greybeard: 22,000
Cities: Capital Thar Ulim (pop: 7600), Darmfaldihr (pop: 1,600), Kontorm (pop: 1500), Velwohr (pop: 1600)
Adunaic City of Elliandor
Estimated Population of Clan Redbeard: 18,000
Location: Northern Havvengarde Steward: Lord Baloril
Cities of Clan Ironshield
City Population: 45000
Location: Ordun Mountains
Tawarwaith City of Silverbirch
Ruler: Dain Ironshield III
Location: The Silverwoods
Cities: Capital Bagulum (pop: 3600), Bildarth (2750), Dhal Boldor (1000), Dhim Ulum (1,500), Thar Kuldir (1500)
Monarch: King Rileth Silverleaf City Population: 80,000?? (estimated)
Estimated Population of Clan Ironshield: 16,000
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were lost with time after they were abandoned. History says the mines lay due north of the Lost & Ruined Elven City of Elastrial, as the gold mined there was used in the construction of Elastrial's Golden Tower (believed to be the center of Elven magic in the ancient world). The Gold Forest has been home to humanoid monsters for hundreds of years but over the last 20 years towns near the forest have sporadically spotted Undead (sometimes in the hundreds) coming from or back into the Forest.
THE BORDER WOODS Mostly thick evergreen forest which begins to get hilly the closer you get to the mountains. Orssehelundian Barbarians have been known to come down from the Western Edge. Most people have never ventured into the woods for distances further than two miles. Troops from Fort Endurant have been seen entering and exiting the woods, sometimes covered in blood on the way out. The Border Woods are known to be home to Gnolls, Bugbears, and Fey. Forest dwelling Gnomes are believed to have several towns within a days walk of Badun, but besides some minor trade in town they've been rather reclusive the last few years, even for Gnomes. Last year a party of what were described as strong adventurers entered the woods in search of a large green-hued Dragon, the single remaining member of that party, the Dwarf Fighter Bralmolir Mountainchest, has spent many a night telling the tale at a bar in the vicinity of Magefall called The Inevitable.
THE SILVERWOODS Home to one of the last Sylvan Elven Kingdoms in Yoranthia, The southern half of The Silverwoods is heavily patrolled by the dwindling armies of King Rileth Silverleaf. The Elves have been known to harbor their friends among the Gaelnach in their borders and maintain good relations with the Gaelnach Men of the Tribewoods. In the heart of the southern woods lie Silverbirch, the Elven City of Trees. Few men have seen it but those who have speak of its wonderful staircases that spiral around the largest trees, Its faint blue glow, and the many luminescent bugs that light the air itself even in the darkest of nights. The Northern Reaches of the Silverwoods are another story, here the Elves try to keep evil at bay and have been at war with some unknown force for countless years. King Rileth has yet to ask for aid from Havvengarde or the Dwarf Clans & he has lost no further lands to the blight, so it is assumed at least on the Elves part they have it at best under control and at worst at a neverending stalemate with whatever dark forces lie there. Along the Southwestern edge of the wood near the river and the wood it is not uncommon to see dozens of wagons of Jardani meeting with not only the Elves but the fey of the forest and the Gaelnach.
THE MOONWOODS A light,airy forest of varying deciduous trees that goes from lightly forested to heavy seemingly at random. Filled with creeks and streams it is a favorite among hunters along its outer edges. Though no hunters dare tread too far into the woods as fey and satyr, unicorns and solitary druids call it home. The Moonwoods are generally safe to venture into by those goodly-aligned and true, but from time to time dark forces rise from its depths and threaten to change the balance of the Moonwoods itself. A few autumns past a Ranger from Tarndale put together a small band of like-minded protectors of the natural and it was said they returned with the heads of 100's of Goblins, but they claimed they had failed to find the creatures leader.
KARN WOODS The Karn Woods, despite being in the northern center of Havvengardes more 'civilized' Western side is a relative unknown. Its miles upon miles of interior appear to be somewhat hilly and those who have passed a ways into its depths have returned with stories of screams in the night. Large fires in the forests heart have been seen as far away as Bridgewater in years past, and locals speak of seeing dark wings against the moon on the nights the fires were spotted.
THE GOLD FOREST A mostly evergreen forest, the Gold Forest was so named because at one time various Hill Dwarves mined its depths near the base of the Ordun Mountains. The mines and their locations
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THE TRIBEWOODS The vast Tribewoods juts against the western edge of the Anvil Mountains and along with Leonne's Dragon Woods, is one of the last remaining homes of the human race of Gaelnach. The Gaelnach roam its interior from north to south and though not generally friendly to other races of men, they are rarely openly hostile. Preferring to let others be and find their fate in the deepwoods. The Gaelnach occasionally send help to the Knights of the Lantern in times of war, but in times of peace they have been known to raid some of the easternmost towns of Havvengarde for food. The Gaelnach who venture into Havvengarde are generally somewhat guarded in their dealings with other humans but those elves who the Gaelnach call friends have told tales of the Gaelnach being at war with demonic beings where the Tribewoods climb into the base of the Anvil Mountains.
Knights of the Eastern March The Knights of the Eastern March are an honor based collection of noble born men. Usually Knights of this order are beholden to and the elite guard of Havvengarde's eastern based Thegns and Thegndoms & Leonne's Eastern Dukes and Duchies. The Knights of the Eastern March are recognizable by their blue tinted heavy plate armor and their Mountain and Sunburst symbol. It is estimated that membership exceeds 2000 members.
Knights of the Path Knights of the Path are the Western Havvengardian and Western Leonne version of the Knights of the Eastern March and serve that areas Thegns or Dukes. Knights of the Path wear heavy plate that has a small white cape with the path thru the forest symbol of their order. Estimated membership 2300.
THE WOODS OF YPRES Few understand the grandness of the Ypres that cuts the southern half of Havvengarde in two until they sail the river from the Inner Sea to Enfield or they stand atop the towers of the town of Ardenbury in Leonne. The Woods of Ypres is almost a country unto itself and even though the majority of it lies within the borders of Havvengarde, Havvengarde has never, and may never, have control of the wilderness here. Creatures both good and evil find shelter in the ancient forest here and many a creature calls it home. Tales of giant Treants curiously picking up those lost in its midst and returning them to safety, tales of ancient manmade towers crumbling in its depths filled with treasures and hostile creatures, tales of true giants cutting swaths thru the forests on their way to some unknown place, tales of an ancient evil so great it remembers the continents of Yoranthia and Casanthia being one and works to make that so again, with plans to rule it all from a throne made of the bones of men, dwarf, elf, and the kindly races... all of these tales may hold true in the shadows of redwoods so tall they scrape the sky itself.
Knights of the Eagle Knights of the Eagle serve in both Leonne and Havvengarde, Knights of the Eagle have their own independent leadership hierarchy and have been known to decline calls to war based on their strict code of honor. Knights of the Eagle are all Holy Warriors of the Hand of Allfather and are very small in number, it is estimated that only 300-350 Eagle Knights exist. Generally Knights of the Eagle work solitarily or in small groups of under 10 unless the Order calls for help in times of war. The symbol of these Knights is an eagle rampant.
Knights of the Lantern Not so much knights as they are fighters, thieves, barbarians, rangers, and more. Membership in the Knights of The Lantern only involves showing up in the towns of Respite or Accord and declaring your oath voluntarily (or in the case of some more criminal elements involuntarily in return for delaying your death sentence). The Lanterns are easily recognizable by the black lantern shape they have tattooed on their forehead. It is a common criminal punishment in Leonne and Havvengarde to o! er defendants the opportunity to join the Lantern instead of receiving a death sentence or hard labor.
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The Knights of the Lanterns sole purpose is defending the Eastern Wall against the Orc Horde and the monstrous creatures who pass over the Anvil and Greatwall Mountains. Membership in the Knights of the Lantern is for life and desertion is punishable by beheading.
mountain chains Mithril. The heights of the Strongwinds have been home to various good and evil dragons throughout the years and its peaks are known homes to Giants. The lower reaches of the mountains are regularly patrolled by dwarves and men to stop the constant threat of Ogres and Trolls. The ancient cradle of human civilization is thought to be somewhere in the mountains depths buried beneath the earth when the continent of Eoirwhyn was torn in two in the Cataclysm.
Havvengarde's Standing Military Each Thegndom maintains standing armies of troops that vary in number based on that particular Thegn's size and danger level. Army service is voluntary and generally for two year terms, it does pay decently and many an old farmer in the Eastern March is a former soldier.
ORDUN MOUNTAINS Home of the Dwarf Clan of Ironshield, the cities of Clan Ironshield are actually carved into the sides of the mountains themselves. The Ironshields have seen an upswing in population in recent years after years of low birth rates (like the majority of the other Dwarven Clans). Along with the birth of a new and larger generation of Dwarves the Clan itself has slowly reconquered all of its formerly lost cities except for Tor Hemkahldur. Tor is currently still being held by the Dragon Tamenth The Redeemer and his army. Havvengarde and The Elves of Silverbirch have both sent troops and supplies to help in recent years in the hopes that they can turn the tide and rid the mountains of Tamenth before his lust for power turns his head to the world outside of the Mountains. Many human ruins dot the outer edges of the Orduns, some are completely and eerily abandoned and some have been claimed by beasts and inhuman monsters as lairs. Two human mines and mining communities lie on the eastern edge of the range outside of the town of Nordesee. Recently the easternmost mine has been losing miners almost daily and tales are coming from the towns near there of the mine reaching new depths in the earth and of miners returning to the surface having seen what appears to be a buried city in the deepest tunnels. Its ancient roadways a crypt for thousands of bones & red eyes in the dark.
THE ANVIL MOUNTAINS The second largest mountain range in the known world of Yoranthia, behind the Sungates, The Anvils are home to Dwarf Clan Greybeard and the current King Maglor Greybeard. The Anvils are rich with iron ores and is one of the few places in the current world that Mithril is being mined. A stronghold of Dwarven power even thru The Dark Age after the Cataclysm, The Anvils have survived since the dawn of life on Eoirwhyn. The Dwarves mainly live beneath its depths in ancient cities carved from the bedrocks of the earth but the above ground world is not devoid of life. The mountains themselves teem with giant and ogrekind, trolls and mountain tribes of Hobgoblins, Goblins, Bugbear, and Gnolls. The Great Dragon Aleiustyraxus is thought to lair on the snowcovered highest peak of the Anvils. Occasionally raiding parties from the Orc Horde will brave the southern depths of the Anvils trying to find passage around the Eastern Wall, but so far those plans have been crushed by King Greybeards army.
ELNHEIM MOUNTAINS Only the southern range of the Elnheims lay in the lands of Havvengarde. Further north the Elnheims are treacherous and along with the Sungates are by far the two most dangerous mountain chains in Yoranthia. The north and western end of the chain is the defacto kingdom of the Giants. The Dwarven Clan of Sturn maintains several small outposts in Havvengardian territory, mainly to facilitate trade with Clan Ironshield. Occasionally Giants have made their way down the chain into Havvengardian lands
STRONGWIND MOUNTAINS Like their Dwarven cousins to the East Clan Goldbeard maintain relative control of the depths of the Strongwind and the world beneath its chain. The mountains are mined almost day and night for their Iron, Gold, Platinum & what remains of the
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and on the coldest of winters Dragons have made the southeastern tip their home. White furred arctic goblins have been captured by scouting parties from Fort Endurant even in spring. The Sturn Dwarves are known as a true and good people and a little more light hearted than other Dwarven Clans, a stark contrast to their brutal Orssehelundian neighbors, The Heimfyrd Clan. Rumors persist that above the Elnheim range a race of white skinned and white haired elves ride polar bears in the wastes and that this cavalry of snow elves has been holding back an army of true giants as tall as the mountains themselves.
in the Stormwave in every season but winter. Every 15-20 years the sea freeezes solid enough in winter that the Orssehelundians will walk across its's length and raid the northernmost cities and towns of Havvengarde. Along the northern coast of Havvengarde mermen from the deeps of the sea have been known to trade in the ports of Badun and Kampenheim. Dragons have been known to trail ships across the Bay.
THE INNER SEA The Inner Sea is the hub of trade for Havvengarde. Many a ship sails its waters. A common trade route for Havvengardian ships is to sail from Woodsborough on the Inner Sea or from Ellesdun on the Great Serpent River into the Western Ocean and along the coast of Leonne into the Western Ocean and to the island city of Sanctuary and back. Few dangers still exist in the depths of the Inner Sea even though Havvengarde maintains no Royal Navy, it employs mercenary sailors (The Sea Wolves) to assist Leonne's Royal Navy in patrolling the Great Serpent River and the Inner Sea.
THE WESTERN OCEAN Only the heartiest of ships sail across the Western Ocean and although some ships in Yoranthia could make that trip its a rarity but for a few ships from Sanctuary to make the trip Westward. Most trade from the Great Empire Across the Sea (Casanthia) is brought from the West on giant ships from Casanthia's Imperial Armada. These ships are floating fortresses and feature crews the size of some large towns. Many hazards lie in the Western Ocean and most oceanographic maps contain markings for 'Here Be Dragons' and ‘Beware the Kraken'. In the summer of 573 an Imperial clipper ship sailed into the port of Ellesmere along the Great Serpent River and docked along the pier. After a couple of days the city guard grew curious as no one was upon the deck. They entered to find no one aboard, no sign of struggle, the provisions were still stocked and the cargo was still intact in the hold. The ship sat that way for a couple of months until a second fully crewed Armada clipper docked beside it. Witnesses said a powerful mage stood upon the deck of the ghost ship and an instant later in a cloud of magical energy the ship disappeared, transported back to Casanthia.
THE GREAT SERPENT RIVER Technically not so much a river as it is a narrow sea that leads into the Inner Sea from the Western Ocean. Its banks at the narrowest points are still some 10-11 miles apart. The Great Serpent is crossable from almost every town and city by passenger barges large enough to take not only ones person but a wagon, horses, and even trade caravans onboard. The lifesblood of the region that ties Havvengarde to it's southern neighbor Leonne "The Snake" (as its commonly called) is known not only for its ship tra "c but its abundance of fish that feed most of the southern half of Havvengarde and the northern half of Leonne. Technically the border between the two countries lie dead center of the Great Serpent but both countries let each others ships run the width and length of the river and The Inner Sea freely. Piracy and the like has been unheard of along its lengths for well over 150 years and the last known tragedy that people would tie to its name would be some 46 years past when Orssehelundian Jarls sent a fleet of ships down its lengths pillaging the coastal towns and cities along the way. They were stopped in Walles when the river itself swallowed their ships. No one claimed responsibility for such powerful magics but rumor has it the Wizards of The
STORMWAVE SEA Travel by ship in the Stormwave is a dangerous and deadly a! air as Orssehelundian raiding ships and stolen ships crewed by Orcish pirates ply their trade
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Faceless are responsible for the grand display of magical power. LONG LAKE The banks of Long Lake are home to many a farm and its abundant freshwater fish are a favorite delicacy across Havvengarde. Adunaic Elven boats from Elliandor have been known to sail down the river to its southern banks and dock along the Woods of Ypres. Upon docking eyewitnesses have said Adunaic Elven nobility has departed with troops and travelled into the forest. It is rumored they meet with representatives of a city of Elves that lay within the Ypres... a hidden city that has stood in the Forest since before the cataclysm itself.
THE WASH The Wash's western banks are home to many a human and halfling farmer. Because of the dangers of the Sea of Graves at the end of the river that connects it to The Wash, most of the metals found in the mining camps outside of Nordesee are sent by boat down thru The Wash to the town of Eagle's Point and from their are transported by caravan overland to Enfield and shipped down the river to The Inner Sea. This has occasionally made the road from Eagle's Point to Enfield somewhat dangerous as bandits try to steal the riches of the mines. The Wash is home to a fairly large group of Jardani who live along the river and along the lakes edges in barge-homes. They frequently meet their land caravan based brethren along the Eastern shores of the lake of Nordesee.
General Info Pretty much every town, city, village, and hamlet in Havvengarde has a standing church or shrine. Local priests are the lifesblood of a lot of communities in Havvengarde, they help feed the poor, they perform social services and preside over weddings, birth rituals, funerals, and more. Because of the funding the church receives it is a rarity to see starving or the hungry in Havvengarde. And because of the churches use of healing powers it is almost unheard of for parents to lose their children at a young age (in the case of an accidental death of a child the Church will raise that child from the dead for no fee and if no healer of significant enough power is close by, which is often the case in small villages and towns, the church will get a healer there to do the ritual). Stillbirth and plague are also almost unheard of. In comparison to Earth's medieval Europe, Havvengardians are ruggedly healthy, well-nourished and clean, which in large part is due to the Church of Allfather.
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pull o! the road to the right and when the second wagon starts to pass the wagon driver will stop and shake the hand of the pulled over wagon and they will exchange pleasantries, brief trail conditions and local news. This even occurs in a more basic form on roads as drivers will stop alongside each other and at minimum shake hands.
Church Leadership in Havvengarde Patriarch: Rinhelg Genrickson of Havenshield List of Prelates: Havenshield- Highfather Dunwill Restwillow
Travel Times
Ellesmere- Highfather Storn Reschter
In general a traveling party that includes walkers or a wagon will cover a distance of one hex (on the 24 mile per hex) by road or trail at a normal movement rate. You can move 1 and 1/4 hexes at a fast pace and 3/4 of a hex at a slow pace. On 6 mile hex maps this translates to 4 hexes for normal travel, 5 hexes for fast, & 3 hexes for slow.
Hallstead- Highfather Hall Crawford Karsbury- Highfather Carling Upton Stanburg- Highfather Marlow Denholm Walles- Highmother Chayre Tolston Woodsborough- Highmother Maryanne Loester
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Royal Family King: Geraint Havvenson Queen: Gwennolyn Havvenson
The Basics Road travel in Havvengarde is a mostly safe a! air. Roads are fairly heavily patrolled by troops and knights of each Thegndom. Most roads are wide enough to fit two wagons side by side and are "two lane" with wagons and horse tra"c riding in the right 'lane'. Walking tra"c generally walks along side the road and not on the tracks in the lanes.
Sons: Prince Geraint II, Prince Phillip Daughters: Princess Ada, Princess Una, Princess Freida
The 16 Thegndoms
In most areas it is common to find places that have been used as campsites for years every 5-6 miles and on heavily tra"cked roads even more often than that. It is common for wagon tra "c to caravan together for overnights rest in one of these campsites and for wagon masters to designate watchmen for the night shifts, share a meal, and help in any way they can (fixing wheels, helping with horse feeding, etc).
Aegrim Brandt Dennings Dorset Godwin Halliard Henegar Hereford Hildegarde Kentwick Korg Maglor Mercer
Trails are single lane and custom is that horses give way to wagon tra"c and walkers give way to horse tra"c. If two wagons meet it is customary for the eldest driver to get the right of way. One wagon will
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Rittenwald Teudric Walden
Sama ‘Albahir “Albahir”. Ruled by a senate council, the country of Sama ‘Albahir is considered the center of Yoranthian learning. The country is made up of 7 independent city-states with each having 10 senators on the countries grand council.
Sharn “The Eternal Empire of Sharn” is ruled by the current avatar of it’s God-King, Empress Qaran. Sharn is spilt into 3 provinces each ruled by a provincial governor. It’s state religion is The Church of Sharnhedin.
Leonne “The Lion of the East”. Havvengarde’s southern neighbor, The Republic of Leonne, has a population of 1.25 million inhabitants (75% of which are humans of mixed Casanthian and Gaelnach stock). Leonne is a feudal republic ruled by an elected Lord Regent and the country is split into 12 duchy’s each ruled by a Duke or Duchess. The state religion is The Church of the Allfather.
Varksland “The Savage Land”. Varksland has no central government and is ruled by an ever-changing roster of Clan Chiefs. A mostly human country (92%) the vast majority of the remaining population of Varksland is made up of Orcs and Half-Orcs. Varksland is a brutal land of never-ending winters. The people of this country follow animistic religions.
The Free People’s The island country of the Free People’s is a colonial empire founded by Grand Admiral Yarl Anderson, it is the center of trade between Yoranthian countries and Casanthia across the Western Ocean. The population of the island is made up of humans from all over the known world and a smattering of other races. The largest city in the known world, Sanctuary (pop. 200,000+) is the seat of the Free People’s power. The country of the Free People’s has no state religion as it welcomes all people’s, religions, & philosophies.
Distant Lands Casanthia The Empire of Casanthia lies across the western ocean and shares both its language (Casan) and the human racial stock of Casanthian with the peoples of Leonne, Havvengarde, and Sharn. Casanthia is a Feudal Empire and its current leader is Emperor Storldir VII. Its state religion is The Empiric Church of the One God (a more militant version of the Church of the Allfather who does not follow the teachings of The Prophet, believing the prophet’s teachings to be heresy). Casanthia maintains diplomatic and trade ties with most of Yoranthia in one form or another. And its not uncommon to see ships from Casanthia’s Grand Armada in the westernmost port cities of Leonne, Havvengarde, Sharn, and the Free People’s or in the port city of Lantern Harbor in Karahul.
Karahul “The Exotic East”. Little is known of the country of Karahul. It’s sole port that allows foreign trade is Lantern Harbor and it is a crime punishable by death for foreigners to be in any city except Lantern Harbor. Karahul is ruled by local Warlords and Elders and it’s state religion is the Philosophy of Karahism.
Orssehelund “The Savage North”. The viking like Orssehelundians are ruled by High King Gravulf Aethelwulf. Orssehelund has a population of 1.2 million people, mostly humans (85%) but with a large population of orcs (10%). Orssehelund has no state religion as it’s people worship nature spirits, ancestors, and great heroes.
Ebothan Tribal Lands The Ebothan hail from south of Yoranthia, known for their tall, dark skinned natives they can often be seen wearing elaborately patterned tunics with small caps in various port cities across the known world. The Ebothi were once part of a great empire that spanned the southern half of Eoirwhyn's globe. After their empire fell in the cataclysm they reverted to their ancestral ways. The Ebothan lands are dotted with
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various tribes and clans of all sizes. They generally only arrive in Yoranthia for trade purposes.Their native language is Bothi but those met in ports generally speak the native human regional tongue of the port city and/or they use magical means for communication purposes.
The 9 Dwarven Clans Stoneborn Dwarves have 9 clanholds beneath the major mountain ranges and hilly regions of Yoranthia that are united as a confederacy. The clans elect a High King who acts until his death, at which time a new king is elected. The current king is Maglor Greybeard of the Greybeard clan of Havvengarde who took the throne is 496 CY.
The Landless Peoples The Gaelnach The Gaelnach are an ancient people, the last remnants of a race who ruled a great empire throughout western Eoirwhyn in the years before the cataclysm. With the coming of the Casanthian invaders in 450PCY the Gaelnach were driven into the forests and mountain passes of Leonne and Havvengarde, and south into the subtropical forests at the foot of The Greatwall Mountains. Those who remained in other human occupied lands gradually lost their cultural identity as they intermarried with the Casanthian people's. Today the scattered tribes of the Gaelnach remain deep within the great forests of the Tribeswoods in Havvengarde and the Dragon Woods in Leonne.
The Jardani The People of the Song, are a race of nomadic humans living throughout Leonne, Sama 'Albahir, Orc Tribal Lands, and Havvengarde. They generally worship Allfather but also have rich traditions of ancestral heroes and revere nature itself. A superstitious people, they are known for their many folktales and folk remedies (as well as curses). Their history is passed down through folktales and stories and their language of Jard. They have social taboos that are perceived as virtually unbreakable that prohibit such things as marrying outside of their own culture, or teaching their language to non-Jardani. They also have cultural standards that allow them to treat non Jardani di! erently from their own people. They can lie, cheat, steal, and deceive outsiders but are harshly punished if doing the same to their own people.
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unbearded but rarely seen by anyone but other Stoneborn. Women are highly prized amongst the people but family lines are traced thru the male lineage. The Stoneborn are generally unafraid of magic itself but do not take kindly to Mages and consider them the sole reason for the Cataclysm of Eoirwhyn.
Dwarves of Yoranthia The Dwarves, in old texts referred to as 'The First People', are the most ancient of the world's races. They generally live under the mountain ranges of Yoranthia, most living the entirety of their lives in the deep underground halls and cities of the Dwarven Kingdoms. Not as fertile as humans, they have few children & less than a third of their people are women, who are often guarded jealously within their cavernous halls. A once prolific race that spread beneath the earth with their individual kingdoms tied together by the subterranean Deep Roads, the years of warfare with other creatures and races of the Under Kingdoms have left them a much smaller and more isolated community. The remaining subterranean Dwarves ,' The Stoneborn', maintain trade relationships with the other races of Yoranthia and perfunctory diplomatic ties with the countries of the Inner Sea, but beyond that few seem to know the realty of what is happening to the Dwarven race.
Sun Dwarves Most Dwarves encountered in Yoranthia are Sun Dwarves, physically identical to Stoneborn Dwarves but often with a deeper, more tan skin coloration, Sun Dwarves are those who by choice (or sometimes by exile) leave the Dwarven clanholds to either make a living as traders, smiths, or sometimes mercenaries on the surface world. Sun Dwarves are believed to be 100% male and have become much more common in the last few hundred years. It is beyond rare to see a female Dwarf at all (in Stoneborn communities females are more often than not relegated to the deep levels of the cities where no one but other Dwarves tread), but not a single female Sun Dwarf has been seen. This has led to many a surface Dwarf settling down and marrying their 'distant cousins' the Gnomes and as time goes on quite a few Half-Dwarf/ Half-Gnome children have been spotted in the playgrounds around the Inner Sea. They most often live solitary lives above ground but in larger cities or towns they will form small communities or will live alongside Gnomes if they have a district. Sun Dwarves are often seen by other people's as dour and gru! but by those who have Dwarven friends they find they are a likable, loyal, and friendly people.
Dwarven tales tell that they were created in Allfather's first dream and therefore never had the ability to dream themselves. Their lack of dreaming is believed to be tied to their inability to use magic and their resistance to magic itself. But some scholars believe their inability to become Mages and resistance to magic may be tied to their mining of Mithril.
Dwarven Society Dwarves have nine clanholds beneath the major mountain ranges and hilly regions of Yoranthia that are united as a confederacy. The clans elect their king, who acts as High King over all the clans until his death, at which time a new king is elected. The Deep Dwarves of the Argreddel Clan are not recognized as a legitimate clanhold and are considered vile enemies of the "true" Dwarven people.
Dwarven Subraces Stoneborn Dwarves The Stoneborn consider themselves the True Dwarven people and although generally friendly to their surface kin, they do not really consider them Dwarves anymore. They look on them as outcasts and 'unworthy'. Stoneborn are often pale in complexion with an earthy stone like undertone to their skin. Their beards are immaculately cared for and can become white (but most often gray) with advancing age. Wide of chest and calloused of hands, the Stoneborn have many traditions that would be foreign to the outside world. Stoneborn women are
The following list of the Nine Clans follows this format name/location • •
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Storll/ Sama 'Albahir Karuc/ Leonne
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Greybeard/ Havvengarde Heimfyrd/ Orssehelund Khahan/ Sama 'Albahir Ironshield/ Havvengarde Vorstor/ Orc Tribal Lands Goldbeard/ Havvengarde Sturn/ Orssehelund
towered cities of their ancestors. Slow to breed, often only having one child, they have slowly been disappearing from the world of Eoirwhyn. Many retreating to the hidden islands of Mirath. City Elves are known for their noble, sophisticated attitudes as well as their penchant for powerful magics. The following lists the 3 remaining elf citadels of Yoranthia in this format Name/ Location
Game Rule Information Because of their non-magical nature Dwarves cannot take the Mage class, but they are resistant to magic based attacks (taking half damage). For Sun Dwarves this resistance slowly fades (1/2 damage for the first 5 years above ground, 1/4 damage for the next 5-10 years, and no longer being resistant after a decade).
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Wala Dorthore/ Leonne Thaslin/ Leonne Elliandor/ Havvengarde
The Tawarwaith The Tawarwaith, literally "Forest People", also called Sylvan or Wood Elves, are considered the 'wild' cousins of the Adunaic. Physically smaller than the Adunaic and with longer ears, they tend to also have darker hair and eyes. More prolific than their City brethren, they are also a bit shorter lived, and although still magically inclined are more likely to be masters of the longbow than masters of the magical arts. The Tawarwaith dwell in the ancient forests of Yoranthia, protecting their ancestral homelands. A very secretive people, and rarely seen far from their homelands, The Elves of the Woods are nevertheless considered a friend to the other races of Eoirwhyn.
Dwarves in Yoranthia use the standard rules in the Havenshield Character Races section. Dwarven characters speak Dwarvish as a starter language and Sun Dwarves generally speak the local regional language of humans. Dwarves reach adulthood at 40 years of age and live on average 200 years. Males average 4'8 in height and around 185lbs in weight. Females average 4'5 in height and are less stocky weighing in at around 145lbs.
The following lists the 4 Tawarwaith Elf realms in this format Name/Location • • • •
Elves of Yoranthia Once the rulers of the surface of Eoirwhyn, the Elven peoples have been on a steady decline. Historically Elves were one people but since their retreat from the world and the cataclysm the nation of elvenkind has been split into 2 distinct subraces.
Game Rule Information Both High Elves and Wood Elves use the modifiers and benefits listed in the Havenshield Character Races chapter.
Elven Subraces The Adunaic Elves The Adunaic, more commonly called City Elves, Tower Elves (because of their ties to the magical arts) or derisively referred to as "Blood Elves" for their part in the magics that caused the Cataclysm of Eoirwhyn. Often reaching 6 feet tall the Adunaic tend to have lighter colored hair (often blonde) with blue, green, or gray eyes. They live in the remaining
Spiritdale/ Leonne Dawncarver/ Karahul Silverbirch/ Havvengarde Oakheart/ Orssehelund
Although they live abnormally long lives, Elves and Elven characters cannot be truly resurrected from death. They can however be revived by a You’re Not Dead Yet spell. Although Elves live very long lives, both the Tawarwaith and Adunaic elves have a tradition of letting their newly 'adult' elves leave home for some 25-40 years to travel and study the world. Though
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most Elves do not take this 'Sabbatical', it is assumed that those who currently live among humankind or are adventurers are currently on "Wanwa Tuulo' Eska" (Away from Home).
Halfling characters speak the local language of humans (The world of Eoirwhyn has no native Halfling tongue). Halflings reach adulthood at 20 years of age and live on average 150 years. Halfling males average 3'0 in height and around 45lbs in weight. Females average 2'9 in height and weighing in at around 35lbs.
Elven characters begin the game having Elven as their starter language and often speak the local regional tongue of men or Sylvan (the language of the fey and Gnomes) as a secondary language.
Humans of Yoranthia
Elves reach adulthood at 75 years of age. It is believed that Adunaic Elves can live up to 1000 years but Tawarwaith Elves age more rapidly living only half as long (500 years). Elves stand between 5 & 6 feet tall with City Elves being towards the 6 foot mark and Sylvans towards the 5. Both are slight of build weighing less than humans of the same heights.
Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest pale and yellow. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown. See each regional description and the Havenshield Players Handbook for detailed descriptions of human characters.
Gnomes of Yoranthia
Game Rule Information
Hidden in the forests and beneath the hills across the continent of Yoranthia the Gnomes live in small, tight knit communities. Often trading with local human, elven, or dwarven communities for items that aren't locally available.
All humans are played as described in the Havenshield Character Races section and gain the racial abilities listed there. Humans reach adulthood at 15-19 years of age depending on the culture and live on average 85-90 years. Human heights and weights vary across a large spectrum with Orssehelundian men generally being both tall and heavily muscular (avg. height 6'3 and weighing in at over 200 lbs) and the women of Karahul being very small and dainty (avg. height 4'11 and weight of 105 lbs)
Game Rule Information Gnomes use the standard racial abilities and ability score modifiers listed in the Character Races section. Gnome characters speak Sylvan as their starting language.
Cultural Options
Gnomes reach adulthood at 40 years of age and live on average 200 years. Gnomes are 3 to 4 feet in height (with no real di! erence between male to female heights) and are lighter and less stocky than their Dwarven cousins.
These are the 10 cultural groups for human characters in Yoranthia to choose from, though many humans in Leonne and Havvengarde are of diverse heritages. For detailed descriptions of each of the regions of Yoranthia please see the Atlas section.
Halflings of Yoranthia
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Living amongst humankind for as long as most can remember, the Halflings of Yoranthia are content to spend their lives farming, eating, and drinking.
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Game Rule Information
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Halflings characters in Yoranthia use the standard racial abilities and ability score modifiers listed in the Character Races chapter.
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Casanthian: The people of Leonne, Sharn, and Havvengarde speak Casan as their main language. Sharnhedin: The Children of Wisdom of Sharn speak Casan as their main language. The Free People: The free people speak Casan as their native tongue but also may choose any regional language as a bonus language at the start of play.
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Albahir: The people of Sama 'Albahir descendants of the mountain tribes of Kas speak Almiri as their main language. Kara: The exotic people of Karahul speak Dae as their main language. Var: The people of Varksland speak Tursk as their main language. Orssehelundian: The Northmen of Orssehelund and northern Havvengarde speak Targ as their main language. Jardani: The Jardani speak Jard as their main language and gain the local regional language of humans as a bonus language. Ebothi: The Ebothi speak Bothi as their main language. Gaelnach: Because of their ancient ties the Gaelnach speak Elvish as their main language.
Game Rule Information Orcs use the standard racial abilities and ability score modifiers listed in the Character Races chapter. Orc characters speak a guttural and rough form of Elven (they can communicate with Elves fluently and vice versa but do have their own slang, etc) as their starting language but often speak the local regional human tongue. Orcs reach adulthood at around 14 years of age and live on average 50-60 years. Orcs can range from 5 feet tall to a massive 7 feet tall and weigh anywhere from 180 to a hair over 300lbs.
Half-Races Many half race people exist across the lands in areas where multiple races cross paths, Half Human/Half Orcs being common in both Varksland and Orssehelund, Half Human/Half Elves near the Silverwoods, Half Dwarf/Half Gnomes in the city of Walles, etc.
Orcs of Yoranthia Orcs inhabit most of Yoranthia in one form or another, from small tribal woodland bands to the vast nomadic empires of the tribes in the East. Mostly known for their barbaric ways and customs the Orcs of Yoranthia have carved out a living in some of the most hostile territories in the lands. The brutal Eastern tribe has slammed its might against the eastern wall enough times that maybe just once more and that man made barrier will break and the great horde of Orc will sweep across the Inner Sea Kingdoms slaying and enslaving those in it's wake. In contrast the more civilized Orcs in Sama ‘Albahir and eastern Sharn live rather mundane lives, hunting and fishing and trading with their neighbors. The Orcish race are at a crossroads between becoming truly civilized or reverting to their inhuman and bestial nature.
The Church of the Allfather The Allfather is worshipped by the people of Leonne, Havvengarde, The Free Peoples, and Sama 'Albahir. The Enlightened Sharnhedin and The Empiric Empiric Church of the One God revile the Church. Founded in 10PCY by followers of The Prophet in Leonne.
In the Inner Sea pockets of Orc tribes still exist like the Bloody Maw tribe of The Eastern Marches of Havvengarde. The Maw are believed to be a tribe of displaced Orcs from the east, possibly those left behind from an earlier raid thru the mountains. Many Orcs live in both Orssehelund and Varksland alongside the humans and other peoples there. It is also not uncommon to see Orcs amongst the peoples of a city or town in the Inner Sea region, these orcs tend to be much more "civilized" than their tribal cousins.
Churches are generally circular in shape with the dominant, central cathedral being the main place of worship. Around this are situated smaller chapels dedicated to local Saints or heroes. In some communities the layout varies depending on what Saints are petitioned most by the local community. In larger communities two or more churches are often needed to accommodate parishioner's needs.
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The Church is a singular unit for the most part but is split into 3 distinct parts (The Eye, The Hand, and The Heart). The general populace pays homage to Allfather for di! erent occasions (ex: a sacrifice before a boat voyage, a prayer before a battle, etc). Sacrifices to the God are commonly in monetary donations or food stu ! s (which the church then donates to the poor). The Allfather is very present in the day to day workings of Estegaille and while people believe he saved them from the darkness the reality is he was saved by the people of Yoranthia, when he was all but forgotten in his home plane.
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The Eye of Allfather The Eye is the branch of the church that uses divination and other means to foretell the future of kingdoms and its peoples. Generally made up of Mages in its upper ranks, the lower ranks are the recorders of history and its ranks are filled with monk scribes, artists, and others. The Eye is probably the most secretive organization in the Church but it works for the betterment of not only the Church itself but for the goodly races of Yoranthia.
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The Hand of Allfather The Hand of the Church is the militant and defensive arm of the Church in Yoranthia. It is made up of some Mages (who take on not only the Healing School of Magic but more military minded spells like Holy, Protection, Etc), but mostly this arm of the Church is comprised of Templars, Crusaders, Paladins, and other Warriors. The Church itself has very rarely gone 'to war' with any one country but it has in times of need sent troops to defend cities or towns against monstrous invaders. The Hand has been known to take an active role in the defense of the Inner Sea region against any encroachment by the Sharnhedin Enlightened.
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The Heart of Allfather The Heart is the largest branch of the Church and is made up of lay priests, Healers, missionaries, and more. The Heart in Yoranthia not only takes care of the day to day running of the Church, but deals in healing and feeding the sick and poor. The Heart is made up of various Mage healers, priests, prophets, scribes, and monks.
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Acolyte: They are called brother, sister, or attendant and are responsible for clerical duties and menial labor throughout the church. They also assist servitors working in the community and help in healing and feeding the poor. Initiate: They are called servitors. Their duties include serving the community thru guidance and labor. Servitors assist in many capacities; as farmers, carpenters, physicians, teachers, counsellors and protectors. In smaller communities servitors perform masses and administer the blessings of the Allfather to newborns and the newly married and call upon him to bless the dead. Adept: They are called father, mother, or minister and have authority over lower clergy members. They perform all religious services in most parishes and have the power to ordain new acolytes into the clergy. Additionally, adepts provide religious counseling and act as the political body of the church. They often act as emissaries with government o"cials and other church branches. Prelate: They are called Highmother or Highfather and have authority over a group of parishes in a kingdom. Each duchy, thegndom or county has 1 or 2 prelates assigned to it. Their role is that of regional organizer and overseer to the area's adepts. They ordain adepts and elect the Kingdoms patriarch or Matriarch. Patriarch: The high priests of Leonne and Havvengarde hold the post of Patriarch, with the title of Matriarch used for female heads of the church. In Havvengarde and Leonne one patriarch rules the priesthood throughout each realm and has the final say in all religious matters. Furthermore the patriarch of each kingdom has the duty of blessing the new king or queen upon their ascension to the throne.
Gods or open gates to worlds where those beings hold sway.
The Sharnhedin The Sharnhedin worship their Eternal Emperor (currently Empress) as their savior. The worship of the God-King and the acceptance of its teachings led the Sharnhedin people to great heights after the countries founding in 2730PCY. They refer to the Allfather as the 'Enemy of Man' and the 'Non-God'. Despite their revulsion to the Church of Allfather the hierarchy of The Sharnhedin mirrors that of its enemy almost exactly, except that familial titles (brother, sister, mother, etc) are never used.
The Philosophy of Karahism The Karahim believe that all creation stems from a force they call Kara (the fountain). To the Karahim, Kara is the font of order, tranquility, creativity and creation. Birth, life, decay and death are all a part of this natural order and perpetuate further growth and creation. Chaos, manifested through uncontrolled emotion, destruction, and violence goes against this order and forestalls it... But cannot hope to destroy order and halt creation. Priests of this philosophy draw power from the elements as they are the architects of this world and forefathers of the gods.
Within Sharn each district has 2 Prelates assigned to it, while the lord stewards assigned to each of the 3 provinces are equivalent to patriarchs. Members of the The Sharnhedin are usually adepts, though major cities often have a Prelate within the council.
Cults
Members of the church are watched closely throughout their ascendance in its ranks and will eventually be "brought before the wisdom of the Eternal".
Many cults operate in the region, some seemingly popping up overnight and others that trace their lineage back to the lands of Mysthora. Often cults are demonic in nature but their are some known cults who worship the Elder Gods or representatives of the Great Old Ones.
Ranks of the Priesthood Acolyte Initiate Adept Prelate Lord Steward
Known Cults • The Fists of St. Maricus- The Fists operate throughout the Inner Sea region, an o! shoot of Casanthia’s Empiric Church of the One God, this cult worships St. Maricus The Bloodless, a saint of the Empiric Church that became a Lich to fight the army of The Prophet in the Prophet’s War. • The Tentacles- A very secretive cult that is made up of the wealthy. This cult operates all over Yoranthia, with it’s goal being to commune with an Elder God and use it’s knowledge and power to conquer the world. • The Shadow Communion- A collection of demon worshipping mages, this organization are known users of Blood Magic and use their ties to demonic forces to gain power.
Animism, Ancestor Worship & Elementalism Animism is practiced by the Ebothi, The Gaelnach, the Orc Tribes, as well as the peoples of Varksland and Orssehelund. Preachers of animistic faiths are often called shamans (or Godsmen in Orssehelund) and call upon the spirits of nature, the fey, and their ancestors for assistance and guidance. In addition each clan reveres its legendary ancestors as godlings tied to the land and lifeblood of its people. In many lands animism is tied to the worship of the elements who are the masters of earth, air, fire and water. The elements themselves were responsible for the creation of Eoirwhyn itself and continue to help hide it from the eyes of The Great Old Ones. At the same time they have little to no interest in the lives and actions of those who inhabit the world, so long as those actions do not draw the attention of the Elder
Magic in Yoranthia is largely the domains of the Collegium Arcanum, The Church of Allfather, and the Sharnhedin. Each employing di! erent methods of teaching or controlling the use of Magic. In the country of Casanthia to the west, Magic is highly controlled and punishable by death if used by anyone but a very select few (called the Emperors Guard or
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the "White Guard"). The following list the 3 main magical organizations in Yoranthia and then various notes on magic in other countries outside the Inner Sea region.
and Broken Tower Mages being the two biggest, see below for more on them). The Collegium Arcanum maintains close ties to the Church of Allfather in both Leonne and Havvengarde and many a child that comes in to fill its ranks had been first discovered amongst the parishioners children in the local church.
The Church of Allfather Training in the Church is a quite di! erent process than the Collegium and involves awakening the spirit of the individual through dreams, meditation, fasting, and more. The process is arduous and only the most faithful and brave undertake the years of dedication it takes to become a Mage in this way. Even with the years of training, Mages of the Allfather are limited in the Schools of Magic they can learn (Divination, Heal, Holy, Protection). Mages trained by the Church are almost all exclusively Healers and are often referred to as such (rarely will any common person call a Church trained Mage anything but Healer or their Church title, the word Mage is only used for those who practice magical arts outside of the Church). Most Healer Mages belong to the Heart of Allfather, but a few join the ranks of the Eye of Allfather if they are also gifted Diviners.
The Collegium Arcanum Often referred to by it's more common term Tower Magic, practitioners of Tower Magic are called Tower Mages and are trained from a very young age. Magical talent of the type that the Collegium teaches is almost exclusively innate and begins to manifest itself in children at a young age (sometimes as early 3-5 years of age but more commonly around age 10). Magical talent of this nature is seemingly random, although a few families seem to have more than their fair share of magic capable individuals. For most families having a child with innate magical talent is seen as a blessing by the Allfather and the Collegium Arcanum gives such families a yearly payment until the child reaches adult age in return for taking the child into its care. The Collegium takes these children into their nearest academy and teaches them history, mathematics, arcane lore, and how to wield the power they have. Most children raised this way rarely, if ever, return to see their families afterward, which has led some more vocal opponents of the practice to condemn the Collegium for 'brainwashing'.
The Sharnhedin Little is known about the training undergone by those Mages in the Sharnhedin, but like the Collegium Arcanum it is known that those youth showing innate magical abilities are taken into the magic towers of the Sharnhedin and raised there.
Other Magical Groups •
As of late the Collegium has been employing more and more guards to watch over the incoming children as the Fists of St. Maricus have been more bold in their attacks and kidnappings of these future spellcasters. Although membership in the Collegium Arcanum is said to be voluntary upon adulthood, the induction ceremony into the Tower is known to include taking a few drops of the initiates blood (to help track down the member should he or she flee the ranks of Tower Mages). This process has also led to the formation of groups of renegade mages ( The Sons of the Wyrm
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The Sons of the Wyrm- The Sons of the Wyrm mercenary ranks are almost completely filled with self-taught Mages but a few dozen of them are known to be 'escaped' Tower Mages. The Sons are filled with powerful spellcasters whose sole goal is to sell their magical services to the highest bidder. Both the Collegium Arcanum and the Church of Allfather are opposed to the Sons of the Wyrm and have been known to work behind the scenes to put a permanent end to its leadership and existence. Known practitioners of Blood Magic, The Sons have
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been put on an eventual collision course with their enemies in the magical arts. The Broken Tower- Not so much an organization as it is a loose a"liation of those spellcasters who have left the Collegium Arcanum (or been forced out). Broken Tower Mages are feared by both the Collegium and the Church for their lack of ties to the 'system'. Most Broken Tower Mages are indistinguishable from Tower Mages to the general population but as the ranks of this group grows, so do the worries of those in power at the Tower and the Church. Elven Mages- All of the major Adunaic Elven cities have academies dedicated to teaching those Elves who wish to become Mages. These Academies are a"liated with the Tower Mages of the Collegium Arcanum, and many an elf mage also serves in the Collegium's ranks. Gnome Mages- Mages are fairly common amongst the Gnomish peoples and almost every Gnomish town, city, or village has a large population per capita of magic users in its midst. Those Gnomes who show magical talents early in life are taught alongside the other children in their communities schools but in addition are taught the ways of magic at home and by after school tutors. Halfling Mages- Although rare Halfling Mages do exist and because of their close bond with humankind most Halfling Mages are Tower Mages and taught in the same way as their human counterparts. Amongst rural Halflings though there are a growing number of Halfling Maes who fall outside the system, being self taught they are treated as Broken Tower Mages by the Tower and Church itself, they are merely hedge wizards. Orc Mages- Called Shaman among their people Orc Mages are feared throughout the lands if they are from a barbaric tribe. Some few Orc Mages have passed thru the ranks of both the Tower and the Church over the years... and many an Orc Mage has led the charge for the Sons of the Wyrm.
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The College of Metaphysics at Venorum , lie within Sama 'Albahir's borders. Karahul- Little is known of the practice of magic in Karahul, but reports of powerful Kara spellcasters in the port city of Lantern Harbor wielding magics like the west hasn't seen have filtered into the ears and minds of the leaders of magical studies of Yoranthia. Orssehelund- A rarity in Orssehelund, Mages are Shamans to their people and are called 'Godsmen' they believe their powers derive from ancient spirits, the elements, and their ancestors. Rarer still are powerful magic users among the Orssehelundians but tales from the distant past speak of powerful Godsmen leading their people and uniting their Jarls and paving the way for their raids on the other people's of Yoranthia. The Kingdoms of the Inner Sea keep their hopes up that this will not happen again in their lifetime. Varksland- Magic in any form is highly feared among the Var and it is believed that anyone showing magical talents would be sacrificed to the spirits and pagan gods of the Varksland.
The following lists the most commonly spoken or encountered languages in Yoranthia. They are split into 3 groups (regional, nonhuman, and ancient).
Regional Languages •
Magic in Other Countries • Sama 'Albahir- The Collegium Arcanum maintains two colleges in 'Albahir and a third independent magical academy,
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Casan- The language most commonly spoken in Leonne, Havvengarde, and Sharn. It is mostly identical to the language spoken in Casanthia across the western ocean. It features many regional quirks and accents, though you can easily understand those from another country you can also identify where they were born by the accents and inflections of their speech. Bothi- The native language of the Ebothi, it would generally only be heard spoken by the
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dark-skinned natives of Ebothan tribal lands of the far south in seaports across Yoranthia. Jard- The native language of the Jardani, it is an archaic form of Cant and is never taught to those outside of the Jardani people. Cant- The language of Rogues, fences, and the savvier of the urban poor. Dae- The native language of the Karahim. Almiri- The native language of Sama ' Albahir. Tursk- The native language of the people of Varksland. Targ- The language of Orssehelund and some northmen in Havvengarde.
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The standard exchange rates in the Havenshield RPG are common across all of Yoranthia. Each major country mints its own coinage in copper, silver, & gold. All prices given in the Players Handbook are standard in most cities.
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Dwarvish- The language of all dwarves, also a shared language with the Duergar. Elvish- Spoken by the Elves, Orcs, and Gaelnach peoples. Giant- Spoken by Giants, Ogres, and Trolls. Gnoll- Spoken by Gnolls. Goblin- Spoken by Goblins, Hobgoblins & Bugbears. Vairndun (The Dark Tongue)- A spoken language used by most dwellers of the Under Kingdoms and the Deep. Sylvan- The tongue of Gnomes, this language is also the primary language of all fey creatures.
When traveling from one country to the next coins are exchanged at a one for one rate (minus a 5% fee). All ancient coinage is taken at face value. Below is a list of the common coinage found in Yoranthia. •
Copper (1/100th of a gold)- Called a pence, copper, or penny throughout L eonne, The Free People's, and Havvengarde. In Sama' Albahir and Sharn they are called centi (hundredths).
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Silver (1/10th of a gold)- The base currency of Yoranthia. Called a laurel in Leonne and Havvengarde. They are called silver pennies by the Free People's. In Sama 'Albahir and Sharn they are called decari (tenths).
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Gold- Called a noble in Leonne or a crown in Havvengarde and bythe Free People's. In Sama 'Albahir they are called shields. In Sharn they are called gold pieces legates.
•
Trade Bars: Many countries produce trade bars with varying gold piece values (usually ranging from 20gp-50gp) these bars are generally only used for large scale buying between merchant houses and nations. Their value is based on weight and they can be sold to coin dealers at a 10% exchange rate.
Ancient Languages • • •
•
• • • •
Terran- The language of earth-based creatures.
Aquan- The language of waterbased creatures including mermen. Auran- The language of air-based creatures. Celestial- The language of the Heavens and its servants. Used in solitary prayer by the Clerics of its faith. Draconic- The language of dragons. It is also the language of the magical incantations used by mages (and they gain it as a bonus language in Yoranthia based campaigns). Aelthanir- The spoken and written language of ancient Eoirwhyn. Ignan- The language of fire-based creatures. R’leyhian- The language of aberrations. Sylvan- The language of fey creatures including brownies, fairies, nymphs, satyrs, treants, and more. It is also the language of Gnomes.
113
•
Winter- Winter begins 22 Deepnight and ends 28 Winterwane.
•
Spring- Spring begins 1 Rainmoot and ends 7 Firemoot.
Holidays in Yoranthia
Years in Eoirwhyn are 364 days, split into thirteen 28 day months that follow the lunar cycle of Eoirwhyn’s sole moon Selune. The new moon always falls on the 1st of every month and the full moon on the 15th. Months are split into 7 day weeks, days are 24 hours. The new year falls on the 1st of Frostmoot.
•
Sundays- Sunday's are the holy day of the week, most attend mass in the morning followed by informal family dinners or feasts. Yoranthia has no specific holy days dedicated to the Allfather besides every Sunday and Saints Day.
•
New Years Eve/New Years Day- 28 Deepnight & 1 Frostmoot; These two days are generally used to renew contracts between business partners or trade agreements, to renew civil ties between families, to announce marriages, etc.
•
Maiden's Moon- 7 Deepsnow; A deep winter holiday consisting of gift-giving between family members and large feasts, it brings hope that winter is slowly drawing to a close. In most towns and cities a young maiden is chosen and is dressed in an all white gown, usually the local clergy will cast a spell upon her, she will wear a crown made of candles and carry a long white sta! that shines bright light (a Light spell); she will make her way thru town throughout the night, knocking on doors and handing out ripe berries and warm loaves of bread.
•
Kings/Kingdoms Day- 7 Winterwane; Celebrated in Havvengarde as the day First King Thorsten Havvenson took the throne and celebrated in Leonne as the day King Edwin VI gave the lands of what is now Havvengarde to Thorsten. In towns along the border between the countries it is common for countrymen from both to get together and exchange gifts and coinage from each realm to the other.
•
Spring Equinox- 1 Rainmoot; A festival day usually consisting of games for children and adults alike. It is celebrated well into the night and it is considered a bad omen for the rest of the year if it rains that day.
List of Months • • • • • • • • • • • • •
Frostmoot Deepsnow Winterwane Rainmoot Palesun Highsun Firemoot Firewane Lowsun Redfall Lateharvest Fellnight Deepnight
Days of the Week 1 2 3 4 5 6 7
Moonday Towerday Wineday Thunderday Fireday Swordsday Sunday
Seasons in Yoranthia Seasons come rather abruptly compared to Earth and the weather patterns follow idyllic visions of each season. Summers are hot and sunny, Spring bring rains and green lands, Fall is filled with trees changing colors and harvests, Winter is cold and snowy. Seasons begin and end on the following days... • Summer- Summer begins on 8 Firemoot and ends 14 Redfall. •
Fall- Fall begins 15 Redfall and ends 21 Deepnight.
114
•
Saints Day- 14 Palesun; This is the highest holy day of the year and on this day the priests of the Allfather work great miracles across the land. It is also a day of sacrifice to them and the single day of the year that Elves and Dwarves and Man and Gnome and Halfling get together in large numbers and give thanks to each other and to the Allfather.
•
Summer Solstice- 8 Firemoot; Usually honored by small local plays and bards tales, it is not really a major holiday, but it is marked on the calendar and minor celebrations exist here and there.
•
Midsummer Festival- 25-28 Firewane; A major festival across the Inner Sea Kingdoms of Havvengarde and Leonne. Carnivals, Jousts, Grand displays of Magic, Blessings from the Church, Marriages, and more all abound the 4 days of Midsummer.
•
Dragonslayer Day- 13 Lowsun; Celebrated in Havvengarde (and some of the border towns of Leonne), it is the Birthdate of First King Thorsten Havvenson.
•
Autumn Equinox- 15 Redfall; A day of reflection as it signals the end of summer and the slow march towards winter. It is common amongst the rich and poor to gather together and have a simple, spartan supper (a beggars stew usually cabbage and potatoes, usually in a broth of salted water with little bits of fat).
•
Harvest Moon- 15 Lateharvest; The day of honoring the dead. Many attend church and leave o! erings in the names of their ancestors. At night people gather around fires and tell tales of monsters and ghosts. Children often wear costumes and attend parties where sweets and baked goods are given.
•
High Harvest- 25-28 Fellnight; A 4 day long festival of feasts "to fatten for
winter". Its accompanied by grand plays, celebrations of the seasons births, and the hopes for a mild winter.
115
•
Winter Solstice- 22 Deepnight; A day spent with family and friends, gift-giving is common.
•
Local Festivals- Almost every village, town, and city has its own local festival or festivals, generally tied to some specific event (i.e. its founding, birthdate of a leader, specific plants harvest, etc).
All maps in the Setting Guide were created with Hexographer Pro, Available at www.hexographer.com If you would like the .hxm maps to edit them for your campaign please email me at
[email protected] and I will send them to you.
116
Monsters & Creatures
117
• Aalosis p120 • Abolith p120 • Abyssal Guardian p121 • Achaerai p122 • Angel p123 • Ankheg p123 • Arctic Goblin p124 • Ash Ghoul p125 • Athach p125 • Awakened Tree p126 • (Demonic) p127 • Azer p127 • Babau p128 • Balor p129 • Barbed p129 • Barghest p130 • Basilisk p130 • Bearded p131 • Beast o/t Greenwood p132 • Behir p133 • Blinkdog p133 • Bodak p134 • Boggard p135 • Bone p135 • Bugbear p136 • Buggane p137 • Bulette p138 e p138 • Carnivorous Gira! • Cavedevil p139 • Cavern Octopus p140 • Centaur p140 • Chaos Beast p141 • Chimera p142 • Choker p142 • Chuul p143 • Cloaker p144 • Crowolf p144 • Crypt Goblin p145 • Death Beetle p146 • Deathknight p 147 • Deep Goblin p147 • Demonia p148 • Destrachan p149 • Dire Ape p150
• Dire Boar p150 • Doppleganger p151 • Dragon p152 • Dretch p152 • Ecal Lun p153 • Electric Wasp p154 • Elemental p155 • Enttin p156 • Ethereal Marauder p156 • Ettercap p157 • Ettin p158 • Eye Lord p159 • Faceless p159 • Forest Fey p160 • Fungus p161 • Ghost p162 • Gialandrig p162 • Giant Tortoise p163 • Girallon p164 • Glabrezu p165 • Glug p165 • Gnoll p166 • Goblin p167 • Goblindog p167 • Golem p168 • Gorgon p169 • Grick p170 • Grim p170 • Harpy p171 • Hero p172 • Hobgoblin p172 • Homunculous p173 • Horned p174 • Inevitable p174 • Kobold p175 • Kraken p176 • Lammasu p176 • Leechrat p177 • Maggot Hound p178 • Magmin p179 • Mandrillus p179 • Manticore p180 • Marilith p181 • Maug p181
118
•Meat Golem p182 •Minotaur p183 •Naga p184 •Nalfeshnee p184 •Night Hag p185 •Octospine p186 •Ogre Rat p187 •Ogre p187 •Ooze p188 •Orc p189 •Owlbear p189 •Parasitic Undead p190 •Polar Behir p191 •Purple Worm p191 •Rast p192 •Ratfolk p193 •Ro-Yethen p194 •Rust Monster p194 •Sahuagin p195 •Scarecrow p196 •Scorpidrake p197 •Scorpionfolk p197 •Sea Dragon p198 •Shadow Creeper p199 •Skeleton p200 •Slaver p200 •Snap Jaw p201 •Soul Eater p202 •Spider, Giant p203 •Spider Troll p203 •Spiked Golem p204 •Stirge p205 •Succubus p205 • Trash Goblin p206 • Treant p207 • Tree Goblin p208 • Troll p208 • Ttorse p209 •Unnatural p210 •Urban Goblin p210 •Vermin Witch p211 •Vrock p212 •Vulcari p213 •Wererat p213 •Wood Fey p214 •Wretch Zombie p215 •Yeti p216 •Zaestra p216 •Zombie p217
Introduction Monsters are listed in the following format (with explanations).
i.e. a character hits a Goblin for 8 points of damage, and Goblins have an AP of 2 so the Goblin takes 6 points of damage.
Initiative: This is the creatures initiative number, players must make an Initiative Check against this number. Successful Checks (rolling at or over) indicate a character acts before the monster, failed checks go after the monster.
Perception: A creatures Perception number is used for surprise. If a character wishes to sneak up on or sneak by the creature, Perception is the number that the PC must meet or exceed to successfully do so.
Health: A creatures maximum Health Points. When a creature reaches 0 HP it is considered dead.
SIZE: A creatures size rating. Creatures are listed in the following size formats.
No. Of Attacks: The creature makes this many attacks per round against either one or multiple opponents.
T: Tiny S: Small M: Man Size L: Large H: Huge G: Gargantuan
Attk: This number is the creatures Attack Number, players must roll at or over this number to defend themselves against against the monster (a Defense Roll) and avoid being damaged by the creature.
MOVE: The monster, creature or animals Movement Rate (in yards).
Dmg: This number is the amount of damage the creature does. A creatures damage is a set number, it does the same damage every hit (unless the Defense Roll is double 1's, see GM section). At every Escalation a Monster or NPCs Damage increases by 4. Feel free to adjust this for more or less powerful creatures.
HD: The creatures Hit Die. Hit Die is used to determine the monsters relative power against the PCs. HD can also have e! ects on such things as spells cast at it, etc. Special: Any special abilities a creature has will be listed here.
i.e. A Goblin does 5 damage, so every time a character fails a Defense Roll and gets hit by a Goblin they su " er 5 damage (minus AP).
Crit: This special move is what happens when a character critically fails (double 1's) a Defense Roll against this monsters attack.
Defense: A creatures Defense number is the number that a player must meet or exceed with an Attack Roll to damage a creature. A creatures MAG Defense will be noted in parentheses afterwards (MAG Def: ), MAG Defense is similar to the regular Defense Number but is used to defend against any magics or spells that require a spellcasting attack roll. If the monster has no MAG Defense listed it is the same as the creatures Defense.
Note that if a PC would normally succeed in a Defense Roll, even with the double 1's, the critical does not happen but the PC still fails in defending themselves and takes the monsters normal damage. Treasure: This is the number of dice worth of treasure a creature may have on them (or in their lair). In this game players are given the dice worth of treasure as a guesstimate on what they found & when they have a minute to count it they roll the dice for the total.
AP: A creatures Armor Points. AP reduces the amount of damage done to it by a successful attack.
119
These 10-12 ft tall humanoid beings with multiple hydra-like heads are believed to be either extraplanar in origin or the result of ancient magical experiments. Often found in the depths of the earth enslaving weaker races to do their bidding. Evil and Highly Intelligent. There are tales of Aalosis with sorcerous powers.
Aalosis
Per Head: Aalosis generally have between 5 and 10 heads (1d6+4). For each head they have 10 HP and cannot be killed until all heads are destroyed. A PC can destroy no more than one head with each attack. Regenerate: On every Escalation an Aalosis regenerates 1d3 heads. Mass Regenerate: The PC takes double the normal damage. Then the Aalosis will begin to magically shed it's skin and if it is not destroyed before it's turn on the next round it will shed all of it's damaged and/ or dead heads and immediately regenerate all of them bringing it back to full power.
Abolith
Aalosis Initiative
13
Health
10 (per head)
No. Of Attacks
3 (bite & 2 claws)
Attk
11 & Special
Dmg
6 (claws), 10 (bite)
Defense
12
AP
2
Perception
13
Size
L
Move
12 (swim 16)
HD
4
Special:
Per Head, Regenerate
Crit:
Mass Regenerate
Treasure:
4d6x100gp (self, in jewels), 4d6x1000gp in jewels (lair)
120
but those who fail take 10 HP of psychic damage (and the Abolith gains those HP).
Abolith Initiative
18
Health
110
No. of Attacks
3 (tentacles)
Attk
14
Dmg
12 per tentacle
Defense
13 (MAG Defense: 16)
AP
5
Perception
18
Size
H
Move
10 (Swim 20)
HD
10
Special:
Enslave, Mucous
Crit:
Psychic Drain
Treasure:
Abolith will often hoard great treasures in their underground lair
Abyssal Guardian
Abolith often lair in subterranean lakes and rivers. They can breathe both air and water.
Abyssal Guardian
Enslave: An Abolith will target one PC for enslavement at the beginning of an encounter. That PC must make a ST 17 (STA) roll or become the Abolith's puppet for the remainder of the encounter. If the Abolith is killed(or flees to another plane of existence)the PC is freed from this enslavement. If the Abolith wins the encounter, i.e. killing the other PCs, this enslavement is permanent. Mucous Cloud: When underwater an Abolith surrounds itself with a viscous cloud of mucous. If anyone gets within 2 yards or makes a melee attack against the creature they must make a successful ST 17 (STA) roll or be a ! ected by a disease that only allows the infected to breathe underwater. This can be cured by a Cure Spell (DN 15). Psychic Drain: The Abolith psychically drains the character of 40 HP and adds those 40 HP to it's total (up to the Abolith's 110 max). Additionally any of the characters allies within 10 yards must make an ST 12(STA) roll, anyone who succeeds is una! ected
121
Initiative
14
Health
65
No. of Attacks
1 (bite) & Special
Attk
13
Dmg
12
Defense
11
AP
4
Perception
20
Size
L
Move
14
HD
6
Special:
Bloodmane
Crit:
Bloodpounce
Treasure:
None, but may be guarding some
An Abyssal Guardian is often found in the employ of
Achaerai
powerful necromancers or demonic forces. An Abyssal Guardian requires no sleep and is tasked with guarding a specific location, creature, or object.
Initiative
13
Health
55
Bloodmane: Every time a PC fails a Defense Roll against an Abyssal Guardian's bite attack they must immediately make a ST 12 (DEX) check or the creatures mane of prehensile bloodsuckers will attach 1d6 of these appendages to the characters skin.These leech-like parts of the Abyssal Guardian will detach from the mane and slowly drain the character of blood (4 HP per round, ignores AP). They can be destroyed, having a Defense of 9 and 5 HP each.
No. of Attacks
3 (2 claws & bite)
Attk
12
Dmg
10 (claws), 15 (bite)
Defense
12
AP
2
Perception
13
Bloodpounce: The failing PC is knocked to the ground by the Abyssal Guardian as it tears into the characters neck (for 30 HP damage), additionally the mane will release1d6 bloodsuckers into the PCs mouth and into its mouth. These will do damage as above per round but cannot be destroyed without doing severe harm to the characters abdomen. A DN 16 Cure Spell will be needed.
Size
L
Move
20
HD
5
Special:
Bite and Throw
Crit:
You're Food
Treasure:
none
Achaerai
These flightless, 15 ft. tall bird like creatures are rarely encountered and originate from another plane of existence. Bite and Throw: An Achaerai can instead of making it's two claw attacks attempt to Bite and then Throw an opponent. On a successful bite attack the defender must make an ST 15 (STR) roll or be thrown up to 10 yards in a random direction (taking 15 additional damage from the landing). You're Food: The PC who critically failed takes double the normal bite damage (30) and must make an ST 15 (STR) or (DEX)(PCs choice) roll to either pull it's limb (STR) from the creatures beak or quickly remove it (DEX). Failing this ST the PC loses a limb (Roll 1d6- 1-2: left arm, 3-4: right arm, 5: left leg, 6: right leg) and su! ers whatever penalties the GM sees fit for that limb loss. The Achaerai will immediately swallow and begin digesting that limb and it is considered lost. This limb loss can be healed with a Cure spell (DN 17).
122
Immunities: Angels are immune to cold, poisons, petrification and all non-magical weapons.
Angel
Judgement: An Angel can immediately recognize friend from foe, telling the good hearted from the evil at a glance. If judged guilty of evil by an angel all further attacks made by the Angel against that evil foe will have an Attk of 20. Wrath of God: This divine weapon strike causes immediate death to those who critically fail a Defense Roll. Any character killed in this manner may never be resurrected or revived from death as their soul now belongs to the Angel's deity to pass judgement upon.
Ankheg Angel
Ankheg
Initiative
18
Initiative
11
Health
125
Health
24
No. of Attacks
2 (weapon)
No. of Attacks
3 (2 pincers & bite)
Attk
15
Attk
11
Dmg
30
Dmg
7 (pincers), 5 (bite)
Defense
16 (MAG Defense: 18)
Defense
11
AP
6
AP
3
Perception
17
Perception
12
Size
L
Size
L
Move
18 (Fly 30)
Move
12 (burrow 12)
HD
10
HD
4
Special:
Immunities, Judgement
Special:
Scissor Grip, Burrow
Crit:
Wrath of God
Crit:
Massive Attack
Treasure:
3d6x1000gp (jewelry) and divine magical weapon
Treasure:
An Ankhegs pincers are worth 50gp to an Alchemist.
These celestial beings are often sent to the world to complete one task. They are fearsome warriors, usually bearing a magical flaming weapon enchanted by divine powers.
123
Arctic Goblin
Scissor Grip: When struck by an Ankhegs pincers a character becomes pinched in it's grip. Character's must make an ST 11 (STR) test to free themselves or take 11 Dmg per round. Other PCs may attempt to attack the pincer arm at Disadvantage but if successfully striking it the trapped player can immediately make an additional ST 11 (STR) test at Advantage to free themselves. Burrow: These creatures often lay in wait beneath the ground waiting to surprise and strike prey. they have a fondness for human flesh.
Initiative
9
Health
12
No. of Attacks
1
Attk
9
Dmg
6
Defense
8
AP
3
Perception
11
Size
S
Move
11
HD
1
Special:
Immunities, Pack Attack
Crit:
Second Attack
Treasure:
1d6+1sp
Found in the arctic lands, this species of Goblin will often travel south during the winter into civilized lands in search of treasures, slaves, and food.
Massive Attack: Does double normal damage.
Arctic Goblin Immunities: Arctic Goblins are immune to cold and any spell or spell-like e! ect that generates cold. In return they are more susceptible to fire, taking double the normal damage from fire based attacks.
Pack Attack: When Arctic Goblins outnumber their opponents 2 to 1 their Attk increases to 11. If it's 3 to 1 odds or more increase their Attk to 13.
Second Attack: On a Critical fail a Goblin will immediately re-attack the same PC or another one within striking distance. This second vicious Attk is at 11 and does 10 Damage if successful.
124
Ash Ghoul
An Ash Ghoul is often created when someone evil dies horrifically by magical flames or fire. Its sole purpose afterward is to cause su! ering. Immunities: Ash Ghoul's are immune to nonmagical weapons. Ash Damage: When failing a Defense Roll against an Ash Ghoul the character takes 10 Damage from magical fire. This damage ignores armor. In addition the PC must make an ST 10 (STA) roll, if successful no further damage is done, but failing the roll causes the PC to be ill from the stench of ash and sulphur (taking Disadvantage on all rolls). The PC can attempt this ST every round on their turn until successful. Engulf: Take 30 damage as the Ash Ghoul surrounds you in a swirl of flame and ash. A PC may make an ST 12 (DEX) roll to take half damage (15). A PC killed in this way may not be brought back to life and will rise as an Ash Ghoul on the next moon rise.
Ash Ghoul Initiative
12
Health
35
No. of Attacks
1
Attk
11
Dmg
special
Defense
10
AP
0
Perception
13
Size
M
Move
12 (float)
HD
4
Special:
Immunities, Ash Damage
Crit:
Engulf
Treasure:
none
Athach
125
Athach Initiative
15
Health
85
No. of Attacks
1 (Ranged) or 2 (melee)
Attk
10 (Ranged), 12 (Melee)
Dmg
20 (Rock Throw- Ranged) 15 (Unarmed- Melee) Or 20 (Club- Melee)
Defense
9
AP
3 (Hide Armor)
Perception
11
Size
H
Move
15
HD
8
Special:
Bite
Crit:
Stomp & Trample
Treasure:
3d6x50 sp (Self), 3d6x10gp (Lair)
Awakened Tree
Awakened Tree
An Athach is a massive 18-20 ft tall bipedal creature. Most Athach speak Giant. An Athach can make 1 ranged attack or 2 Melee attacks per round on it's turn.
Bite: If a character deals a large amount of damage to an Athach on it's next turn it attempts to bite the character. This special attack has an Attk of 12 and does 15 damage. If a PC is bitten they must make a ST 12 (STA) roll or be considered poisoned. This poison causes Disadvantage on all rolls until Cured (DN 12) or 1d6 hours pass. Stomp & Trample: The Athach immediately stomps on the character causing them to be Out of Action at 0HP. Additionally any creature within 10 yards must make a ST 11(DEX) check to avoid being trampled as the Athach stomps about in a rage. Failing this Skill Test results in the Athach stomping on the PC for 15 Damage.
Initiative
10
Health
10 per HD
No. of Attacks
1 (clawed branch)
Attk
6+1 per HD
Dmg
5 per HD
Defense
10 (Mag Def: 13)
AP
3 (natural)
Perception
10
Size
M to G
Move
14
HD
1 to 10
Special:
none
Crit:
Limb from Limb
Treasure:
126
The Heart of the Tree is a gem valued at 3d6X20sp.
Limb from Limb: If a creature critically fails a Defense Roll against an Awakened Tree the tree grabs the attacker and if it is more than 2 HD higher than the creatures HD or Level it pulls one of the creatures limbs o! and slams it to the ground for 20 Dmg.
Azer
Awakened Tree (Demonic) Initiative
15
Health
80
No. of Attacks
2 (clawed branches)
Attk
13
Dmg
20
Defense
12 (Mag Def: 15)
AP
6 (natural)
Perception
14
Size
H
Move
16
HD
10
Special:
none
Crit:
Raining Blood
Treasure:
Azer
The Heart of a Demonic Tree is a cursed gem valued at 7d6x100sp to demon worshippers, alchemists, or necromancers.
Raining Blood: If a creature critically fails a Defense Roll against a Demonic Awakened Tree the tree grabs the attacker and if the tree is more than 4 HD higher than the creatures HD or level it pulls the creature above its head and pulls it into two pieces showering those within a 10 yd radius with blood.
127
Initiative
14
Health
60
No. of Attacks
1
Attk
11
Dmg
7 (Warhammer) + 3 (Fire)
Defense
11 (MAG Defense: 12)
AP
3
Perception
13
Size
M
Move
10
HD
6
Special:
Illumination, Body Heat
Crit:
Fire Hug
Treasure:
3d6x50sp in gems
Azer speak common and Ignan. They live deep within the world near the planet's core. Illumination: Azer give o! light to 10 yards. Body Heat: When anyone gets within 2 yards of an Azer or makes a melee attack against them they take 3 Damage from the Azer's intense heat. Fire Hug: An Azer will grapple the opponent causing 20 Damage. This grapple attack can be escaped by making a ST 13 (STR) check. The Azer can hold this until either the character frees himself or until they decide to let go to make an attack.
Babau
Babau Initiative
15
Health
75
No. of Attacks
3 (2 claws & bite)
Attk
13
Dmg
10 (claw), 12 (bite)
Defense
13
AP
4
Perception
17
Size
M
Move
14
HD
7
Special:
Immunities, Protective Slime
Crit:
Demonic Claw
Treasure:
occasionally guarding treasure
Babau speak R'leyhian, Draconic & Vairndun. Immunities: Babau are immune to electricity, acid, and poison. Protective Slime: A layer of acidic slime coats a Babau's skin. Any creature that strikes a Babau with a natural attack or unarmed strike takes 6 points of acid damage from this slime if it fails a ST 13 (DEX) roll. A creature that strikes a Babau with a nonmagical melee weapon must make a ST 13 (DEX) roll or the weapon is destroyed by acid damage. Ammunition that strikes a Babau is automatically destroyed after it inflicts its damage. Demonic Claw: This attack does double the normal claw damage (20) and the character must make a ST 14 (STA) roll or lose both eyes as the Babau digs it's claws into the characters face and eyes.
128
Death Throes: When a Balor is killed it explodes, those within 15 yards must make a ST 18 (DEX) roll. Those who fail take 70 Damage and those who succeed take 35.
Balor
Fire Aura: At the beginning of every round any creature within 5 yards of a Balor takes 10 Damage from fire. Also anytime a Balor is attacked with a melee weapon the attacker takes 5 damage from fire. Magic Resistance: Any spell cast against a Balor is done so at Disadvantage on the spellcasting roll. Whip & Behead: The PC takes double the normal whip damage (36). And also the PC must immediately make a ST 18 (DEX) roll, failure indicates the character is trapped by the whip. If trapped the PC must make a ST 18 (STA) roll, failure indicates the Balor beheads the character with his long sword.
Balor Initiative
20
Health
210
No. of Attacks
2 (Long Sword & Whip)
Attk
20
Dmg
25 (Long Sword), 18 (Whip)
Defense
15
AP
6
Perception
20
Size
H
Move
20
HD
10+
Special:
Death Throes, Fire Aura, Magic Resistance
Crit:
Whip & Behead
Treasure:
magical weapons and 3d6x1000gp in gems
Barbed
129
Fear: At the beginning of combat all characters must make a ST 15 (STA) roll, those who fail are e! ected by fear for the entire Encounter, taking Disadvantage on all rolls. Barbed: Any character that attacks a Barbed with a melee weapon shorter than a spear must make a ST 14 (DEX) roll or take 8 points of damage from the devil's barbs. Summon: After hitting the PC with a brutal claw attack (Damage 36) the Barbed summons either 1d6 Bearded Devils from Hell or another Barbed. Roll d6, 1-3 Bearded, 4-6 Barbed.
Barghest's speak Goblin. Change Shape: A Barghest can change shape into a large goblin-like hybrid creature at will.
Barghest
Invisibility: A Barghest can become invisible at will. Feed: If the Barghest is 2 HD or more higher than the character's level the PC must make an ST 17 (STA) roll. If failed the PC is devoured by the Barghest and cannot be resurrected or otherwise brought back to life.
Barghest Initiative
15
Health
67
No. of Attacks
(2 claws & bite)
Attk
15
Dmg
8 (claw), 13 (bite)
Defense
13
AP
3
Perception
14
Size
L
Move
16
HD
7
Special:
Change Shape, Invisibility
Crit:
Feed
Treasure:
3d6x25sp
Basilisk
130
Basilisk
Bearded
Initiative
13
Health
40
No. of Attacks Attk
12 (bite)
Dmg
15 (bite)
Defense
12
AP
5 (natural)
Perception
14
Size
L
Move
12
HD
6
Special:
Petrifying Gaze
Crit:
Caught My Eye
Treasure:
A basilisks Lair will contain 2d6x100sp in coin and jewelry treasures and a 3 in 6 chance of a magical item.
Bearded
Petrifying Gaze: Those trying to avoid a Basilisks gaze can do so but take Disadvantage on all Attack and Defense Rolls. For those that don't wish to, they must make a ST 11 (DEX) roll every round or be struck by it's gaze. Those e! ected are turned to stone within 1d6 rounds (and take Disadvantage on all rolls until it takes e! ect).
Caught My Eye: The PC automatically catches the gaze of the Basilisk and will turn to stone in 1d6 rounds.
131
Initiative
13
Health
45
No. of Attacks
1 (weapon)
Attk
13
Dmg
15 (weapon)
Defense
12
AP
3
Perception
14
Size
M
Move
12
HD
5
Special:
Teleport, Infernal Wound
Crit:
Beard
Treasure:
2d6x20sp
Teleport: A Bearded Devil can teleport at will to anywhere within 20 yards.
Beast of the Greenwood Initiative
12
Health
45
No. of Attacks
1 (head butt)
Attk
11
Dmg
15
Defense
11
AP
2
Perception
14
Size
L
Move
14
HD
4
Beast of the
Special:
Hide, Charge
Greenwood
Crit:
Gore
Treasure:
2d6x5sp
Infernal Wound: When a PC is struck by a Bearded's weapon they must make a ST 12 (STA) or be a! ected by a bleeding wound. This wound causes 3 Damage per round until the PC is healed by spell or potion. Beard: After the Bearded's weapon attack it touches the character with it's beard. The PC must make a ST 15 (STA) roll. If the character fails he will be infected by a disease. This disease drains the character of 1 STR, STA & DEX point per day. Once one of these attributes reaches below -1 the character is considered dead. While diseased the character makes all rolls at Disadvantage as they are racked by fever and chills. This can be cured by a Cure spell or potion (DN 15).
These 10-11 ft tall creatures protect their woodland homes from intruders. Beasts of the Greenwood speak Sylvan and will not generally be hostile to Gnomes or Woodland Elves. Hide: When in a woodland environment a Greenwood Beast is di"cult to spot, requiring a ST 18 (PER) check to do so. Also when tracking or chasing one through a wooded environment all rolls are at Disadvantage. Charge: At every Escalation the Beast will charge at one opponent with an Attk of 14. This Attk does 20 Damage. Gore: The beast skewers his opponent on his horns doing 30 Damage. In addition the PC must make a ST 12 (STR) check or remain on the creatures horns, bleeding out 10HP each round until making a successful STR ST roll or the beast is killed. While on the beasts horns the player can only attack the beast at Disadvantage on their turn and only do 1/2 damage.
132
ahead. Anyone in the line of fire takes 30 Damage (this electrical damage ignores Armor Points). PC's can make a successful ST 14 (DEX) roll to take 1/2 Damage (15).
Behir
Constrict & Swallow: On any Medium sized or smaller opponent, the Behir wraps itself around them and constricts for 20 Damage, and then begins to swallow them whole. The PC may make a ST 17 (STR) roll to escape being swallowed. Failing the ST roll the PC begins taking 15 Damage per round until they can either cut themselves free (by doing 40 HP Damage) or the Behir is killed.
Blinkdog
Behir Initiative
17
Health
95
No. of Attacks
1 (Bite)
Attk
13
Initiative
12
Dmg
20
Health
25
Defense
12
No. of Attacks
1 (bite)
AP
3
Attk
12
Perception
14
Dmg
10
Size
H
Defense
11
Move
18 (Climb 10)
AP
0
HD
9
Perception
13
Special:
Immunity, Breath Weapon
Size
M
Crit:
Constrict & Swallow
Move
14
Treasure:
4d6x10gp
HD
4
Special:
Teleport
Crit:
Blink Death
Treasure:
None
Blinkdog
Behir often speak the local human language. Immunity: Behir are immune to any electrical attacks. Breath Weapon: On every Escalation the Behir will shoot an electric beam in a 10 yard length straight
133
Teleport: A Blinkdog can teleport to any location within 20 yards and attack. Once per round.
Blink Death: The Blinkdog teleports itself into the critically failing characters torso. The PC must make a ST 16 (STA) roll. On a successful check the PC takes 30 damage and on a failure the PC is immediately Out of Action.
Bodak Bodak speak whatever language they spoke in life.
Bodak Initiative
15
Health
60
No. of Attacks
1 (unarmed)
Attk
13
Dmg
12
Defense
11
AP
13
Perception
14
Size
M
Move
10
HD
7
Special:
Vulnerable, Death Gaze
Crit:
Critical Gaze
Treasure:
None
Vulnerable: Bodak are vulnerable to direct sunlight, taking 5 Damage per round while in the sun.
Death Gaze: On every Escalation a Bodak will use this Death attack on a random opponent. The a! ected character must make a successful ST 15 (STA) roll or immediately go to 0 HP and be Out of Action.
Critical Gaze: The Bodak gets a direct stare into the PC's eyes. The character must make a successful ST 15 (STA) roll or fall to 0 HP. Unlike the normal Death Gaze the character is dead and will rise as a Bodak in 24 hours. The only way to stop this would be to Resurrect the character and then cast a Cure spell upon the body (DN 19).
134
until the tongue is either physically removed with a ST 13 (STR) roll or by doing 5 points of Damage to it (Defense 10).
Boggard
Poison Skin: When attacking a Boggard unarmed or grappling with one the PC must make an ST 13 (STA) roll or be considered poisoned until the end of the Encounter or until cured by a Cure spell or potion (DN 10). While poisoned the character has Disadvantage on all rolls. Croak: All creatures and opponents within must make an ST 12 (STA) roll or be a ! ected by fear. this fear causes Disadvantage on all rolls until the next Escalation.
Bone Boggard Initiative
11
Health
25
No. of Attacks
1 (weapon)
Initiative
16
Attk
11
Health
95
Dmg
12
No. of Attacks
3 (2 claws and bite)
Defense
10
Attk
13
AP
1
Dmg
11 (claws), 15 (bite)
Perception
12
Defense
13
Size
M
AP
3
Move
12 (Climb 12)
Perception
15
HD
3
Size
L
Special:
Sticky Tongue, Poison Skin
Move
14
Crit:
Croak
HD
8
Treasure:
2d6sp
Special:
Fear, Sting
Crit:
Summon
Treasure:
3d6x10gp
Bone
Sticky Tongue: At every Escalation the Boggard will attack a random opponent on it's next turn with it's tongue. This has an Attk of 14 and does not do damage. Instead it attaches itself to the opponent and slows it down, lowering the characters Defense by 4
135
Bugbear
Bugbear Fear: At the beginning of combat all opponents must make a ST 14 (STA) roll or su ! er from fear, taking Disadvantage on all rolls until the end of the Encounter or until cured by a Cure spell or potion (DN 14).
Sting: At every escalation a Bone will attempt to sting it's most powerful opponent. This sting attack has an Attk of 14 and does 18 Damage. Additionally those attacked must make a ST 14 (STA) roll or be e! ected by poison. This poison causes Disadvantage on all rolls and does 6 Damage per round (ignores AP) until cured (DN 16).
Summon: The Bone immediately summons another of it's kind. This second Bone appears at the end of the current round within 10 yards.
136
Initiative
11
Health
25
No. of Attacks
1
Attk
10
Dmg
12
Defense
8
AP
4 (armored), 1 (unarmored)
Perception
12
Size
M
Move
12
HD
3
Special:
Violence
Crit:
Eye Rake
Treasure:
4d6sp
Violence: When Bugbears outnumber their opponents 2 to 1 or more in an Encounter combat Escalates quicker, count combat rounds in twos on the Escalation die.
Buggane speak Giant. Earth Move: A Buggane can move thru stone, earth and rock as easily as it can walk.
Eye Rake: When a character critically fails a Defense Roll against a Bugbears melee attack, the monster will viciously drive his thumb, finger, or weapon hilt into the characters eye. This will cause the loss of the eye (roll 1d6, 1-3 right eye, 4-6 left eye) and a loss of 1 to the characters Perception (PER). This can be cured with a Cure spell or potion, regrowing the eye and returning the lost PER point (DN 16).
Smash: The Buggane lifts the character and smashes them to the ground. The PC must make a ST 14 (STA) on a successful roll the character takes 15 Damage and on a failed roll the character is immediately lowered to 0 HP and is Out of Action.
Buggane
Buggane Initiative
13
Health
60
No. of Attacks
3 (2 claws & gore)
Attk
12
Dmg
9 (claw), 15 (gore)
Defense
11 (MAG Defense 12)
AP
3
Perception
13
Size
L
Move
10
HD
5
Special:
Earth Move
Crit:
Smash
Treasure:
3d6x10sp
137
Bulette
Creeping Death: When victims are unaware a Bulette can gain surprise by burrowing beneath the ground and traveling thru the dirt, similarly to how a shark travels nears the waters surface. If characters make an ST 14 (PER) roll they will notice the Bulette's dorsal fin. Leaping Death: The Bulette (Boo-lay) will quickly burrow and then leap from beneath the ground making a single attack with all 4 claws, this attack can strike one target doing Dmg of 48 in a single attack unless the PC makes an ST 15 (DEX) roll for half damagee (24). Treasure note- There is a 1 in 6 chance the Bulette's last victim is undigested in it's stomach and that the victim has some treasure or jewelry on it's body.
Bulette
Carnivorous
Initiative
15
Health
65
No. of Attacks
3 (2 claws & bite)
Attk
13
Dmg
12 (claw), 20 (bite)
Defense
12
AP
6
Perception
16
Size
L
Move
15
HD
7
Special:
Creeping Death
Crit:
Leaping Death
Treasure:
usually none (see notes)
Giraffe
Leaping Death: A Bulette (Boo-lay) can leap from beneath the ground making a single attack with all 4 claws, this attack can strike one target and has an Attk of 13 and a Dmg of 48 in a single attack.
138
Carnivorous Giraffe Initiative
13
Health
70
No. of Attacks
1 (bite)
Attk
13
Dmg
15
Defense
10
AP
1
Perception
12
Size
L
Move
16
HD
6
Special:
Hide, Track
Crit:
Tenderize
Treasure:
none
Cavedevil
Cavedevil Hide: A Carnivorous Gira! e looks like a normal gira! e from almost any distance beyond 10 yards. Any character attempting to find out it's true nature must make a ST 16 (PER) roll to notice it's not "quite right". Carnivorous Gira! e often hide in plain sight pretending to eat leaves from trees until characters get close enough for it to charge and attack (within 32 yards).
Track: Once a Carnivorous Gira! e gets a character’s scent it is di"cult to avoid. If PC's flee the monster will give chase. PCs make any chase rolls at Disadvantage when fleeing a Carnivorous Gira! e.
Tenderize: The beast knocks the character down and begins to stomp on them. The PC must make an ST 13 (STA) roll. Unsuccessful rolls take 30 damage from this meat tenderizing, successful rolls take half that damage (15).
139
Initiative
11
Health
40
No. of Attacks
3 (tentacles)
Attk
10
Dmg
8
Defense
11
AP
2
Perception
14
Size
M
Move
13
HD
3
Special:
Poison Whips
Crit:
Massive Bite
Treasure:
None
These 4-5 foot long subterranean predators attempt to whip and flay their prey to death before consuming them. Cavedevil's will often hunt in small packs. Poison Whips: When characters are hit by a Cavedevil's tentacles they must make a ST 10 (STA) roll. Failing this roll the character will make all rolls at Disadvantage until the end of the encounter or until Cured (DN 10). Massive Bite: The Cavedevil uses it's tentacles to pull the character close enough to clamp it's smaller heads onto the arms or limbs of the PC and then deliver a massive bite attack to the characters head or abdomen doing 20 Damage.
These 10 ft long, semi-intelligent, air breathing creatures often lay in wait for prey. They will attempt to consume almost any creature made of flesh and blood. Movement: A Cavern Octopus can move freely along walls, floors, and ceilings. They can also squeeze under or thru any space of 12 inches or more.
Cavern Octopus Cavern Octopus Initiative
14
Health
60
No. of Attacks
2 (tentacles)
Attk
12
Dmg
8
Defense
10
AP
0
Perception
14
Size
L
Move
10 (Climb 10)
HD
6
Special:
Movement
Crit:
Tentacle Swarm
Treasure:
3d6x20gp (lair)
Tentacle Swarm: The Cavern Octopus raises up and strikes the opponent with 1d6 tentacles (each tentacle doing 8 Damage). Additionally any ally within 3 yards must make a ST 12 (DEX) check or be struck by a single flailing tentacle (8 Damage).
Centaur
140
Centaur
Chaos Beast
Initiative
12
Initiative
15
Health
30
Health
65
No. of Attacks
3 (2 hooves and weapon)
No. of Attacks
2
Attk
11
Attk
12
Dmg
7 (hoof), 13 (weapon)
Dmg
8
Defense
10 (12 with shield)
Defense
12
AP
2 to 4 (when armored)
AP
0
Perception
13
Perception
14
Size
L
Size
M
Move
14
Move
10
HD
4
HD
7
Special:
Charge
Special:
Touch Attack
Crit:
Trample
Crit:
Envelop
Treasure:
10d6 sp
Treasure:
none
Charge- In open areas Centaurs will attempt a charge. This attack, often done with a lance-like spear, has an Attk of 14 and does 25 Dmg, making a cavalry of Centaurs one of the most feared opponents on a battlefield. Trample- If a character critically fails a Defense Roll against a Centaur they are knocked to the ground and trampled beneath the Centaur's hooves. This does 20 additional points of damage and the character must use their Fast Action the next round to get to their feet.
Touch Attack: Any creature or PC hit by a Chaos Beast must make a ST 12 (STA) roll on each failed Defense Roll. Along with taking the 8 damage a failed ST causes the PC to slowly become an amorphous creature taking Disadvantage on all rolls until the end of the Encounter. This can be cured by a Cure spell or potion (DN 14) or by killing the creature. If the creature is not destroyed, or the PC cured, the character becomes a Chaos Beast at the end of the Encounter. Envelop: The PC is completely covered by the Chaos Beast and on each round they must make a ST 14 (STA) check or become a part of the Chaos Beast (this is permanent and the character is considered truly dead if this happens). If a character becomes a part of the Chaos Beast add the PC's maximum HP to the monster and increase it's size to L, along with upping it's damage to 14.
Chaos Beast
To free oneself from a Chaos Beast it must be destroyed before the character becomes a part of it. The trapped PC may make an attack on their turn each round at Disadvantage to try and cut themselves free.
141
Chimera
Choker
Chimera Initiative
16
Health
65
No. of Attacks
3 (2 Claws & Bite)
Attk
12
Dmg
20 (bite), 12 (claws)
Defense
11 (MAG Def: 12)
AP
5
Perception
16
Size
L
Move
14 (Fly: 20)
HD
9
Special:
none
Crit:
Breath Weapon
Treasure:
3d6X100 sp (self), 3d6X1000 (lair)
Choker
Breath Weapon- On any opponents critical fail of a Defense Roll, the creature has a dragon or snake head that will spit either flame or poison up to an area of 15 yards e! ecting all enemies in front of the creature. This special attack does 30 Damage and ignores all Armor Points. Characters can make a ST 15 (DEX) roll to dodge part of the blast, if successful they take only 1/2 Dmg (15).
142
Initiative
10
Health
18
No. of Attacks
1
Attk
10
Dmg
special
Defense
11
AP
1
Perception
12
Size
S
Move
10 (Climb 10)
HD
2
Special:
Choke
Crit:
Crossface Chickenwing
Treasure:
1d6+11sp and past victims goods (lair)
Choke: On a successful attack the Choker wraps it's large hands around the victims throat. This attack will do 6 points of damage per round (ignores AP) until the victim can free themselves by making a ST 11 (STR) roll.
Crossface Chickenwing: Like the Choke this attack does damage per round until the character can free themselves. This attack does 12 damage per round and requires a ST 13 (STR) roll to free themselves.
Chuul Amphibious: A Chuul is equally deadly on land or in water. They can live indefinitely on land but generally prefer underground damp lairs or swamps.
Chuul Initiative
17
Health
90
No. of Attacks
2 (claws)
Attk
13
Dmg
18
Defense
12
AP
4
Perception
15
Size
L
Move
15 (swim 10)
HD
9
Special:
Ampibious, Paralytic
Crit:
Chop
Treasure:
3d6x60gp (lair)
Paralytic: On a successful claw attack the PC must make a ST 13 (DEX) roll. Failing this roll the Chuul places the character in it's tentacled mouth. Every round trapped in the mouth the character takes 10 Damage and must make a ST 12 (STA) roll or become paralyzed until the Chuul or the PC are dead.
Chop: Along with taking double the normal Claw damage (36) the PC must make a ST 14 (DEX) roll or be chopped in half. If chopped in half the character is dead unless resurrected.
143
(STA) roll or be a! ected by fear. This fear causes Disadvantage on all rolls until the end of the Encounter.
Cloaker
Engulf: The Cloaker envelops the character with it's wings. The PC may make a ST 16 (STR) roll every round on their turn to free themselves. While trapped the character can make no other actions but struggling to free themselves. While engulfed any attack made against the Cloaker does 1/2 damage to the Cloaker itself and the other half to the victim inside. The Cloaker may only use it's tail attack while having a victim engulfed.
Hard to Spot: When lying still a Cloaker can only be spotted with a ST 18 (PER) roll.
Crowolf
Cloaker Initiative
14
Health
45
No. of Attacks
2 (tail slap & bite)
Attk
13
Dmg
12 (tail), 10 (bite)
Defense
11
AP
0
Perception
13
Size
L
Move
12 (fly, float)
HD
6
Special:
Hard to Spot, Unnerving Fear
Crit:
Engulf
Treasure:
2d6x30sp
These magically created beings often hunt at night along roadsides and trails. They are solitary, intelligent creatures and often speak the local human language.
Unnerving Fear: At the beginning of an Encounter and at every Escalation the Cloaker will emit a horrendous moan causing all PC's to make a ST 14
144
Crowolf
Crypt Goblin
Initiative
12
Health
35
No. of Attacks
3 (bite & 2 talons)
Attk
11
Dmg
10 (bite), 6 (talon)
Defense
12
AP
1
Perception
12
Size
M
Move
12
HD
4
Special:
Darkness, Howl
Crit:
Vicious Bite
Treasure:
none
This of is
species Goblin often found
in
Crypt Goblin Darkness: At the beginning of combat a Crowolf will make a 10 yard sphere of Darkness. Those with Darkvision can still see inside this sphere, all others are e! ectively blind, taking Disadvantage on all rolls that requite sight. A Mage can dispel this Darkness with a DN 12 Spellcasting roll.
Howl: At every Escalation a Crowolf will howl, those within 10 yards of the Crowolf must make a ST 10 (STA) roll. Those who fail that roll will flee from the Crowolf for 1d6 rounds.
Vicious Bite: The Crowolf's bite does double damage (20) and the PC must make a ST 11 (DEX) roll to avoid being thrown 5 yards as the Crowolf grabs and whips the victim.
Initiative
9
Health
12
No. of Attacks
1 (bite)
Attk
10
Dmg
5
Defense
9
AP
1
Perception
11
Size
S
Move
10
HD
1
Special:
Stench
Crit:
Necrobite
Treasure:
1d6+2sp
graveyards, crypts, and the like. They do eat fresh
145
Death Beetle
meat but prefer to eat rotten, putrid flesh. They are sometimes used by Necromancers to collect fresh bodies & body parts from graves. Vicious beings, they forego weapon attacks to bite victims. Stench: At the beginning of combat PCs must make a ST 9 (STA) roll or be sickened by the deathly stench of a Crypt Goblin. This DN increases by 1 for every 2 Crypt Goblins present. Those sickened take Disadvantage on all rolls. Players may make this Skill Test every round on their turn until successful. Necrobite: The decay and bacteria in a Crypt Goblins mouth infects the character. The PC must make a ST 12 (STA) roll or be infected with a rotting disease. This disease will turn to a serious fever in 1d6 hours, during this fever characters make all rolls at Disadvantage. Unless cured by a Cure spell or potion (DN 12) this disease is fatal in 1d6+1 days and there is a 50% chance (1-3 on a d6) that the dead character will rise as a Zombie at the next moonrise.
Death Beetle
Initiative
9
Health
5
No. of Attacks
1 (bite)
Attk
9
Dmg
3 (+ special)
Defense
10
AP
1
Perception
10
Size
S
Move
10
HD
1
Special:
Bite
Crit:
Flesh Burrow
Treasure:
none
These foot long, subterranean insects feed on carrion and living flesh. They will attack most anything made of flesh. Bite: The bite of a Death Beetle does little damage but for those wearing little to no armor ( AP 2 or less) these creatures are a very serious threat. Anyone taking 1 point or more of damage (after reducing for Armor) must make a ST 12 (STA) roll. Those failing that roll will begin slowly rotting away starting at the location of the bite. This rot does 6 damage per round until either Cured (DN 11) or the character is dead. Once dead the Death Beetle's will swarm the rotting pile of flesh and consume it within 1d6+4 rounds. Any character killed and consumed this way cannot be resurrected. Flesh Burrow: The Death Beetle attempts to burrow into the characters abdomen. This attack does 10 damage and the PC must make a ST 12 (STA) roll or the creature burrows into the characters stomach. It can be removed by either cutting it out (doing 20 damage to the PC). If it's not removed the character takes 8 damage per round and must make a ST (see Bite).
146
These powerful undead are the only creatures in the Havenshield RPG that can drain levels from a character.
Deathknight
Draining Touch: Once per round a Deathknight will attempt to touch one opponent, if the PC fails their Defense Roll they must immediately make a ST 14 (STA) roll. Failing that roll results in the character losing one point of STA. This STA drain can only be reversed by a Cure spell (DN 16) or by killing the Deathknight and waiting 1d6 days as the drain slowly lifts itself from the characters body. Fear: At the beginning of combat all characters must make a ST 14 (STA) check those failing it are a! ected by Fear until the end of the encounter. This fear causes PCs to take Disadvantage on all rolls until the end of the Encounter or the Deathknight is killed. Level Drain: The PC loses 1 character level. this is permanent and cannot be cured.
Deep Goblin Deathknight Initiative
18
Health
115
No. of Attacks
2 (weapon and touch)
Attk
16
Dmg
20 (weapon), see below
Defense
12
AP
6
Perception
15
Size
L
Move
12
HD
10
Special:
Draining Touch, Fear
Crit:
Level Drain
Treasure:
none
147
Deep Goblin
Demonia
Initiative
10
Health
18
No. of Attacks
1 (stone weapon)
Attk
10
Dmg
8
Defense
9
AP
2
Perception
10
Size
S
Move
8
HD
2
Special:
Stonemeld
Crit:
Vicious Attack
Treasure:
2d6gp in small gems
Demonia
These deep, subterranean Goblin relatives live o! of raiding and enslaving weaker beings in the depths of the world. They are more muscular and slightly taller than their above ground relatives but just as vicious.
Stonemeld: A Deep Goblin can use it's turn in any round to meld with any nearby rock or stone, including walls and floors. While in this form a Deep Goblin cannot be harmed. It may use it's next turn to become whole again and attack or it may choose to remain where it is. While melded into stone a Deep Goblin cannot move or make any physical action.
Vicious Attack: The attack does double the normal damage (16) and if an ally of the PC who critically failed their Defense Roll is within 5 yards of the Deep Goblin the creature may throw its weapon at them immediately as a 2nd attack this round.
148
Initiative
13
Health
60
No. of Attacks
3 (2 tentacles & tail)
Attk
13
Dmg
10 (tentacles), 15 (tail)
Defense
11
AP
2
Perception
15
Size
M
Move
14
HD
5
Special:
Fear, Enslave
Crit:
Hellfire
Treasure:
3d6x50gp
These lesser demons are often found among evil humanoids and the like, making pacts with the most powerful among them. Demonia can shapeshift at will into any humanoid form.
Destrachan
Fear: At the beginning of an encounter any creature or character of 5 HD or less must make a ST 12 (STA) roll or be overcome with fear. This fear causes Disadvantage on all rolls until the end of the Encounter or the Demonia's death. Enslave: At every Escalation a Demonia will attempt to mentally control the most physically powerful creature on the opposing side. This creature or PC must make a ST 11 (STA) roll or be considered under the Demonia's control until either the enslaved or the Demonia is killed. Hellfire: After being hit by whatever attack (tail or tentacles) the Demonia stares into the eyes of the character. This stare causes visions of hellfire to drive the character mad unless they make a ST 12 (KNO) roll to push it from their mind. This madness causes Disadvantage on all rolls until Cured (DN 13).
Destrachan
Initiative
16
Health
60
No. of Attacks
2 (claws)
Attk
11
Dmg
12
Defense
11
AP
2
Perception
17
Size
L
Move
14
HD
8
Special:
Immunities, Harmonic
Crit:
Sonic Blast
Treasure:
none
These dungeon dwelling beasts have no eyes, using their ears and echolocation to 'see'.
Immunities: Because Destrachan have no eyes they are immune to any sight based attacks or illusions.
Harmonic: At the beginning of an Encounter and every Escalation afterward a Destrachan will bellow an ultrasonic blast that e! ects a 10 yard radius or 30 yard cone. Anyone in this blast radius must make a ST 11 (DEX) roll. Those failing take a full 20 damage, those who make the save take 1/2 damage (10).
Sonic Blast: After dealing claw damage the Destrachan pinpoints a Sonic Blast on the character. If the character makes a successful ST 13 (DEX) roll they dodge most of the blast and take only 20 damage. Those who fail are immediately dropped to 0 HP and are Out of Action.
149
Rend: If a Dire Ape strikes one opponent successfully with both fists (claw attacks) the character must make a ST 12 (DEX) check to avoid being picked up and bent, causing an additional 15 damage.
Dire Ape
Break & Throw: The Dire Ape picks up the character and throws them up to 15 yards away unless they make a successful ST 15 (DEX) roll. Being thrown causes 15 Damage. Whether successful or not the Dire Ape breaks on of the chracters arms (no two handed weapons, only one weapon or shield). This can be Cured with a Cure spell or potion (DN 12).
Dire Boar
Dire Boar
Dire Ape
Initiative
15
Health
60
No. of Attacks
1 (gore)
Initiative
13
Attk
12
Health
35
Dmg
20
No. of Attacks
3 (2 claws & bite)
Defense
10
Attk
10
AP
2
Dmg
7 (claw), 9 (bite)
Perception
12
Defense
10
Size
L
AP
2
Move
12
Perception
12
HD
7
Size
L
Special:
Ferocious
Move
10 (Climb 7)
Crit:
Second Wind
HD
5
Treasure:
none
Special:
Rend
Crit:
Break and Throw
Treasure:
none
150
Doppelganger
Ferocious: On every Escalation a Dire Boar will be able to make two Gore attacks on it's next turn. Second Wind: If a character critically fails a Defense Roll against a Dire Boar, the boar will gain a second wind. This special move allows the Dire Boar to fight until it reaches -20HP until it is dead.
Doppleganger
Initiative
12
Health
22
No. of Attacks
1 (weapon or unarmed)
Attk
9
Dmg
8 (weapon), 4 (unarmed)
Defense
9
AP
1
Perception
10
Size
M
Move
12
HD
4
Special:
Change Shape
Crit:
Replace
Treasure:
3d6x5gp
Change Shape: A Doppelganger can change into any man sized or smaller humanoid creature. In this form it is indistinguishable from the person it cloned itself from.
Replace: The Doppelganger uses it's attack to meld into the body of the target. On the next round the target will split into two perfect copies of each other. the player will continue playing his character as normal, even though there is a 50% chance they are actually a Doppelganger and in 5d6 days will turn on the other players and try to murder them in their sleep.
151
This listing is for a standard fully adult dragon. You can use this as a base for creating younger or older members of the species.
Dragon
Breath Weapon: On the dragons next turn after each Escalation the creature will use it's breath weapon. This special attack does 60 Damage and ignores all Armor Points (ST 17 (DEX) for 1/2 Dmg).
Magic Use: Some Dragon's can cast spells as a Mage of a caster level equal to their HD.
Toast: The dragon focuses its breath weapon on the single critically failing PC, this character must immediately make a ST 17 (STA) roll or be burnt to ash. The character can be resurrected if the PCs can spend 1d6 rounds after the combat gathering the ash. On a successful roll the PC takes full breath weapon damage (60) instead.
Dretch Dragon Initiative
18
Health
120
No. of Attacks
3 (2 claws and bite)
Attk
14
Dmg
20 (Bite), 12 (Claws)
Defense
14 (MAG Def: 16)
AP
8
Perception
18
Size
G
Move
20 (Fly 32)
HD
10
Special:
Breath Weapon, Magic Use
Crit:
Toast
Treasure:
A treasure trove for the ages can be found in a Dragon's Lair.
152
Dretch
Ecal Lun
Initiative
9
Health
8
No. of Attacks
1 (bite or claw)
Attk
8
Dmg
6
Defense
9
AP
0
Perception
10
Size
S
Move
8
HD
1
Special:
Stench
Crit:
Gas Cloud
Treasure:
none
Ecal Lun
Stench: Any character within 5 yards of a Dretch must make a ST 8 (STA) check or su! er Disadvantage on Attack and Defense Rolls caused by these little demon's smell. PCs can make this check at the beginning of every round.
Gas Cloud: A 5 yard radius of disgusting green gas extends out from the Dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for the remainder of the Encounter unless a strong wind disperses it. Anyone in this cloud takes Disadvantage on all Attack & Defense Rolls.
Initiative
11
Health
30
No. of Attacks
3 (2 claws & weapon)
Attk
12
Dmg
8 (claw), 12 (weapon)
Defense
10
AP
4
Perception
13
Size
L
Move
15 (Climb 10)
HD
3
Special:
Climb, Sting
Crit:
Death Pinch
Treasure:
2d6x10gp
These part crab, part scorpion men inhabit the depths of the earth near underground lakes and
153
oceans. They speak their own chirping type language. Though general not friendly, they are not evil either, preferring to be left alone as they build giant underground cities.
Electric Wasp
Climb: An Ecal Lun may move freely up and down walls and upside down on ceilings. Sting: At every Escalation an Ecal Lun will attempt to sting whatever creature it considers the most powerful. This special Attack has an Attk of 13 and does 6 Damage. In addition those stung must make a ST roll or be considered poisoned. This poison causes Disadvantage on all rolls until either Cured (DN 12) or until 1d6 hours pass. Death Pinch: Along with normal damage the character must make a ST 12 (DEX) roll or the Ecal Lun will hold the character in it's pinchers doing 10 damage per round until either the character frees itself, ST 13 (STR) roll, or the Ecal Lun dies.
Electric wasp
Initiative
9
Health
4
No. of Attacks
1
Attk
10
Dmg
1 & Special
Defense
11
AP
0
Perception
10
Size
S
Move
15 (fly)
HD
1
Special:
Electric Sting
Crit:
Eye Sting
Treasure:
none
Electric Wasps are subterranean, sometimes reaching a length of almost 6 inches. They can be solitary creatures or occasionally band together in small hives of 5-10. Their abdomen is always lit up and they give o! light to a radius of 5 yards.
Electric Sting: When stung by an Electric Wasp those who are wearing no armor, or an armor made of metal, must make a ST 9 (STA) roll or su! er from an electric jolt. This jolt does 4 points of damage (ignores AP). If a character is stung by more than one Electric Wasp in a round they must make an additional ST 14 (STA) roll to avoid being knocked unconscious for 1d6 rounds.
Eye Sting: Those who critically fail a Defense Roll against an Electric Wasp must make a ST 14 (DEX) check or get stung in the eye. This eye sting causes 5 Damage (ignores AP) and renders the eye useless. This is permanent unless Cured (DN 13).
154
Elemental Elemental Attacks: These work the same as the spells Elemental Blast and Elemental Storm. Both have Attk of 12 and do 12 (single target) and 7 (area e! ect) Dmg respectively.
Elemental, Lesser Initiative
11
Health
25
No. of Attacks
1
Attk
10
Dmg
10
Defense
9 (MAG Def: 10)
Initiative
16
AP
2
Health
60
Perception
12
No. of Attacks
1
Size
L
Attk
13
Move
12
Dmg
25
HD
3
Defense
12 (MAG Def: 13)
Special:
Elemental Attacks
AP
5
Crit:
Massive Attack
Perception
15
Treasure:
usually none
Size
H
Move
18
HD
8
Special:
Elemental Attacks
Crit:
Elemental Rage
Treasure:
usually none
Massive Attack: This attack does double the normal damage (20).
Elemental, Greater
Elemental Attacks: These work the same as the spells Elemental Blast and Elemental Storm. Both have Attk of 15 and do 30 (single target) and 15 (area e! ect) Dmg respectively.
Elemental Rage: A storm of projectiles engulfs the critically failing character doing 40 damage. The PC can make a ST 15 (DEX) roll for 1/2 damage (20).
155
These slightly larger than man-size, evil, two headed, magical beasts patrol darker areas of the forests looking for victims. When an Enttin kills a foe they drain it of blood and body fluids and plant their 'roots' in it to feed.
Enttin
Slam: If an Enttin successfully attacks one foe with both of it's claw attacks the character must make an ST 12 (DEX) roll to avoid being picked up and slammed to the ground. This slam causes 20 additional damage. Summon: An Enttin can telepathically summon another of it's kind when a character critically fails a Defense Roll against it. This summoned second Enttin will arrive in 1d6 rounds.
Ethereal Marauder
Enttin Initiative
13
Health
25 (per head)
No. of Attacks
2 (claws)
Attk
10
Dmg
12
Defense
10
AP
2
Perception
18
Size
M
Move
9
HD
5
Special:
Slam
Crit:
Summon
Treasure:
2d6x25gp (lair)
156
Ethereal Marauder Initiative
10
Health
15
No. of Attacks
1 (bite)
Attk
11
Dmg
13
Defense
11
AP
2
Perception
16
Size
M
Move
18
HD
2
Special:
Shift
Crit:
Consume
Treasure:
none
Ettercap
Ettercap
Shift: An Ethereal Marauder can shift in and out of the known world as a free action. This shift is often used to surprise opponents (causing Disadvantage on their attack rolls) or to avoid taking damage after successfully making a bite attack.
Consume: The Ethereal Marauder gets an entire limb in it's mouth. This attack does double the normal bite damage (22 Damage). If 22 is more than 1/4 of a characters maximum HP total the limb is considered consumed and eaten. This can be reversed with a DN 15 Cure spell or potion.
157
Initiative
13
Health
32
No. of Attacks
1 (Bite)
Attk
12
Dmg
6 (+Poison)
Defense
11
AP
2
Perception
13
Size
M
Move
10
HD
5
Special:
Poison, Web
Crit:
Choking Web
Treasure:
5d6sp (self), 5d6x100 sp (lair)
Ettin
Poison: When bit by an Ettercap PC's must make a successful ST 12 (STA) roll or begin losing 1 point of DEX per round. This DEX loss is Temporary and can be cured with a Cure spell (DN 12) or by resting for 1d6x10 minutes. This DEX loss cannot make any characters DEX lower than -1. Once a character reaches the round after -1 they are e! ectively paralyzed until cured, rested, or eaten. Web: At every Escalation an Ettercap will create a thick spider-like web in a radius of 10 yards. Anyone caught inside this area must make an ST 12 (STR) roll to free themselves. If trapped in the webbing characters move at 1/2 their normal rate and do all Skill Tests, Attack Rolls & Defense Rolls at Disadvantage until freed. PC's make this Skill Test every round until freeing themselves from the webbing. Choking Web: The PC is engulfed in webbing and begins taking 10 damage per round until freed. Freeing the character requires either the PC to make an ST 18 (STR) check or by the other PCs doing 50hp worth of damage to the webbing. While engulfed in webbing the character may not move and because of the choking will make any mental rolls at Disadvantage (including spell casting).
Initiative
15
Health
45
No. of Attacks
2 (1 weapon each hand)
Attk
12
Dmg
20 (strong hand), 15 (weak hand)
Defense
11
AP
2
Perception
14 (or 20- see Special)
Size
L
Move
12
HD
7
Special:
Hard to surprise
Crit:
Crush
Treasure:
4d6x10sp (self), 4d6x10gp (lair)
Hard to Surprise: Ettins often sleep in shifts, with each head taking it's turn resting. An Ettin's e! ective Perception when characters try to surprise it is 20.
Ettin
Crush: When a character critically fails it's Defense Roll against an Ettin the creature slams it's two weapons together, crushing the character in between them. This does 30 Dmg and the character must make a successful ST 13 (STA) roll or su ! er a crippling injury. This injury causes the character to lose 2 points each in STR, STA, and DEX and 1 point of SOC. It can be cured with a Cure spell or potion (DN 16).
158
Eye Lord
These 10 ft spherical magical beasts are ultra intelligent and speak most known languages. Eye Attack: As a special move every round an Eye Lord can make an Attack with one of it's 4 eye stalks. Each of these attacks requires a Skill Test roll to avoid. Eye One- Magic Blast, 10 yards range, Damage 20, ST 13 (DEX) for half damage. Eye TwoEnslave- Enslaves creature for the entire Encounter, ST 12 (STA) to avoid enslavement. Eye Three- slow ray, 20 yard cone, make ST 13 (DEX) to avoid being slowed (cut move in half and DEX reduced by 2 until end of Encounter), Eye Four- Exploding blast, centered anywhere within 20 yards and has a 10 yard radius, all inside take 16 damage, ST 12 (DEX) for 1/2 (8). Eye Blast: Laser like blast from the central eye, character is disintegrated unless they make a ST 18 (STA) roll. Disintegrated characters are not able to be resurrected.
Faceless
Eye Lord Initiative
16
Health
80
No. of Attacks
3 (2 Tentacles and Eye Attack)
Attk
13 (Tentacles) and Special
Dmg
14 (tentacle)
Defense
12
AP
2
Perception
20
Size
L
Move
Fly 16
HD
8
Special:
Eye Attack
Crit:
Eye Blast
Treasure:
3d6x100gp (lair)
159
Faceless
Forest Fey
Initiative
11
Health
25
No. of Attacks
2 (weapons)
Attk
10
Dmg
6
Defense
9
AP
2
Perception
14
Size
S
Move
9
HD
3
Special:
Nightmare Walk
Crit:
Behead
Treasure:
none
Forest Fey
These child size, demonic creatures seem to be drawn to the homes of children who su! er from night terrors. They often slaughter the children's family in the night, leaving the child unharmed.
Nightmare Walk: The shambling, twitchy, otherworldly gait of a Faceless requires all characters to make a ST 9 (STA) roll at the beginning of any encounter to avoid fear. This fear causes Disadvantage on all rolls until the Faceless is dead or no longer in the characters presence.
Behead: Trapping the characters head in between their scythes, the character must make a ST 12 (DEX) roll to avoid losing their head. If they fail their ST roll they are truly dead and cannot be revived, but can be resurrected.
160
Initiative
10
Health
20
No. of Attacks
special
Attk
-
Dmg
-
Defense
13
AP
0
Perception
15
Size
S
Move
10
HD
2
Special:
Forest Lords, Charm
Crit:
none
Treasure:
none
Fungus
Forest Fey are masters of the woodlands, they guard sacred groves and protect the old forests of the world. They are non-violent but in extreme cases will use their Charm ability to gain warriors to fight o! evils. Forest Lords: While in their forest environment Forest Fey may do any of the following at will: become invisible, teleport to any location in the forest, change shape to any natural animal or creature of S or M size, speak any language it hears or knows, change the weather, and cause darkness or light. Charm: At any time a Forest Fey may attempt to Charm any semi-intelligent or greater person or creature. For PCs they may make a ST 14 (STA) roll to avoid this charm (if successful they cannot be charmed by this fey). A charmed creature will do whatever it can to follow any commands or suggestions made made by the Forest Fey.
Fungus
Initiative
Not Applicable
Health
10
No. of Attacks
Spore Cloud
Attk
-
Dmg
-
Defense
6 (stationary)
AP
0
Perception
10
Size
S
Move
none
HD
1
Special:
Spore Cloud
Crit:
Spore Choke
Treasure:
none
These 3 to 4 foot tall subterranean, mushroom like fungi release spores in the air when any creature gets with 5 yards of them. These spores cause a! ected creatures to fall into a deep sleep. This sleep can last until death at which time a Fungus will slowly 'feed' on the decaying body and a new Fungus will grow where the dead used to lay. Spore Cloud: Any PC that doesn't try to sneak by a Fungus will trigger it to release a cloud of spores., additionally every time a Fungus is hit by a melee or ranged weapon it releases a cloud of spores. This cloud is 10 yards in radius and all within it must make a ST 11 (STA) roll or they will immediately lay down and fall asleep. This sleep lasts for 24 hours at which time a PC can make an additional ST 11 (STA) roll to awaken. If this roll fails the character is considered lost. A sleeping character may be moved by other players, this will not cause the character to wake up until the 24 hours is over but it will keep the character from making any additional ST rolls. Spore Choke: The Fungus will emit a stream of spores into the characters lungs. The character must make a ST 13 (STA) check or the spores will infect the person and they will slowly become a Fungus or the next 1d6 days. This can be Cured (DN 14).
161
Ghost
Fright Night- When a Ghost is first encountered players must make a ST 13 (PER) check. Failing this results in the character being unable to make an action for 1d6 rounds as they are frozen in fear. A Cure spell can negate this e! ect (DN 14). Immunity- Ghosts are immune to non-magical weapons, spell attacks, and a Cleric, Paladin, or Priests ability to Rebuke undead. Possession- If a character critically fails a Defense Roll against a Ghost the spectre will possess the characters body and begin attacking the other members of the group or any allies. The player may make a ST 15 (STA), to remove the Ghost by physical willpower or a ST 14 (PER), to remove the Ghost by mental willpower. They can try this each round on their normal turn to try to force the ghost from their body. While possessed the character becomes an NPC in the GMs control.
Gialandrig
Ghost Initiative
17
Health
85
No. of Attacks Attk
10 (cold touch)
Dmg
15 (ignores Armor)
Defense
13
AP
0
Perception
16
Size
M
Move
15 (Flight)
HD
9
Special:
Fright Night, Immunity Possession
Treasure:
4d6x100gp (Lair)
162
Gialandrig
Giant Tortoise
Initiative
14
Health
75
No. of Attacks
2 (kicks)
Attk
12
Dmg
15
Defense
11
AP
0
Perception
15
Size
M
Move
15
HD
6
Special:
Forest Home, Summon
Crit:
Massive Kick
Treasure:
2d6x50gp (gems)
Gialandrig are a fey race, often guarding the edges of a forest near civilized areas. They try to scare away farmers and lumberjacks from encroaching into their homelands. A Gialandrig is indistinguishable from a Sylvan Elf from almost any distance, as long as they leave their flowing gowns down. They will often approach solitary farmers, or those they believe have come to damage trees on the edges of the wood, as a damsel in distress and when the time is right they will show their true nature and try to scare the folk away from doing any damage to the trees on the forests edge. Forest Home: When in the forest a Gialandrig can change shape into that of any animal, they can also never be lost and can track any creature at Advantage.
Giant Tortoise
Summon: A Gialandrig can summon any number of natural forest animals at will. They will arrive within 1d6 minutes. Massive Kick: A Massive Kick does double the normal damage (30).
Initiative
18
Health
180
No. of Attacks
1 (see Stomp)
Attk
15
Dmg
15
Defense
9
AP
6
Perception
10
Size
G
Move
12
HD
10
Special:
Stomp, Bite
Crit:
Swallow Whole
Treasure:
163
none
Giant Tortoise's Tortoise's often hibernate for centuries before becoming active again. Once active they will attempt to eat most anything but do prefer to eat cattle, horses and the like. Usually they are active for only 7-12 months before finding a place to burrow in the ground and resume hibernating.
Girallon
Stomp: A Stomp: A Giant Tortoise can stomp once per round on any number of creatures that are within a 15 yards radius of each other. other. Bite: At Bite: At every escalation a Giant Tortoise Tortoise will attempt to bite the largest creature or foe nearby. nearby. This attack has an Attk of 12 and does 25 damage. Swallow Whole: The Whole: The critically failing PC is swallowed whole by the Giant Tortoise. Tortoise. On this round and every round after the character must make a ST 15 ST 15 (ST (STA A) roll, failure indicates the character takes 20 damage that round, success means the character only takes 1/2 that damage (10). While inside the Goant Tortoise the character may make an attack every round on their turn and if they reach 40 HP total in damage they have cut themselves free (this 40 damage is independent of the Giant Tortoise's Tortoise's normal HP's.
Initiative
16
Health
85
No. of Attacks
5 (4 fists and bite)
Attk
11
Dmg
8 (fist), 12 (bite)
Defense
11
AP
2
Perception
13
Size
L
Move
12 (Climb 12)
HD
8
Special:
Rend
Crit:
Grab & Run
Treasure:
none
An adult Girallon stands between 8 and 9 feet tall. They are semi-intelligent but cannot speak. They hunt in temperate forests preferring large game like elk and deer, but have a fondness for 'snacks' (Halflings and Gnomes).
Girallon
Rend: If Rend: If a Girallon hits an opponent with any two fist attacks in a single round the character must make a ST 13 ST 13 (STR (STR)) roll or the Girallon will lift and pull the characters limbs apart, breaking one of them, causing Disadvantage on all a ll Attack and Defense Rolls until healed by either a Cure (DN 12) or 1d6 months of wearing a cast or sling.
Grab & Run: The Run: The Girallon grabs the character and runs away with them in their arms. The character can make an ST 16 ST 16 (STR (STR)) roll each round to try and free themselves. Other characters may give Chase (p. 41).
164
Glabrezu
These 20 foot tall hulking behemoths try to use their persuasive powers to tempt characters into demonic pacts.
Demons Gift: A Gift: A Glabrezu can grant any sentient creature or person their wish, as long as the person agrees to the terms of the demons d emons pact.
Behead: Any Behead: Any creature of L size or smaller that critically fails a Defense Roll against a Glabrezu is immediately killed by being beheaded by a pincer.
Glug
Glabrezu Initiative
19
Health
210
No. of Attacks
5 (2 pincers, 2 claws and bite)
Attk
16
Dmg
30 (pincer), 15 (claw), 25 (bite)
Defense
13
AP
4
Perception
18
Size
H
Move
15
HD
10+
Special:
Demons Gift
Crit:
Behead
Treasure:
3d6x1000gp in gems, magical items, and treasures
165
Glug
Gnoll
Initiative
10
Health
20
No. of Attacks
1 (bite)
Attk
9
Dmg
12
Defense
9
AP
1
Perception
9
Size
M
Move
8
HD
2
Special:
Immunity, Digest
Crit:
Massive Bite
Treasure:
A Glug will often have undigested treasures in it's stomach
Gnoll
A Glug is a 5-6 foot tall bipedal, subterranean monster. monster. Glug's are blind, using u sing a sense similar to echolocation to 'see'. Glug's are often used by intelligent, subterranean races to 'clean' out dungeons & caverns because they will literally eat anything, from a chair to oozes, swords to corpses.
Immunity: Glug's are immune to any spell that requires sight, such as illusions.
Digest: A Digest: A Glug can digest anything it eats. Feel free to use a Glug to free a character from some treasure, or a weapon, or maybe an arm.
Massive Bite: A Bite: A massive bite does 24 Damage and the character must make a ST 13 (DEX (DEX)) roll. If they fail this roll the Player must choose what weapon, armor, armor, or treasure they lose to the Glug's bite.
166
Initiative
10
Health
18
No. of Attacks
1 (weapon)
Attk
10
Dmg
8 (weapon)
Defense
10
AP
2
Perception
10
Size
M
Move
10
HD
2
Special:
none
Crit:
Ferocious Attack
Treasure:
2d6sp
Ferocious Attack: When a player critically fails a Defense Roll against an attacking Gnoll, the Gnoll will not only hit the character with w ith their weapon (for 8 damage) but will also bite into the throat of the player. player. This bite does an additional 4 points of damage and causes the player to immediately make a ST 12 ST 12 (ST (STA A) roll. If the players roll meets or exceeds the 12 di"culty no further damage is done. If they fail the ST the character will continue to bleed out 4 points of Damage per round (this 4 points ignores Armor Points) until the character is healed or Out Of Action.
Goblin
Pack Attack- When Attack- When Goblins are attacking with two to one or greater odds their Attk increases to 10. And when they outnumber opponents more than 3 to 1 their Attk increases to 12.
Goblin Initiative
9
Health
10
No. of Attacks
1
Attk
8
Dmg
5
Defense
8 (MAG Def: 7)
AP
2
Perception
11
Size
S
Move
12
HD
1
Special:
Pack Attack
Crit:
Massive Attack
Treasure:
1d6sp
Massive Attack: This Attack: This attack does double the damage (10).
Goblindog
167
Golem
Goblindog Initiative
10
Health
18
No. of Attacks
1
Attk
10
Dmg
8
Defense
10
AP
0
Perception
12
Size
M
Move
16
HD
2
Special:
Fleas
Crit:
Massive Bite
Treasure:
none
Golem
Goblindogs are close cousins of regular domesticated dogs, but having been bred for centuries by Goblins to use as mounts they look quite di! erent.
Fleas: Any character that makes a melee attack or gets within 2 yards of a Goblindog must make a ST 9 (STA) roll or be irritated by fleas. These fleas will cause Disadvantage on any physical rolls until the character can wash themselves o! .
Massive Bite: Does 16 damage.
168
Initiative
16
Health
80
No. of Attacks
2 (fists)
Attk
11
Dmg
20 (per fist)
Defense
8 (MAG Def: 10)
AP
4 (Natural )
Perception
13
Size
L
Move
10
HD
9
Special:
Slam
Crit:
Crush
Treasure:
7d6x10 sp (self) 7d6x100 gp in gems, jewelry and coins (lair)
Slam- If both fists strike the same target the creature will grab the opponent and toss him into a wall, ceiling, or into the distance of 10+1d6 Yards in a random direction. This also causes 20 Dmg (DN 13 ST (DEX) for 1/2 Dmg). Crush- If a players critically fails a Defense Roll against a Golem the creature will pick the character up by his head or helmet and crush his skull for 15 Dmg. The character must also make a ST 14 (STA) test. If the ST is successful (at or above the Di"culty Number) the character only takes the 15 Dmg and the Golem drops them. If unsuccessful (rolling under the Di"culty Number) the player loses 2 points each from their KNO, PER, and SOC. This can be cured by a Cure spell or potion (DN 14).
Gorgon
Trample: At the beginning of an Encounter the Gorgon will attempt to trample the largest opponent. This special attack has an Attk of 14 and if successful does 20 Damage.
Gorgon Initiative
17
Health
95
No. of Attacks
3 (2 Hooves and Gore)
Attk
13
Dmg
10 (hoof), 20 (Gore)
Defense
13
AP
5
Perception
14
Size
L
Move
13
HD
9
Special:
Trample, Petrifying Breath
Crit:
Knock Prone
Treasure:
none
Petrifying Breath: At every Escalation a Gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a ST 12 (STA) roll. On a failed roll, a target begins to turn to stone and is restrained. The restrained target must repeat the ST at the end of its next turn. On a success, the e! ect ends on the target. On a failure, the target is petrified. Only a Miracle can restore a petrified character to life.
Knock Prone: The character is knocked on their back by the Gorgon's attack, doing 25 damage and the PC must immediately make a ST (see above Petrifying Breath) as the Gorgon releases its's petrification gas into the characters face and lungs.
169
Camouflage: A Grick can blend into it's surroundings. When a Grick is camouflaged it takes a ST 17 (PER) roll to see it's location.
Grick
Hit & Bite: When a character is hit by a Grick they must make a second Defense Roll against the Grick's bite, this bite also has an Attk of 11 but only does 6 damage.
Tentacle Swarm: The Grick his the character with 1d3+1 of it's tentacles for 10 Damage each, and then Bites with it's beak (see Bite).
Grim
Grick Initiative
13
Health
35
No. of Attacks
2 (Tentacles)+Special
Attk
11
Dmg
10
Defense
10
AP
2
Perception
12
Size
M
Move
10 (Climb 10)
HD
3
Special:
Camouflage, Hit & Bite
Crit:
Tentacle Swarm
Treasure:
2d6x50 gp (lair)
170
Grim
Harpy
Initiative
15
Health
76
No. of Attacks
1 (weapon)
Attk
16
Dmg
24
Defense
15
AP
1
Perception
18
Size
L
Move
10
HD
7
Special:
Judge, Jury
Crit:
Executioner
Treasure:
none
Harpy A Grim is a 9 foot tall, skeletal, robed being from another plane. Grim's are used by deities and demons to come to the world and judge a specific person or being on their guilt or innocence in a particular matter. Grim's do not shy away from combat when provoked. Judge: A Grim can judge a persons guilt or innocence in any matter as long as they are within 10 yards of them for longer than one minute. Only a Miracle can stop this power. Jury: If provoked into combat a Grim will summon another of it's kind at every Escalation. This Grim appears instantaneously. Executioner: The character is beheaded. If the Grim is victorious in the combat or the characters allies flee the Encounter, the Grim takes the body with it to another plane. This character cannot be resurrected.
171
Initiative
12
Health
30
No. of Attacks
3 (2 claws, weapon)
Attk
10
Dmg
12 (club), 6 (claws)
Defense
9 (MAG Def: 10)
AP
2 (natural)
Perception
12
Size
M
Move
8 (Fly: 14)
HD
4
Special:
Screech
Crit:
Screech Blast
Treasure:
1d6x10 sp (self) d6X100 sp in gems, jewelry and coins (lair)
Screech: Every time the Escalation increases a Harpy will cry out in a deafening blast of high pitched sound e! ecting everyone in a range of 15 yards. This vocal attack causes a paralyzing fear for those who fail a ST 12 (STA) causing them to lose their next turn. Screech Blast: The Harpy emits a screech directly into the face of the critically failing PC. The PC is deafened, this is permanent unless Cured by spell or potion (DN 16). In addition the character is considered frightened for the remainder of the encounter, making all rolls at Disadvantage. roll or be poisoned until the start of its next turn. On a successful roll the creature is immune to the Hezrou's stench for 24 hours. This poison causes Disadvantage on all rolls.
Hezrou
Crushing Blow: This special attack causes double the normal damage (25 or 30) and the character must make a ST 14 (STA) roll or be knocked to the ground. This crushing blow causes Disadvantage on all rolls for the remainder of the Encounter as the character finds themselves unable to 'get their breath back'.
Hezrou Initiative
16
Health
100
No. of Attacks
3 (2 claws & bite)
Attk
13
Dmg
12 (claw), 15 (bite)
Defense
12
AP
4
Perception
15
Size
L
Move
10
HD
8
Special:
Magic Resistance, Stench
Crit:
Crushing Blow
Treasure:
none
Hobgoblin
Magic Resistance: Any spell cast at a Hezrou is done so at Disadvantage. Stench: Any creature that starts its turn within 3 fyds. of the Hezrou must succeed on a ST 12 (STA)
172
Hobgoblin
Homunculous
Initiative
9
Initiative
8
Health
15
Health
5
No. of Attack
1 (weapon or unarmed)
No. of Attacks
1 (bite)
Attk
9
Attk
10
Dmg
8 (w/ weapon), 5 (unarmed)
Dmg
4
Defense
11
Defense
8
0
3
AP
AP
18
10
Perception
Perception
Size
S
Move
6 (Fly 12)
HD
1/2
Special:
Bond, Immunity, Poison
Crit:
Massive Poison
Treasure:
none
Size
M
Move
12
HD
1
Special:
Soldier
Crit:
Massive Attack
Treasure:
2d6sp
Bond: The Homunculous forms a telepathic bond with it's master, being able to share what it senses with it's master as long as they are on the same plane of existence.
Soldiers: When Hobgoblins are in the presence of one of their leaders their Attk increases to 11. Massive Attack: Double the damage, Weapon (16) or Unarmed (10).
Immunity: Homunculous are immune to poisons and charm.
Homunculous
Poison: When bit by a Homunculous and taking at least 1 point of damage the character must make a ST 10 (STA) roll, on a failure the character is considered poisoned and takes Disadvantage on all rolls until the end of the Encounter or Cured (DN 10).
Massive Poison: The character must make a ST 10 (STA) roll or be immediately severely poisoned. This poison causes the character to become unconscious and does 15 points of damage. The character may be revived with a DN 14 Cure, if not the character will remain unconscious for 1d6 hours.
173
Immunity: Horned are immune to poison, fire, and any non-magical weapon that isn't coated in silver.
Horned
Hurl Flame: A Horned can Hurl Flame in place of it's normal 3 attacks, this special attack has an Attk of 15 and does 25 damage to one target.
Infernal Wound: The wound the Horned causes continues to do damage and also sickens the character, this sickness causes Disadvantage on all rolls until Cured (DN 14). For every round the character su! ers from the Infernal Wound they take 12 damage,, this can also be Cured (DN 14) or a magical healing will seal the wound.
Inevitable
Horned Initiative
17
Health
145
No. of Attacks
3 (2 claws and tail)
Attk
14
Dmg
15 (claw), 10 (tail)
Defense
12
AP
4
Perception
17
Size
L
Move
10 (Fly 18)
HD
9
Special:
Immunity, Hurl Flame
Crit:
Infernal Wound
Treasure:
3d6x100gp (gems)
174
Inevitable
Kobold
Initiative
18
Health
120
No. of Attacks
2 (fists)
Attk
12
Dmg
20
Defense
13
AP
5
Perception
20
Size
M
Move
14 (float)
HD
10
Special:
Seek Justice
Crit:
Fatal Punch
Treasure:
none
Kobold Inevitable are sent to the world to kill particular targets who have wronged deities or powerful otherworldly beings. They do not sleep and are single minded in their pursuit. An Inevitable will not hurt innocents, they are patient, and intelligent about their methods. An Inevitable will attack anyone who is forcibly defending it's target.
Seek Justice: Inevitable can sense it's targets general location as long as it is on the same plane as the hunted.
Fatal Punch: This punch immediately reduces the character to 0 HP and takes them Out of Action.
175
Initiative
8
Health
7
No. of Attacks
1 (weapon)
Attk
8
Dmg
4
Defense
8
AP
1
Perception
9
Size
S
Move
10
HD
1/2
Special:
Gnomekiller
Crit:
Massive Attack
Treasure:
1d3sp
Gnomekiller: When fighting Gnomes, or a party of adventurers that include a Gnome, Kobolds increase their Attk and Defense to 9 and their Dmg to 5.
Amphibious: A Kraken can breathe air and water and can live indefinitely either on land or underwater. Fling: A Kraken can replace any tentacle attack with a Fling as long as the target is of L size or smaller. As long as the attack is successful the target flies 3d6 yards in a random direction, if they hit a hard surface on the landing they take 2 pts of damage per yard they were thrown.
Massive Attack: This does double the normal damage (8).
Kraken
Lightning: At every Escalation a Kraken will call a lightning storm into existence. This storm e ! ects all targets within 40 yards of the Kraken. All inside must make a ST 14 (DEX) roll, failed rolls take 24 damage, successful rolls take 12 (1/2 damage). Tear in Half: The Kraken grabs the target in two tentacles and pulls it into two pieces unless the target is of H size or larger. The target of this attack gets no save and is immediately killed.
Lammasu
Kraken Initiative
19
Health
210
No. of Attacks
3 (tentacles)
Attk
16
Dmg
20
Defense
11
AP
5
Perception
13
Size
G
Move
10 (Swim 20)
HD
10+
Special:
Amphibious, Fling, Lightning
Crit:
Tear in Half
Treasure:
3d6x1500 gp in treasures (lair)
176
Lammasu
Leechrat
Initiative
15
Health
70
No. of Attacks
2 (claws)
Attk
11
Dmg
15
Defense
10
AP
3
Perception
15
Size
L
Move
10 (Fly 20)
HD
7
Special:
Spellcasting
Crit:
Massive Claw
Treasure:
2d6x100gp (lair)
Leechrat
Lammasu will always enter a combat to defend good folk or creatures against evil forces.
Spellcasting: A Lammasu can cast spells from the Heal, Holy, Illusions, Nature & Protection spell schools as a 7th level Mage. Lammasu would have a magical attack DN of 17 and do 15 single target and 10 area e! ect damage or healing (see GM's Section for more on NPC Spellcasters).
Massive Claw: A Massive Claw attack does 30 damage unless the creature hit is of an evil bent. Against evil creatures and people this attack is fatal.
177
Initiative
9
Health
7
No. of Attacks
1 (bite) +Special
Attk
8
Dmg
2 (+Special)
Defense
8
AP
0
Perception
10
Size
S
Move
8
HD
1
Special:
Blood Drain, Disease
Crit:
Attach
Treasure:
none
Leech Rats are 8-12 inch long crossbreeds of leech and rat. They often lair in sewers and subterranean environments near the lairs of larger warm blooded creatures. A Leechrat can live o! of normal foodstu ! s (insects, lizards, grains, etc) but prefer blood.
Maggot Hound
Blood Drain: On a successful attack a Leechrat always does a minimum of 1 point of damage as it finds a spot of flesh on its target to attack (Armor does not e! ect this 1 point of damage). After a successful attack the Leechrat will drain its host of 3 Health Points of blood per round (also not e ! ected by armor) until it is full (21 points of draining) or until killed. While attached to someone if it is attacked by anyone other than who it is attached to, on any miss the attacker strikes the person the Leechrat is attached to instead, doing full damage to them. Disease: At the end of any Encounter with Leechrats all who were bitten by them at least once must make a ST 11 (STA) roll. Those who fail this roll will become Diseased within the next 1d6 hours. This disease causes Disadvantage on all physical Skill Test rolls until Cured (DN 10) and is fatal if left untreated for longer than 10+1d6 days.
Initiative
10
Health
20
No. of Attacks
2 (claws)
Attk
10
Dmg
8
Defense
9
AP
2
Perception
10
Size
M
Move
12
HD
2
Special:
Stench, Maggots
Crit:
Infect
Treasure:
none
These undead are created from the corpses of dogs, coyotes, wolves and the like (for wolves add 1 to HD, AP, Def, Attk and Initiative, 10 to HP and 5 to Dmg).
Attach: The Leechrat sinks its teeth in so far that even if killed it must be cut o! the victim of this massive bite attack to be removed. Removing a Leechrat stuck in this way requires taking 10 points of damage and the PC rolls with Disadvantage on the ST for Disease (see above).
Stench: At the beginning of an Encounter all characters must make a ST 9 (STA) roll or be sickened by the Maggot Hounds smell. This sickness causes Disadvantage on Attack and Defense Rolls for the Encounter. It can be Cured (DN 9). Maggots: The large maggots that infest a Maggot Hounds face can attack a creature that has been hit by a Maggot Hounds claw attacks. For every successful hit a Maggot Hound makes the character must make a ST 9 (DEX) check. If they fail this roll 1d6 maggots will attack themselves to the PC. These maggots do 1 damage each per round until removed (removing the maggots takes a Full Action).
Maggot Hound
Infect: The character takes double the normal damage from the attack (20) and must make a ST 12 (STA) roll, failing this roll the character has been infected by the Maggot Hound. This infection will change the character into a zombie within 1d6 hours unless they are Cured (DN 11).
178
Fire Touch: The fiery attack of a Magmin can ignite anything the character may be carrying on a successful touch attack. If the character is wearing clothes that can catch fire they must use a Fast Action to extinguish those flames or take 6 points of damage per round.
Magmin
Illuminate: A Magmin illuminates an area of 10 yards in radius centered on itself. Magmin can control this illumination and turn it o ! if need be. Death Burst: When killed a Magmin will explode. All with a 5 yards radius of the Magmin must make a ST 10 (DEX) roll. Those who fail the save take 15 damage, those who pass take 1/2 (7). Explode: A Magmin will explode after it wraps it's arms around the character. The PC must make a ST 15 (STA) roll or be killed. On a successful roll the PC takes only 15 Damage.
Mandrillus Mandrillus
Magmin Initiative
10
Health
20
No. of Attacks
1 (touch)
Attk
9
Dmg
5
Defense
9
AP
2
Perception
11
Size
S
Move
8
HD
2
Special:
Fire Touch, Illuminate, Death Burst
Crit:
Explode
Treasure:
none
179
Initiative
11
Health
35
No. of Attacks
2 (bite and tail flail)
Attk
11
Dmg
10 (bite), 12 (tail)
Defense
10
AP
0
Perception
13
Size
M
Move
14 (Climb 14)
HD
3
Special:
Howl
Crit:
Howling Death
Treasure:
none
Manticore Manticore
Mandrillus are magically created beings often used to guard treasures or kept as pets by some evil humanoids, they can move freely up walls and even across ceilings.
Howl: At the beginning of an Encounter and at every Escalation a Mandrillus will emit a sonic howl. All within a 20 yd radius of the Mandrillus must make a ST 11 (STA) roll or be e! ected by its power. A sonic howl creates Disadvantage on all Attack & Defense Rolls until the next Escalation (when PCs can roll again) or until the Encounter is over.
Howling Death: This critical fail attack is directly aimed at the failing character as the Mandrillus knocks the PC down and emits a sonic howl directly into the characters face. The PC must make a ST 12 (STA) roll or become blind and deaf. This can be Cured (DN 11).
180
Initiative
13
Health
50
No. of Attacks
3 (2claws & bite) or 1 (throwing spikes)
Attk
11 (claws 7 bite) or 13 (throwing spikes)
Dmg
4 (claws), 8 (bite), 10 (spikes)
Defense
9
AP
3 (natural)
Perception
12
Size
L
Move
14 (Fly: 24)
HD
6
Special:
Spike Blast
Crit:
No Parachute
Treasure:
3d6X50sp (lair)
Spike Blast: On the Manticores first turn after the combats first Escalation it will release all of its spikes into a 5 yard radius, any PC within that radius myst make a Defense Roll. This Attk is 13 and on a failed Defense Roll the defender will be hit by 1d6 spikes for 10 Dmg each. After this attack the Manticore will have no further spikes and will attempt to flee before death. No Parachute: The Manticore lifts any character of size M or smaller with it’s rear claws and takes flight directly upward. After reaching a decent distance into the air the Manticore drops the character. This fall does 30 damage unless the PC makes a successful ST 16 (DEX) roll to take half (15). Magic Resistance: All magical attacks and spells cast at a Marilith are done so at Disadvantage.
Marilith
Teleport: A Marilith can teleport to any location within 40 yards, this replaces one weapon or tail attack.
Marilith Initiative
18
Health
140
No. of Attacks
7 (6 weapon/claw and tail)
Attk
15
Dmg
12 (weapon/claw), 20 (tail)
Defense
14
AP
5
Perception
17
Size
L
Move
18
HD
10
Special:
Magic Resistance, Teleport
Crit:
Death of 6 Cuts
Treasure:
3d6x1000gp in treasures
Death of 6 Cuts: The Marilith slices the opponent with all 6 of it’s weapons or claws this attack does 90 damage unless a ST 18 (DEX) roll is successful. If the roll is successful they take half damage (45).
Maug
181
Maug
Meat Golem
Initiative
10
Health
22
No. of Attacks
3 (2 claw and bite)
Attk
10
Dmg
6 (claw), 8 (bite)
Defense
11
AP
1
Perception
12
Size
S
Move
14
HD
2
Special:
Pack Attack
Crit:
Massive Attack, Blood Frenzy
Treasure:
none
Maugs are vicious animals, the size of small dogs, they have been known to attack creatures much larger than themselves especially when they have their prey outnumbered. Maug’s are carnivores and can be active day or night.
Meat Golem
Pack Attack: When Maug’s outnumber their opponents by 2 to 1 or more their Attk increases to 12. When outnumbering opponents by 3 to 1 or more their Attk increases to 13.
Massive Attack: This attack does double the normal damage. 12 for claws and 16 for bite. This also triggers a Blood Frenzy among all remaining Mau g.
Blood Frenzy: The Maug and all Maug’s in the pack are driven crazy by the smell of blood. Their Attk increases by 1 and their Damage increases to 8 (claws) and 10 (bite) until they are all either killed or their opponents are slain and eaten.
182
Initiative
13
Health
60
No. of Attacks
2 (weapons)
Attk
12
Dmg
10
Defense
10
AP
3
Perception
17
Size
M
Move
12
HD
5
Special:
Immunity, Regenerate
Crit:
Massive Attack
Treasure:
none
Immunity: Meat Golems are immune to all charms, poisons, and non-magical weapons (unless the weapons are silvered).
Minotaur Regenerate: At every Escalation a Meat Golem regenerates 10 HP, this cannot raise their HP above their maximum of 60.
Massive Attack: The Meat Golem hits with one Massive blow doing 20 damage and gaining a sudden burst of speed follows this by making two additional attacks this round against any opponents within 5 yards.
Minotaur
Initiative
14
Health
60
No. of Attacks
1 (axe)
Attk
12
Dmg
20
Defense
9
AP
4
Perception
18
Size
L
Move
16
HD
6
Special:
Expert Tracker
Crit:
Beheading
Treasure:
3d6x100gp
Expert Tracker- If characters choose to flee a Minotaur they do so at Disadvantage on all Chase Rolls.
Beheading- If a player critically fails a Defense Roll vs. a Minotaur's axe attack they must immediately make a ST 12 (DEX) or ST 12 (STA) test, players choice, or the character is dead... by beheading.
183
Rejuvenate: When a Naga is killed it rises within 1d6 days at full health. Only a Miracle can prevent this from happening.
Naga
Poison: On a successful bite the character must make a ST 16 (STA) roll. Failing results in 30 poison damage. On a successful roll they take no damage. Spellcasting: Naga cast spells as an 8th level caster, having access to 5 magic schools. Constrict and Kill: The Naga gets wrapped around the character. The PC must make a ST 18 (STR) save to free themselves. If that fails the character must make an additional roll, a ST 16 (STA) roll, if this fails the character dies from constriction. If successful the character does not die but will take 15 constricting damage per round until they either free themselves (STR ST) or the Naga is killed.
Nalfeshnee Naga Initiative
16
Health
95
No. of Attacks
1 (bite)
Attk
12
Dmg
12 + Poison
Defense
13
AP
3
Perception
18
Size
L
Move
14
HD
8
Special:
Immunity, Rejuvenate, Poison, Spellcasting
Crit:
Constrict and Kill
Treasure:
none
Immunity: Naga are immune to poisons.
184
Nalfeshnee
Night Hag
Initiative
18
Health
130
No. of Attacks
3 (2 claws & bite)
Attk
14
Dmg
15 (claw), 20 (bite)
Defense
13
AP
4
Perception
15
Size
L
Move
10 (Fly 15)
HD
10
Special:
Magic Resistance, Horror, Teleport
Crit:
Nightmare Death
Treasure:
4d6x500gp in treasures
Night Hag Magic Resistance: All spells cast at a Nalfeshnee are done so at Disadvantage.
Horror: Any character within 5 yards of a Nalfeshnee must make a ST 14 (STA) roll, if failed the PC takes Disadvantage on all rolls until either the Encounter is over or they make a successful roll (on their turn, once a round). Once successful the PC is immune to the Nalfeshnee’s horror.
Teleport: A Nalfeshnee can teleport to any location within 40 yards as a Free Action on it’s turn.
Nightmare Death: The Nalfeshnee’s horror seeps into the characters soul. The PC must make a ST 18 (STA) roll, on a failed roll the character will commit suicide on their next turn. On a successful roll the character takes Disadvantage on all rolls until the Nalfeshnee is slain as they try to deal with what they see in their mind.
185
Initiative
16
Health
75
No. of Attacks
2 (claws)
Attk
14
Dmg
15
Defense
12
AP
2
Perception
16
Size
M
Move
12
HD
8
Special:
Magic Resistance, Change Self, Haunt, Spellcasting
Crit:
Murder
Treasure:
3d6x20gp in treasures
Magic Resistance: When casting spells against a Night Hag all spellcasting rolls are done at Disadvantage.
Octospine
Change Self: A Night Hag can change it’s physical appearance as Free Action. Seeing a Night Hag for what it truly is requires a ST 20 (PER) roll. Haunt: A Night Hag can haunt a persons dreams. A ST 17 (STA) is required to avoid being haunted this way. While being Haunted the Night Hag can do physical 15 damage to the sleeping character, causing them to wake up immediately and be e! ected by Fear ( Disadvantage on all rolls) for 1d6 minutes after awakening. Spellcasting: A Night Hag may cast spells as an 8th level caster. Murder: The Night Hag does one extremely vicious claw attack causing the character to fall to 0 HP and be Out Of Action.
Initiative
13
Health
45
No. of Attacks
3 (spine whips)
Attk
12
Dmg
8
Defense
12
AP
2
Perception
16
Size
M
Move
12
HD
5
Special:
Fear, Rise
Crit:
Massive Whip
Treasure:
none
Octospine These undead are often created to guard rooms or treasures.
Fear: At the beginning of combat all opponents must make a ST 10 (STA) roll or be overcome with Fear. This fear causes Disadvantage on Attack and Defense Rolls against the Octospine until Cured (DN 10) or until the Octospine is slain.
Rise: An Octospine will Rise at full strength after 1d6 rounds if killed and it’s bones are not scattered or doused in Holy Water.
Massive Whip: The Octospine does double the normal whip damage (16) and the character must make a ST 16 (STR) check to avoid being knocked o! their feet (requiring a Fast Action on the characters next turn to return to their feet).
186
These magically created beings are often found in the company of Ratfolk, Wererats or the like.
Ogre Rat
Leap: An Ogre Rat can leap up to 15 yards as a Fast Action on it’s turn in any round, causing Disadvantage on any Defense Roll made against it’s first attack following the leap.
Leap and Crush: The Ogre Rat leaps into the air and lands on the character. The character must make a ST 14 (STA) roll or be crushed beneath the Ogre Rat’s weight causing 30 points of damage. On a successful roll they take only 15.
Ogre
Ogre Ogre Rat
Initiative
10
Initiative
14
Health
45
Health
65
No. of Attacks
1
No. of Attacks
2 (claws)
Attk
11
Attk
13
Dmg
20 (club), 8 (unarmed)
Dmg
15
Defense
7 (MAG Def: 6)
Defense
11
AP
4
AP
3
Perception
10
Perception
13
Size
L
Size
L
Move
12
Move
10
HD
4
HD
6
Special:
Angry Strength
Special:
Leap
Crit:
Massive Attack
Crit:
Leap and Crush
Treasure:
2d6x10sp
Treasure:
none
187
Ooze
Angry Strength: Every time combat Escalates an Ogre gains 10HP (& can go above the initial 45).
Initiative
11
Health
20
No. of Attacks
1
Attk
10
Dmg
8
Defense
6
AP
0
Perception
6
Size
M
Move
1
HD
3
Special:
Metal Is Dead, Immunity
Crit:
Engulf
Treasure:
none
Metal is Dead: Every time a player wearing any metal armor is hit by an Ooze (fails a Defense Roll) the AP of their armor is reduced permanently by 1 point. Magical armors are immune to this damage. Also, any player making a successful Attack Roll against an Ooze with a metal weapon will lose that weapon in 1d3 rounds as it slowly rots away from acid damage.
Massive Attack: This attack does double the normal damage (40 Club or 16 unarmed).
Ooze
Immunity: Oozes are immune to any fire and cold. And are also immune to any spells and spell-like e! ects.
Engulf: This attack does 20 Damage and will completely destroy any metal armor or weapons the PC is carrying as the Ooze surrounds the character. The PC may make a ST 14 (STR) roll every round to free themselves and may make an attack at Disadvantage each round until the ooze is killed or they free themselves.
188
This listing is for a standard, evil, savage Orc. Note that in Havenshield most Orcs will be either regular 0 level NPCs or have a Character Class and Levels.
Orc
Nocturnal Savage: Under the cover of darkness (night, underground, etc) an Orc's Attk raises to 10.
Escalate: After doing normal damage (8) the combat immediately escalates by 1 row on the Escalation table.
Owlbear
Owlbear
Orc Initiative
9
Health
12
No. of Attacks
1 (weapon)
Attk
9
Dmg
8
Defense
9
AP
2
Perception
10
Size
M
Move
10
HD
1
Special:
Nocturnal Savage
Crit:
Escalate
Treasure:
1d6sp
189
Initiative
13
Health
45
Attk
11 (2 claws)
Dmg
15 (each claw)
Defense
9
AP
3 (natural)
Perception
12
Size
L
Move
14
HD
5
Special:
Hug It Out
Crit:
Deathcrush
Treasure:
usually none, occasionally corpses nearby with an average 3d6x10sp in equipment and money
Parasitic Undead Initiative
Hug It Out: When Out: When an opponent fails two Defense Rolls against an Owlbears claw attacks the Owlbear will hold the defender and automatically bite for 15 Dmg. This will happen every round until Defender makes a ST 12 ST 12 (STR (STR)) roll or the Owlbear lets go. Deathcrush: Deathcrush: Any M sized or smaller opponent who critically fails a Defense Roll against an Owlbear must immediately make a ST 16 ST 16 (ST (STA A) roll or be taken to 0 HP and Out of Action, Action, as the Owlbear crushes the opponent with a bearhug. If the PC’s roll is successful, or they are of L size or larger, they take double the normal damage (30) instead.
Health
12 (body) 25 (parasite)
No. of Attacks
3 (2 fists and parasitic bite)
Attk
12
Dmg
6 (fist), 4 & Special (bite)
Defense
9 (body), 11 (parasite)
AP
0
Perception
12
Size
M
Move
9
HD
4
Special:
Parasitic Bite
Crit:
Infect
Treasure:
none
Parasitic Undead are technically two separate creatures (the corpse and the parasite). When the host body is killed the parasite may still move and make attacks. Parasitic Bite: When Bite: When a character is bitten by a Parasitic Undead they must make a ST 12 ST 12 (ST (STA A) roll, if they fail this roll they will be infected by a newly formed and growing parasite. This parasite will grow inside the victim over the next 1d6 week. Once fully grown the victim dies and becomes a Parasitic Undead. This can be Cured while the parasite is still incubating (DN 13). When Cured the parasite will exit the body thru the victim’s mouth and expire within 1d6 rounds.
Parasitic Undead
Infect: The Infect: The parasite enters thru the characters mouth and immediately begins turning them into a Parasitic Undead. this change takes only 1d6 rounds and during this time the character takes Disadvantage takes Disadvantage on on all rolls, including the ST 16 ST 16 (ST (STA A) roll the character must make to force the creature from it’s body. This can be Cured but only by making a DN 18 spell casting roll.
190
Immune: Polar Immune: Polar Behir’s are immune to cold, including cold based spells.
Polar Behir
Breath Weapon: On Weapon: On every Escalation the Polar Behir will icy breath weapon in a 10 yard length straight ahead. Anyone in the line of fire takes 30 Damage (this cold damage ignores Armor Points). PC's can make a successful ST 14 ST 14 (DEX (DEX)) roll to take 1/2 Damage (15).
Maul: The Maul: The Polar Behir completely mauls the character following it’s initial blow with 4 more attacks. The PC must make 4 additional Defense Rolls at Disadvantage at Disadvantage and and for each hit the Polar Behir does 1 1/2 times normal damage (18 for claws, 30 for bite).
Purple Worm
Polar Behir Initiative
16
Health
90
No. of Attacks
5 (4 claws and bite)
Attk
14
Dmg
12 (claw), 20 (bite)
Defense
13
AP
4
Perception
13
Size
L
Move
14
HD
8
Special:
Immune, Breath Weapon
Crit:
Maul
Treasure:
none
191
Purple Worm
Rast
Initiative
18
Health
220
No. of Attacks
2 (bite & sting)
Attk
16
Dmg
22 & Special (bite) 20 & Special (sting)
Defense
13
AP
5
Perception
17
Size
G
Move
25 (Burrow 10)
HD
10
Special:
Burrow, Bite, Sting
Crit:
Scoop and Swallow
Treasure:
none
Rast
Burrow: A Burrow: A Purple Worm can burrow through solid stone at half it’s normal burrow rate (15). This leaves a 4 yard diameter tunnel in it’s wake. Bite: If Bite: If the target of a bite attack is of L size or smaller they must make a ST 14 ST 14 (DEX (DEX)) roll to avoid being swallowed whole by the creature. If swallowed characters take 16 points of acid damage per round until free. They can attack normally while inside the creature and once they reach 50 points of damage to the creature’s interior the Purple Worm will regurgitate them. Sting: The Sting: The stinger of a Purple Worm Worm does an additional 25 points of damage from poison if the victim of the attack fails a ST 16 ST 16 (ST (STA A) roll. Otherwise the poison does 12 damage. This is added to the piercing damage of 20 the sting itself causes. Scoop and Swallow: All Swallow: All creatures or persons within 10 yards must make a ST 16 ST 16 (DEX (DEX)) roll or be swallowed whole by the Purple Worm (see Bite).
192
Initiative
12
Health
25
No. of Attacks
4 (claws) or 1 (bite)
Attk
12
Dmg
6 (claw), 10 & Special (bite)
Defense
11
AP
3
Perception
13
Size
M
Move
15
HD
4
Special:
Paralyzing Gaze
Crit:
Blood Drain
Treasure:
none
Bite: When Bite: When bit by a Rast characters must make a ST 11 (DEX (DEX)) roll to avoid being drained of 5 additional HP of blood. Paralyzing Gaze: Once Gaze: Once per round all characters must make a ST 9 ST 9 (ST (STA A) roll or be paralyzed for their next turn. While Paralyzed characters cannot make attack rolls and automatically fail Defense Rolls (but still must roll if they are subject to a critical fail on a Defense Roll). Blood Drain: The Drain: The Rast grabs hold of the character, character, paralyzing it with it’s gaze (if it is not already paralyzed) and drains 5 HP of blood from it per round until either the character is drained of blood or the Rast is killed. A Rast will make ma ke no attacks while draining blood this way, nor will it let go of the victim under any circumstances. For every round the Rast drains a character of blood it gains the 5 HP it drains from the victim (but cannot go above it’s max of 25).
Ratfolk Ratfolk Initiative
9
Health
!2
No. of Attacks
2 (claw) or 1 (weapon)
Attk
10
Dmg
4 (claw), 7 (weapon)
Defense
10
AP
0 (unarmored) or 3 (armored)
Perception
10
Size
M
Move
11
HD
1
Special:
Sneak
Crit:
Massive Attack
Treasure:
1d6+3sp
Ratfolk often inhabit abandoned cities or towns but occasionally lair in the depths of a cities sewer systems. Though not inherently evil they do not care much for other races and will often attempt to drive them from their homes. Ratfolk possess lowlight vision and speak their own language.
Sneak: All Sneak: All Perception tests made against a Ratfolk to spot it while it is hiding or sneaking up on characters are done so at Disadvantage at Disadvantage.. The DN to spot a hiding Ratfolk is 15 and the DN to avoid being surprised by a sneaky Ratfolk is 14.
Massive Attack: Massive Attack: This This does either 8 claw damage or 14 weapon damage depending on the attack.
193
These intelligent cousins of Yeti live in small tribal bands in uninhabited areas of the Arctic. Rarely seen by humankind but they do trade in furs and meats with Dwarves who live beneath arctic mountain ranges. Although quite frightening looking, being upwards of 8 feet tall, they are generally gentle and kind. They speak a guttural version of Giant and will not attack unless threatened or defending their young or elderly.
Ro-Yethen
Immune: Ro-Yethen are immune to all cold and cold based spells or attacks.
Massive Attack: This attack does double the normal damage.
Rust Monster
Ro-Yethen Initiative
13
Health
60
No. of Attacks
1 (Weapon)
Attk
13
Dmg
16
Defense
10
AP
2
Perception
12
Size
L
Move
10
HD
5
Special:
Immune
Crit:
Massive Attack
Treasure:
none
194
Rust Monster
Sahuagin
Initiative
13
Health
30
No. of Attacks
2 (touch)
Attk
11
Dmg
Read Below
Defense
11
AP
5
Perception
9 (16 if character is wearing metal)
Size
M
Move
11
HD
5
Special:
Rust Metal
Crit:
All Your Metal
Treasure:
None
Sahuagin
Damage- When a character fails a Defense Roll against a Rust Monster the creature hits one of the characters metal objects. This will either reduce a metal armor by one AP permanently, render a metal weapon useless or destroy 1d6x10 metallic coins. Players choice. Rust Metal- Even magical weapons are susceptible to this rust. Have the character make a ST 12 (STA) roll, failure indicates the magical weapon loses one of it's abilities. If it loses all of them it is considered a standard weapon and is vulnerable to being destroyed on the next attack by the monster. All Your Metal- If a character critically fails a Defense Roll against a Rust Monster the creature pounces on them and begins whipping it's antennae into all of the characters metal objects. The character automatically loses all metal coins and non-magical objects, weapons, and armors. Any magical objects are allowed a ST (see Rust Metal above).
195
Initiative
11
Health
20
No. of Attacks
2 (bite and weapon)
Attk
11
Dmg
6 (bite), 8 (weapon)
Defense
10
AP
2
Perception
12
Size
M
Move
10 (Swim 12)
HD
3
Special:
Amphibious, Blood Frenzy
Crit:
Call Sharks
Treasure:
2d6x10sp in jewelry or gems
Amphibious: Sahuagin can breathe both air and water but must be submersed in water for at least half of every day.
Blood Frenzy: Any character who has less than full HP makes all Defense Rolls against a Sahuagin attack at Disadvantage.
Call Sharks: If any sharks are within 1/4 of a mile a Sahuagin will telepathically summon 1d6+2 of them, they will begin arriving within 1d6 rounds. If no sharks are nearby, or the Sahuagin are on land, treat this critical fail as a massive attack doing twice the normal damage.
Scarecrow
Scarecrow Initiative
12
Health
45
No. of Attacks
2 (fists)
Attk
12
Dmg
8 & Fear Touch
Defense
10
AP
0
Perception
13
Size
M
Move
10
HD
4
Special:
Fascination, Fear Touch
Crit:
Summon Murder
Treasure:
none
Fascination: When first encountering a Scarecrow all characters must make a ST 12 (STA) roll or be entranced by the creature. This enchantment lasts until the Scarecrow or an ally of the Scarecrow hits the character. While enchanted a character will not attack the Scarecrow and makes Defense Rolls at Disadvantage. Those who are successful are not e! ected by the Scarecrow’s magics.
Fear Touch: When hit by a Scarecrow the PC must make a ST 12 (STA) roll or be overwhelmed by fear. This fear causes the character to take no action, besides defending oneself. This fear lasts until either the character makes a successful ST roll (attempting it on their turn each round) or until the Scarecrow is slain.
Summon Murder: The Scarecrow summons 1d6x5 Ravens to aid in attacking it’s enemies. This swarm has an Attk of 12 and does 10 Damage in a radius of 10 yards each round until killed (2 HP per raven).
196
These 5-7 foot long creatures are a magical crossbreeding of scorpions and dragons, sometimes kept as pets by Scorpionfolk.
Scorpidrake
Sting: When stung by a Scorpidrake a character must make a ST 12 (STA) roll or be poisoned. This poison causes Disadvantage on all rolls until either Cured (DN 10) or until 1d6 hours of rest and rehydration pass. Climb: A Scorpidrake may move freely up walls and across ceilings. Breath Weapon: At every Escalation a Scorpidrake will release a cloud of poisonous vapor on it’s next turn. This cloud is 10 yards in radius and all inside must make a ST roll as if they have been stung (see Sting for e! ects). Vicious Sting: This sting does double the normal damage (10) and immediately poisons the character (no ST roll). See Sting for e ! ects.
Scorpionfolk Scorpidrake Initiative
14
Health
72
No. of Attacks
4 (2 claws, sting & bite)
Attk
12
Dmg
12 (claw), 16 (bite), 5 +Special (sting)
Defense
11
AP
3 (2 claws & bite)
Perception
12 (claw), 16 (bite)
Size
M
Move
12 (Climb 12)
HD
6
Special:
Sting, Climb, Breath Weapon
Crit:
Vicious Sting
Treasure:
none
197
Scorpionfolk
Sea Dragon
Initiative Health
66
No. of Attacks
3 (2 claws & sting)
Attk
12
Dmg
12 (claw), 10 + Special (sting)
Defense
12
AP
3
Perception
14
Size
L
Move
12 (Climb 12)
HD
6
Special:
Climb, Sting, Illusion
Crit:
Massive Attack
Treasure:
3d6x10gp (lair)
Sea Dragon
The cruel Scorpionfolk are often found in the depths of the earth, where they build multi-tiered cities of tunnels and passageways with slave labor. Scorpionfolk speak Vairndun. Climb: Scorpionfolk can climb freely on walls and ceilings. This ability is often manifested in their city designs as there is no ‘up’ or ‘down’ with some homes having what would be floors on the side of walls or above on ceilings. Sting: When stung by a Scorpionfolk characters must make a ST 12 (STA) roll. This poison starts with causing Disadvantage on all rolls requiring vision (Attack and Defense Rolls, etc) but will cause full blindness within the next 1d6 hours unless Cured (DN 12). Illusion: A Scorpionfolk may use it’s turn to create Illusions instead of attacking. They cast Illusion spells as a 6th level caster. Massive Attack: Causes double the normal damage of the attack.
198
Initiative
18
Health
130
No. of Attacks
2 (bite and tail slap)
Attk
14
Dmg
20 (bite) and 15 +special (tail)
Defense
13 (Mag Defense: 14)
AP
5
Perception
16
Size
G
Move
Swim 25
HD
10
Special:
Swallow, Tail Slap, Breath Weapon
Crit:
Massive Attack
Treasure:
3d6x10,000gp in gems, jewelry, coins & magical treasures (lair)
Swallow: Any creature bit by a Sea Dragon of size L or smaller will be swallowed whole. Once swallowed a PC will take 15 damage per round until either freeing itself (by doing 45 points of damage to the Sea Dragon’s interior) or by the Sea Dragon being killed. If the character cannot breath water (by spell, magic item, or naturally) they will drown in a number of rounds equal to their STA times 3.
Shadow Creeper
Tail Slap: A Sea Dragon can use it’s tail to slap any number of creatures as long as they are within 10 yards of each other. Breath Weapon: On the dragon’s next turn after any Escalation it will use it’s breath weapon. This cloud of super heated gas does 50 damage to all within a 15 yard radius unless they make a ST 16 (DEX) roll for 1/2 damage (25). Massive Attack: This attack does double the normal damage. In the case of a Tail Slap this damage applies to all creatures hit by the tail.
Shadow Creeper
Initiative
10
Health
19
No. of Attacks
1 (weapon)
Attack
11
Dmg
10
Defense
10
AP
0
Perception
13
Size
S
Move
9
HD
2
Special:
Shadow Walk, Control Shadows
Crit:
Shadow Engulf
Treasure:
none
Shadow Walk: A Shadow Creeper can teleport itself from one shadow to another within it’s sight by just walking into it and reappearing walking out of the other.
Control Shadows: A Shadow Creeper can use any existing shadows in the nearby area to cause a shadowy darkness (requiring dark vision to not fight at Disadvantage), to trip or grapple characters (requiring DEX or STR ST rolls- DN 12), or to confuse characters (requiring a ST 12 (PER) roll to avoid Disadvantage to all rolls).
Shadow Engulf: The Shadow Creeper makes a successful violent attack, doing 20 Damage, with a shadow attack. This shadow will engulf the character unless it makes a successful ST 16 (DEX) roll to dodge its grasp. Once held the character cannot move until either the Shadow Creeper is killed and the shadow is dispelled or until a Mage dispels it with a DN 15 spell casting roll. While being held the character automatically fails Defense Rolls and can make no attacks.
199
Biscuits They Rise: Unless a Skeleton is mostly crushed or its bones are scattered across an area of 50yds it will rise up in 1d6 rounds at full health and strength.
Skeleton
Don't Stab Me: When hit with any slashing or piercing style weapon halve the damage done to them. Blunt or crushing style weapons do full damage. Massive Attack: Does double the normal damage. 14 (weapon) or 12 (unarmed).
Slaver
Slaver
Like Skeleton
Initiative
15
Health
80
No. of Attacks
2 (whip)
Attk
13
Initiative
8
Dmg
10 + Special
Health
10
Defense
12
No. of Attacks
1
AP
4
Attk
7 (weapon), 6 (unarmed)
Perception
18
Dmg
8 (weapon), 3 (fist)
Size
L
Defense
7
Move
10
AP
1 (old armor) or 0 (none)
HD
7
Perception
8
Special:
Energy Whip, Resurrect, Dimension Shift
Size
M
Crit:
Summon
Move
10
Treasure:
HD
1
3d6x100gp in otherworldly jewels and jewelry
Special:
Like Biscuits They Rise, Don't Stab Me
Crit:
Massive Attack
Treasure:
1d6sp
200
Snap Jaw
These 10 feet tall beings from another dimension come to the world to hunt down prey, often killing them and dimension shifting with the bodies, then bringing them back to life and enslaving them to work in mines.
Snap Jaw
Energy Whip: When being struck by an energy whip a character must make a ST 12 (STA) roll, failing this roll the PC may not make an action on it’s next turn, e! ectively being stunned. On a successful check the PC is not stunned, but in both cases the PC takes the whip’s damage of 10. Resurrect: A Slaver can bring any dead creature or being of L size or smaller back to life. Dimension Shift: A Slaver can transport itself, it’s belongings, and anything within 2 yards of itself to another dimension. This takes 1d3 rounds and requires the Slaver to concentrate. Summon: The Slaver telepathically summons 1d3 more Slaver’s from it’s home dimension, they dimension shift to the Slaver’s location within 1d3 rounds.
201
Initiative
13
Health
60
No. of Attacks
3 (2 talons & bite)
Attk
12
Dmg
8 (talon) & 15 + Clamp (bite)
Defense
11
AP
2
Perception
14
Size
M
Move
14
HD
5
Special:
Clamp
Crit:
Vicious Clamp
Treasure:
none
These 5-6 foot tall relatives of dragons often lair underground, lairing near warm spots in the earth (hot springs, steam vents, etc). Often encountered as a solitary creature they have occasionally been seen in small packs or family groups. Clamp: When bit by a Snap Jaw the PC must make a ST 12 (DEX) roll, failing this roll the Snap Jaw has clamped it’s jaws tightly on the character. While clamped in it’s jaws the PC may make attacks against the Snap Jaw at Disadvantage and the character will automatically be hit by one talon attack per round for 8 damage. A PC may free itself by either killing the Snap Jaw, tearing itself free by doing 15 damage to themselves or by prying the mouth open with a ST 16 (STR) roll on their turn. Vicious Clamp: This does double the normal damage (30) and automatically clamps onto the character (see Clamp).
Soul Eater These 6 foot tall demonic creatures hunt the earth devouring souls to then sell to other demonic beings.
Soul Eater Initiative
16
Health
90
No. of Attacks
2 (claws)
Attk
13
Dmg
15
Defense
12
AP
3
Perception
15
Size
M
Move
10
HD
8
Special:
Devour Life Force, Plane Shift
Crit:
Massive Attack
Treasure:
3d6x300gp (lair)
Devour Life Force: When taking damage from a Soul Eater the creature eats that power. Any damage caused by them cannot be healed by magics or potions or time until the Soul Eater is either destroyed or leaves the world for another plane of existence. Any character killed in this fashion may not be resurrected until it’s soul is freed from the Soul Eater’s body.
Plane Shift: A Soul Eater can transport itself and any items it possesses to another plane of existence as long as it can concentrate and make no movements for 1d3 rounds.
Massive Attack: This attack does double the normal claw damage (30).
202
Movement: A Giant Spider can move freely up walls and across ceilings.
Spider, Giant
Web- On any critically failed Defense Roll the character is immediately covered in webbing as the spider bites for Dmg and then covers the defender in sticky webs. This webbing can be cut through by allies (treat as having 20 HP and a Defense of 7) or the character can try to free himself, this requires a ST 14 (STR) roll. Until freed the character cannot make any turns.
Spider Troll
Spider Troll
Spider, Giant Initiative
11
Health
20
No. of Attacks
1
Attk
8
Dmg
6
Initiative
12
Health
65
No. of Attacks
3 (2 claws and bite) or 1 (web)
Attk
12
Dmg
8 (claw), 12 (bite) or Web
Defense
11
AP
3
Perception
13
Size
L
Move
12 (Climb 12)
HD
6
Special:
Climb, Web, Summon Spiders
Defense
8
AP
1
Perception
12
Size
M
Move
14
HD
3
Crit:
Mummify
Special:
Movement
Treasure:
3d6x25gp in web
Crit:
Web
Treasure:
1d6x10sp (lair)
203
Spiked Golem
These 10 ft tall subterranean creatures hunt beneath the earth, preferring M size prey.
Spiked Golem
Climb: A Spider Troll can move freely up and down walls or across ceilings. Web: A Spider Troll can shoot a web instead of making it’s normal attacks. This web covers a 5 yard radius and any within it must make a ST 12 (DEX) roll or be covered in webbing, causing Disadvantage on all physical rolls until the webbing is destroyed (30 HP of damage). Summon Spiders: A Spider Troll can summon 1d6 Giant Spiders (page 203) once per Encounter as a Free Action. Mummify: After it’s successful attack the Spider Troll spins a web around any creature of M size or smaller unless they make a ST 16 (DEX) check to avoid it. Once mummified in this web the character can make no Attack Rolls and automatically fails Defense Rolls until either freed by others (requires 3 full rounds to cut them free) or until the character makes a ST 16 (STR) roll on their turn to power free.
204
Initiative
16
Health
90
No. of Attacks
2 (weapon)
Attk
12
Dmg
15
Defense
11
AP
5
Perception
15
Size
M
Move
8
HD
8
Special:
Immunity, Harm
Crit:
Spiked Death
Treasure:
none
Blood Drain: The Drain: The Stirge does 1 point of damage regardless of Armor as it finds a spot to attach itself. While attached, the Stirge doesn't attack. Instead, at the start of each of the Stirge's turns, the target loses 5 hit points due to blood loss. The Stirge can detach itself as a Fast Action. It does so after it drains d rains 10 hit points of blood from the target or the target dies. Any creature, including the target, can use its Full Action to detach the Stirge.
Stirge
Swarm: 1d6 Swarm: 1d6 Stirge's arrive every round for the next 1d6 rounds as the Stirge’s are driven to the area by the smell of blood. If the Stirge outnumber their opponents by 3 to 1 or more increase their Attk to 11.
Succubus
Stirge Initiative
8
Health
2
No. of Attacks
1 (blood drain)
Attk
9
Dmg
1 (see Blood Drain)
Defense
9
AP
0
Perception
12
Size
S
Move
Fly 12
HD
1/2
Special:
Blood Drain
Crit:
Swarm
Treasure:
none
205
Kiss: The Kiss: The Succubus kisses the target and they must make a ST 16 ST 16 (ST (STA A) roll or take 30 psychic damage on a failed roll. On a successful roll they take 15. This damage reduced the characters maximum HP by the amount of HP lost until they can get a Long Rest.
Succubus Initiative
15
Health
66
No. of Attacks
1 (claw)
Attk
12
Dmg
8
Defense
12
AP
1
Perception
17
Size
M
Move
10 (Fly 15)
Trash Goblin Trash Goblin Initiative
9
Health
8
No. of Attacks
1 (unarmed)
Attk
8
HD
7
Dmg
3
Special:
Bond, Charm, Shapechange, Plane Shift
Defense
8
Crit:
Kiss
AP
0
Treasure:
none
Perception
10
Size
S
Move
12
HD
1
Special:
Know Dump, Makeshift Items, Run & Hide
Crit:
none
Treasure:
none
Bond: A Bond: A Succubus can telepathically command any charmed character or creature, regardless of the distance. Charm: At Charm: At the beginning of an Encounter, and at every Escalation after, a Succubus will attempt to charm one creature within it’s range of vision. The victim of this charm attack makes a ST 14 ST 14 (ST (STA A) roll to resist the charm. If successful the character is immune and if failed the character is under the control of the Succubus. If the PC takes any damage or is commanded to kill themselves they get a further ST roll to end the Charm. Shapechange: A Shapechange: A Succubus can change it’s physical appearance to that of any S or M sized humanoid. It retains it’s normal statistics in this form but loses it’s ability to fly. Plane Shift: A Shift: A Succubus may shift between planes as a Full Action.
206
Trash Trash Goblin’s often live in the garbage dumps that
Treant
surround very large cities. They make a ‘living’ by finding ‘treasures’ in the trash heaps. They often build lairs underneath the dump by digging small burrows connected by tunnels. Trash Trash Goblins speak the local human language as they are shunned by other Goblins. Know Dump: A Dump: A Trash Goblin will know the location of almost any item in their ‘home’ dump. They are not unfriendly and will often help others find an item for a small price or food. Makeshift Items: A Items: A Trash Goblin can make a working, functional item out of trash. These can include weapons, armor, lock picking tools, etc. Run & Hide: At Hide: At every Escalation a Trash Trash Goblin will attempt to flee. If this happens in their dump characters may only track or chase them at Trash Goblins can also Hide in their Disadvantage. Disadvantage. Trash own dump as a Fast Action and PC’s have Disadvantage on Disadvantage on any attempts to find them. While trying to find the location of a hidden Trash Goblin who is in their own dump the DN to find them is 15 for Perception Skill Tests.
Treant
Initiative
17
Health
100
No. of Attacks
2 (hit)
Attk
13
Dmg
15
Defense
12
AP
4
Perception
16
Size
H
Move
10
HD
9
Special:
Tree Appearance, Awaken Trees
Crit:
Massive Attack
Treasure:
none
Treats Treats speak the local human language, Elvish & Sylvan.
Tree Tree Appearance: Appearance: A A Treant is indistinguishable from a normal tree until it becomes animate by moving, attacking, walking or talking.
Awaken Awaken Trees: Trees: At At every Escalation a Treant will awaken 1d6 trees with each tree having 1d6HD. Awakened Trees Trees can be found on p66 of the GM’s Guide.
Massive Attack: Massive Attack: This This attack does double the normal damage and if the victim of this attack is of L size or smaller they must also make a ST 14 ST 14 (ST (STA A) roll or fall to 0 HP and be Out of Action.
207
Tree Tree Goblins are the forest relatives of regular Goblins. They live in the trees often making a living by stealing food an items from other forest creatures or people. They are violent, even to each other, forming small tribal bands led by the strongest member. member. Tree Tree Goblins shun weapons wea pons and armor as they get in the way of their climbing skills. Tree Tree Goblins speak Goblin but can understand Sylvan if it is spoken to them.
Tree Goblin
Climb: A Climb: A Tree Goblin can move freely while climbing, taking no movement penalties while climbing. Forest Hiding: Tree Hiding: Tree Goblin’s are di"cult to find when hiding in their forest home, requiring a ST 14 (PER) roll to spot them. Massive Attack: Massive Attack: This This attack does double the normal claw damage (8).
Troll
Tree Goblin Initiative
9
Health
10
No. of Attacks
2 (claws)
Attk
9
Dmg
4
Defense
11
AP
0
Perception
11
Size
S
Move
12 (Climb 12)
HD
1
Special:
Climb, Forest Hiding
Crit:
Massive Attack
Treasure:
none
208
Troll
Ttorse
Initiative
14
Initiative
12
Health
70
Health
45
No. of Attacks
3 (2 claws & bite)
No. of Attacks
3 (2 claws and bite)
Attk
10
Attk
11
Dmg
15 (claws), 20 (bite)
Dmg
8 (claw), 10 (bite)
Defense
10
Defense
11
AP
4 (natural)
AP
3
Perception
12
Perception
12
Size
L
Size
M
Move
12
Move
10 (Burrow 6)
HD
7
HD
4
Special:
Regenerate
Special:
Wound, Spike Throw
Crit:
Massive Attack
Crit:
Spiked Death
Treasure:
3d6x30sp (self), 3d6x100sp (lair)
Treasure:
none
Ttorse are magically created hedgehog like monsters. Not very long lived they seemingly exist only to consume flesh.
Regenerate: At every Escalation the Troll will regenerate 20 HP (up to their maximum HP), unless the damage was caused by fire or flame in which case that damage cannot be regenerated.
Wound: Any creature who makes an unarmed attack roll or a melee attack with a medium or smaller sized weapon against a Ttorse must make a ST 12 (DEX) roll or take 5 damage from the Ttorse’s spikes.
Massive Attack: This attack does double the normal damage (30 for a claw or 40 for a bite).
Ttorse
Spike Throw: At every Escalation a Ttorse will turn it’s back and fling 1d6 spikes towards any characters within 10 yards. This attack has an Attk of 13 and does 8 Damage for each spike thrown.
Spiked Death: The Ttorse makes one vicious attack (doing double the normal damage of the attack that they critically failed their Defense Roll on). And then the Ttorse spins and throws 5+1d6 spikes. Each spike does 8 damage but the PC is allowed a ST 14 (DEX) roll to take half damage.
209
These 9-10 ft tall mutated Ogre like creatures are often charmed into serving powerful spellcasters or anyone with a need for some ‘muscle’ on a job. Unnatural speak Giant.
Unnatural
Horrific: At the beginning of an Encounter PCs must make a ST 9 (STA) roll to avoid being horrified by an Unnatural’s appearance. This horror causes Disadvantage on all rolls until an Escalation occurs, any character who failed their roll can re-roll this Skill Test at any Escalation. Once successful the character is immune to this creature’s horror. Angry Strength: At every Escalation an Unnatural gains 10 HP and can raise their HP above their 70 maximum. Bone Breaker: The Unnatural’s attack does double it’s normal damage and the character must make a ST 15 (STA) roll to avoid a broken bone. A broken bone will cause Disadvantage on any physical rolls until either healed by time (1d6 weeks) or by Cure (DN 12).
Urban Goblin
Unnatural Initiative
14
Health
70
No. of Attacks
4 (2 claws and 2 bites)
Attk
12
Dmg
10 (claw), 8 (bite)
Defense
10
AP
4
Perception
10
Size
L
Move
10
HD
6
Special:
Horrific, Angry Strength
Crit:
Bone Breaker
Treasure:
none
210
Urban Gobllin
Vermin Witch
Initiative
9
Health
10
No. of Attacks
1 (weapon)
Attk
10
Dmg
8
Defense
9
AP
1
Perception
10
Size
S
Move
12
HD
1
Special:
Pack Attack
Crit:
Massive Attack
Treasure:
1d6sp
Vermin Witch
Urban Goblins live in sewers or underground lairs beneath human cities. They speak Goblin, have darkvision and are often nocturnal, sneaking onto the surface in the darkness to steal food.
Pack Attack: When Urban Goblin’s outnumber their opponents by 2 to 1 their Attk increases to 11, if this is 3 to 1 or more the Attk increases to 12.
Massive Attack: This attack does double the normal weapon damage (16).
211
Initiative
13
Health
45
No. of Attacks
1 (claw)
Attk
12
Dmg
8
Defense
10
AP
0
Perception
12
Size
M
Move
8
HD
5
Special:
Change Self, Call Animals
Crit:
Rat Swarm
Treasure:
2d6x50gp (lair)
Vermin Witch are often found in underground catacombs attached to a cities sewer systems where they build their lairs. Often they use ‘lesser’ beings as guards or slave labor (such as Urban Goblins).
Vrock
Change Self: A Vermin Witch may appear as any humanoid creature of S or M size. This change in physical appearance is indistinguishable from reality.
Call Animals: At every Escalation a Vermin Witch will call a swarm of small natural animals. These can include rats, pigeons, spiders, cockroaches, locusts, etc. In any case these swarms have 30 total HP, an Attk of 10 and do 6 HP Damage. Rat Swarm: A Vermin Witch calls forth a swarm of very deadly rats that seem to form inside the PC’s stomach. This attack does 30 damage as the rats tear their way from the characters stomach. They can make a ST 16 (STA) save for 1/2 damage (15).
Vrock
Initiative
17
Health
90
No. of Attacks
2 (talon and beak)
Attk
13
Dmg
12 (talon), 10 (beak)
Defense
12 (talon), 10 (beak)
AP
3
Perception
13
Size
L
Move
14 (Fly 20)
HD
9
Special:
Magic Resistance, Spores, Screech
Crit:
Death Screech
Treasure:
none
Magic Resistance: Any spell cast against a Vrock is done so at Disadvantage. Spores: A 5 yard radius cloud of toxic spores surrounds a Vrock, any time a creature or PC is in that area they must make a ST 12 (STA) roll or be poisoned. This poison does 5 damage at the beginning of each round until the character makes a successful ST roll (rolled on their turn each round before any Attack Roll). Emptying a vial of holy water onto the e! ected character can also end this poisoning (a ST 14 (INT) check to see if any PC’s know this). Screech: At every Escalation a Vrock will emit a powerful and horrific screech in a 10 yard cone. Anyone caught in this cone that is not a demon must make a ST 12 (STA) roll or be stunned for their next turn. Death Screech: After the Vrock’s powerful attack (doing double the normal attack’s damage) the Vrock releases a screech from it’s beak directly into the PCs face. They must make a ST 16 (STA) roll or become both deaf and blind as their eardrums and eyeballs e. This can be Cured (DN 15).
212
This 5 foot tall, vulture-like, highly intelligent race often rebuilds uninhabited ancient human or Elvish cities by using slave labor. Vulcari have a very complex society and often speak the local human language although they communicate with each other telepathically.
Vulcari
Summon: At any Escalation a Vulcari will attempt to telepathically summon any of it’s kind that are nearby. Any Vulcari within 300 yards can hear this call and will respond, showing up within 1d6 rounds. Heart Eat: As long as the victim of this attack is wearing armor that has 4 AP or less, and is of M size or smaller, the Vulcari tears thru the armor and into the flesh. The PC must make a ST 14 (DEX) roll, on a successful roll they take only 10 damage but on a failed roll the Vulcari eats the victims heart, taking them to 0 HP and killing them. This cannot be Cured but the character can be resurrected.
Wererat Vulcari Initiative
12
Health
30
No. of Attacks
3 (2 talons and beak)
Attk
11
Dmg
8 (talon), 6 (beak)
Defense
12
AP
0
Perception
12
Size
M
Move
8 (Fly 15)
HD
4
Special:
Summon
Crit:
Heart Eat
Treasure:
2d6x20sp
213
Wererat Initiative
12
Health
35
No. of Attacks
2 (weapon and bite)
Attk
11
Dmg
8 (weapon or bite)
Defense
11
AP
2
Perception
14
Size
M
Move
12
HD
4
Special:
Immune, Shapechange, Smell
Crit:
Infect
Treasure:
3d6x10sp
Wood Fey
Wood Fey
Immune: Wererat’s are immune to any weapon damage that is not caused by a magical weapon or a weapon that is covered in or made of silver. Shapechange: A Wererat may change into a giant rat, a rat/humanoid hybrid, or it’s true form (often human). The Wererat’s statistics do not change in any form but the basis of the attacks might (from weapon to a claw for instance when in Giant Rat form). Smell: If a Wererat is tracking characters as long as the Wererat can smell the PC’s (or they are not masking their smells with ointments, perfumes, etc), the PCs will have Disadvantage on any Chase Rolls. Infect: Unless the victim of this attack makes a ST 17 (STA) roll they are infected with the Wererat’s lycanthropy, the PC will change into a Wererat on the next Full Moon unless they are Cured (DN 16). While in Wererat form a PC is considered an NPC.
214
Initiative
13
Health
60
No. of Attacks
1 (Weapon)
Attk
12
Dmg
14
Defense
11
AP
3
Perception
13
Size
S
Move
10
HD
5
Special:
Forest Home, Summon
Crit:
Massive Attack
Treasure:
none
Wood Fey are often found clearing sections of old forest to allow for new growth. Generally friendly, they speak Sylvan.
Forest Home: When in their woodland home a Wood Fey has Advantage on any Chase Rolls or hiding checks, also if killed or destroyed in their forest they will be brought back to life after 1d6 days.
Summon: A Wood Fey can summon a number of forest animals up to 5 HD worth once per day.
Massive Attack: This attack does double the normal weapon damage (28).
Wretch Zombie
Wretch Zombie Initiative
10
Health
22
No. of Attacks
2 (fists)
Attk
12
Dmg
8 + Poison
Defense
9
AP
0
Perception
10
Size
M
Move
8
HD
2
Special:
Stench, Poison
Crit:
Spreading the Disease
Treasure:
none
Stench: When first encountering a Wretch Zombie characters must make a ST 10 (STA) roll, failing this roll the character will take Disadvantage on Attack and Defense Rolls until they make a successful roll on their turn. Once una! ected by the Zombie’s stench they do not have to make any further Skill Tests.
Poison: When hit by a Wretch Zombie a character must make a ST 9 (STA) roll or be considered Poisoned. This poison does 3 damage per round until either Cured (DN 9) or the wound is doused in Holy Water.
Spreading the Disease: When critically failing a Defense Roll, or killed by, a Wretch Zombie the PC will either turn into a Wretch Zombie within 1d6 hours (in the case of critical fails) or rise up as a Zombie within 1d3 rounds (if killed by one) unless a ST 15 (STA) roll is made. This can be Cured (DN 16).
215
Fear Of Fire: When attacked with fire the characters have Advantage on any Defense or Attack Rolls until the Yeti’s turn on the next round.
Yeti
Snow Camo: When a Yeti is hiding characters have Disadvantage on any Perception tests to spot them. Chilling Gaze: The yeti targets one creature it can see within 10 yards of it. If the target can see the yeti, the target must succeed on a ST 12 (STA) roll against this magic or take 10 cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the roll at the end of each of its turns, ending the e! ect on a success. If the target's saving throw is successful, or if the e! ect ends on it, the target is immune to the Chilling Gaze of all Yetis for 1 hour. Crush and Throw: The character takes double the normal attack damage (20) and must make a ST 14 (DEX) roll or be thrown 6+1d6 yards in a random direction.
Zaestra Yeti Initiative
14
Health
60
No. of Attacks
2 (claws) + Chilling Gaze
Attk
12
Dmg
10 (claw)
Defense
10
AP
3
Perception
13
Size
L
Move
12
HD
6
Special:
Fear of Fire, Snow Camo, Chilling Gaze
Crit:
Crush and Throw
Treasure:
3d6x30gp (lair)
216
Zaestra
Zombie
Initiative
9
Health
45
No. of Attacks
1 (bite)
Initiative
8
Attk
11
Health
12
Dmg
3 (bite)
No. of Attacks
1
Defense
11
Attk
7 (bite)
AP
0
Dmg
6
Perception
17
Defense
6
Size
S
AP
0
Move
8 (Fly 20)
Perception
8
HD
1
Size
9
Special:
Teleport, Heal
Move
M
Crit:
Teleport Other
HD
1
Treasure:
2d6x20 gp (lair)
Special:
none
Crit:
Spreading the Disease
Treasure:
occasionally 2d6sp in trinkets from their former life
Zombie
Zaestra are prized possessions, often magically bound to a birdcage to keep them from using their teleport ability to escape.
Spreading the Disease: When a character critically fails a Defense Roll or is killed by a Zombie the character will either turn into a Zombie within the next 1d6 hours (in the case of critical fails) or rise up as a Zombie within 1d3 Rounds (if killed by one) unless a ST 15 (STA) roll is made.
Teleport: A Zaestra can teleport itself to any location it can either see or any location it has ever been before, regardless of what plane of existence or dimension it is located in. This ability is a Free Action and instantaneous.
Heal: Anyone within 10 yards of a Zaestra heals 1d6 HP per round. A Zaestra can heal a number of HP per round up to 50 HP. If in any round a Zaestra heals more than the 50 HP threshold it will die at the beginning of the next round.
Teleport Other: The Zaestra teleports the critically failing opponent to another plane of existence. The PC is considered lost and the player must roll up a new one.
217
Ape
Bear, Black
HD
4
HD
3
Health
40
Health
20
No. of Attacks
3 (2 claws & bite)
No. of Attacks
3 (2claws & bite)
Attk
12
Attk
10
Dmg
8 (claw), 5 (bite)
Dmg
6 (claw), 4 (bite)
Defense
10
Defense
9
Move
10 (Climb 10)
Move
13
Baboon
Bear, Brown
HD
1
HD
5
Health
6
Health
50
No. of Attacks
1
No. of Attacks
3 (2 claws & bite)
Attk
9
Attk
11
Dmg
4
Dmg
9 (claws), 11 (bite)
Defense
9
Defense
9
Move
12 (Climb 8)
Move
13
Bat
Bear, Polar
HD
1/2
HD
7
Health
1
Health
80
No. of Attacks
1
No. of Attacks
3 (2 claws & bite)
Attack
8
Attk
12
Dmg
1
Dmg
12 (claw), 15 (bite)
Defense
10
Defense
10
Move
Fly 14
Move
14
218
Bison
Cat
HD
4
HD
1/2
Health
45
Health
3
No. of Attacks
1 (gore)
No. of Attacks
2 (claws)
Attk
12
Attk
9
Dmg
20
Dmg
2
Defense
9
Defense
10
Move
14
Move
10
Boar
Crocodile
HD
2
HD
3
Health
25
Health
30
No. of Attacks
1 (gore)
No. of Attacks
1 (bite)
Attk
12
Attk
11
Dmg
10
Dmg
15
Defense
10
Defense
10
Move
12
Move
8 (Swim 12)
Camel
Dog
HD
3
HD
1
Health
28
Health
7
No. of Attacks
1 (bite)
No. of Attacks
1 (bite)
Attk
9
Attk
9
Dmg
8
Dmg
5
Defense
10
Defense
9
Move
14
Move
8
219
Dog, Riding
Elephant
HD
2
HD
7
Health
15
Health
60
No. of Attacks
1 (bite)
No. of Attacks
1 (gore)
Attk
11
Attk
12
Dmg
6
Dmg
20
Defense
9
Defense
9
Move
15
Move
13
Donkey
Horse
HD
2
HD
3
Health
20
Health
30
No. of Attacks
1 (bite)
No. of Attacks
2 (hooves)
Attk
9
Attk
10
Dmg
6
Dmg
8
Defense
9
Defense
9
Move
12
Move
15
Eagle
Lion
HD
1
HD
5
Health
9
Health
50
No. of Attacks
3 (2 talons and bite)
No. of Attacks
3 (2 claws & bite)
Attk
10
Attk
11
Dmg
3 (talon), 2 (bite)
Dmg
6 (claw), 8 (bite)
Defense
12
Defense
10
Move
4 (Fly 15)
Move
14
220
Raven
Mule HD
3
Health
22
No. of Attacks
2 (hooves)
Attk
8
Dmg
9
Defense
9
Move
12
HD
1/2
Health
3
No. of Attacks
1 (bite)
Attk
9
Dmg
3
Defense
11
Move
4 (Fly 14)
Pony
Tiger
HD
2
HD
5
Health
12
Health
45
No. of Attacks
2 (hooves)
No. of Attacks
3 (2 claws & bite)
Attk
9
Attk
11
Dmg
5
Dmg
6 (claw), 8 (bite)
Defense
9
Defense
10
Move
13
Move
15
Rat
Wolf
HD
1/2
HD
2
Health
2
Health
15
No. of Attacks
1 (bite)
No. of Attacks
1 (bite)
Attk
9
Attk
10
Dmg
1
Dmg
6
Defense
10
Defense
11
Move
8
Move
15
221
222
• • • • • • • • •
1 HD Monsters • Arctic Goblin • Crypt Goblin • Death Beetle • Dretch • Electric Wasp • Fungus • Goblin • Hobgoblin • Homunculous • Kobold • Leech Rat • Orc • Ratfolk • Skeleton • Stirge • Trash Goblin • Urban Goblin • Zaestra • Zombie
4 HD Monsters • Aalosis • Ankheg • Ash Ghoul • Beast of the Greenwood • Blinkdog • Centaur • Crowolf • Doppelganger • Harpy • Ogre • Parasitic Undead • Rast • Scarecrow • Ttorse • Vulcari • Wererat
2 HD Monsters • • • • • • • • • • •
Cavedevil Ecal Lun Elemental, Lesser Faceless Grick Mandrillus Ooze Sahuagin Spider, Giant
Choker Deep Goblin Ethereal Marauder Forest Fey Gnoll Goblindog Maggot Hound Magmin Maug Shadow Creeper Wretch Zombie
5 HD Monsters • Achaerai • Bearded • Buggane • Demonia • Ettercap • Enttin • Meat Golem • Octospine
3 HD Monsters • Boggard • Bugbear
223
• • • • • •
Owlbear Ro-Yethen Rust Monster Snapjaw Vermin Witch Wood Fey
• • • • • • • • • • • •
6 HD Monsters • Abyssal Guardian • Azer • Basilisk e • Carnivorous Gira! • Cavern Octopus • Cloaker • Galandrig • Manticore • Minotaur • Ogre Rat • Scorpidrake • Scorpionfolk • Spider Troll • Unnatural • Yeti
Barbed Bone Destrachan Elemental, Greater Eye Lord Girallon Hezrou Naga Night Hag Polar Behir Soul Eater Spiked Golem
9 HD Monsters • Behir • Chimera • Chuul • Ghost • Golem • Gorgon • Remorhaz • Treant • Vrock
10 HD Monsters
7 HD Monsters
• Abolith • Angel • Awakened Tree (Demonic) • Balor • Deathknight • Dragon (GMG) • Giant Tortoise • Glabrezu • Inevitable • Kraken • Marilith • Nalfeshnee • Purple Worm • Sea Dragon
• Babau • Barghest • Bodak • Bulette • Chaos Beast • Dire Boar • Ettin • Grim • Lammasu • Slaver • Succubus • Troll
8 HD Monsters • Athach
224
Class Damage-1
Magic Dmg & Healing MAG
single target
area effect
1
H
L
2
2
H
3
max
2
4
max+L
max
5
max+H
max+L
6
max+2
max+H
L
The lowest of the two dice rolled
H
The highest of the two dice rolled
2
Both dice added together
max
The Maximum possible on the two dice rolled (12)
Out of Action d6 Roll
Escalation Table-1
Result
1
Dead
2
Missing Limb
previous damage
escalates to
3
Severely Injured
L
H
4
Severely Beaten
H
2
5
Shaken
2
max
6+
Knocked Out
max
max+L
max+L
max+H
max+H
max+2
max+2
double max
double max
fatal blows
Experience Needed for next Level Level
Difficulty Numbers Difficulty
Difficulty Number
Easy
4
Average
7
Hard
11
Very Hard
14
Near Impossible
19+
225
XP Needed
2
20xp
3
50xp
4
90xp
5
140xp
6
200xp
7
270xp
8
350xp
9
450xp
10
600xp
Monster Form Initiative Health No. of Attacks Attk Dmg Defense AP
The Next 4 pages contain a printable GM screen.
Perception Size Move HD Special: Crit: Treasure:
226
Advantage/Disadvantage: Roll 3d6 for Advantage add the highest two die & for Disadvantage add the lowest two die & then add any modifiers (Attribute or additional).
Difficulty Numbers-1 Difficulty
Difficulty Number
Easy
4
Average
7
Hard
11
Very Hard
14
Near Impossible
19+
Single Target/Area Effect MAG
single target
area effect
1
H
L
2
2
H
3
max
2
4
max+L
max
5
max+H
max+L
6
max+2
max+H
Experience Points by Level Level
XP Needed
2
20xp
3
50xp
4
90xp
5
140xp
6
200xp
7
270xp
8
Escalation Table-2 previous damage
escalates to
L
H
350xp
H
2
9
450xp
2
max
10
600xp
max
max+L
max+L
max+H
max+H
max+2
max+2
double max
double max
fatal blows
XP Awards-1 Encounter Difficulty
XP Award
Super Easy
0
Easy
1
Average
Class Damage-2 L
The lowest of the two dice rolled
H
The highest of the two dice rolled
2
Both dice added together
2
Difficult
4
Very Difficult
6
max 227
The Maximum possible on the two dice rolled (12)
Order of Combat 1. Players declare their actions for the round
Out Of Action Table ROLL 1D6 1. The PC is dead, really dead. Depending on the time that has passed and the presence of a Healer the PC may be able to benefit from a You're Not Dead Yet Spell.
2. Roll Initiative Check 3. PCs with successful Initiative Checks go in order of DEX and roll Attack Rolls 4. GM determines which players are being attacked, those players roll Defense Rolls
2. The PC has a missing or severely damaged limb, barring magical healings, this may be the characters time to cash out and enjoy an early retirement. Lose 2 points permanently in STR and DEX and 1 point in SOC. (This can be Healed with a Cure spell or potion, the spell DN is 15).
5. PCs who failed their Initiative Checks go in order of DEX and roll Attack Rolls 6. GM rolls Escalation Re eat 1 and 3-6 until Combat is over
3. The PC is alive but severely injured, they lose 1 point each in STR, DEX, & SOC for 1d6 months. (This can be Healed with a Cure spell or potion, the spell DN is 12).
Actions Full Actions • Melee Attack • Ranged Attack • Cast 1 Minor Spell • Cast 1 Major Spell • Run up to your Move x2
4. The PC is alive but severely beaten, the character has Disadvantage on all rolls for the next 1d6 days. (This can be Healed with a Cure spell or potion, the spell DN is 10).
Fast Actions 5. Shaken, but alive, the character has Disadvantage on all rolls for the next hour. (This can be Healed with a Cure spell or potion, the spell DN is 8).
• Switch Weapons • Move to somewhere within half of your Move • Take a Potion • Health Surge (Warriors)
6+ Just Knocked Out, gain 1 HP immediately.
Free Actions • Ready a Potion
228
Battle Bonuses
Combat Tactics
-Initiative Seize- The player can move himself up to the 1st spot in the initiative order.
Defensive Fighting Gain Advantage to Defense Rolls but take Disadvantage on Attack Rolls that round.
-Second Attack- After calculating damage for the 1st attack the player can immediately attack either the original opponent or a nearby enemy by rolling a second attack roll (this roll cannot generate any additional Combat Maneuvers regardless of doubles). -Lethal Attack- Does either double the dices damage to the opponent (if the opponent is either more powerful or a 'named' NPC foe) or outright kills the opponent in a gruesome fashion if the enemy is a minion or 'lesser' monster or NPC.
Full Attack Gain Advantage on Attack Rolls that round at the cost of a Disadvantage to Defense.
Spending Luck Points Players can spend LP at anytime they wish. LP can be used in the following ways.
-Bypass Armor- The attack completely ignores the opponents Armor Points, doing the full amount of rolled damage with no reduction.
• Reroll any die roll • • Gain Advantage on any die roll • • Do Maximum damage on any attack • • Add 1 when rolling on the Out of Action table
-Escalate/Deescalate- The player can choose to either Escalate or Deescalate the battle by one step up or down on the table. -Damage Armor- this special move allows the player to damage the opponents armor (whether natural or constructed) reducing the opponents Armor Points by 1 (plus additional points based on the attackers size) until either the opponent can repair it or heal it in the case of natural armor.
• Gain needed information from an NPC to further an adventure • Revive an ally from being Out of Action
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Potions
Rest & Recovery
Healing, Minor: Heals 1d6+STA HP
Short Rest: A short rest is 5-10 minutes of in-game time where characters can catch their breath, rehydrate, patch wounds, and so on. After taking a short rest characters regain 1d6+level HP, Mage characters also roll an extra 1d6, if a 6 is rolled they regain 1 Magic Usage Point (cannot go above maximum). This Magic Usage boost can only happen once per day, if successful.
Healing: Heals 2d6+STA HP Healing, Major: Heals 3d6+STA HP Magic Usage: Mage regains one point of Magic Usage, rare potion.
Long Rest: A long rest is 8-9 hours filled with large times of uninterrupted sleep. Characters use this time to sleep and eat and renew themselves for the next day. If anything interrupts this time that requires strenuous activity (combat, running away, etc) award the characters with only the benefits of a Short Rest until they can start their Long Rest over again. For a long rest characters gain a number of d6 equal to the characters level (HD) back in HP (gaining no more health points than their maximum) and Mages regain 1 Magic Usage Point.
Chase Rules You must determine the Di "culty Number (DN) of the opposing group based on the creatures size and MOVE (basically 7+MOVE). To run a chase scene do the following: Determine distance Set a DN Have players roll against the DN until the chase is resolved Resolve the chase
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Licensing Havenshield RPG and Havenshield Roleplaying Game are copyright 2016, and are trademarks of D.S. Myers Publishing. These trademarks are used under the Creative Commons Attribution 3.0 license; Some Rights Reserved. To view a copy of this license, visit: https://creativecommons.org/licenses/by/3.0/ Or send a letter to: Creative Commons, 444 Castro Street, Suite 900, Mountain View, CA 94041, USA. The CC license allows you to use the following: - Text - Game System - Tables - Character Sheets The following is product identity and is not covered under this CC license: - Cover and back-cover artwork - Artwork (all artwork in the Havenshield Complete RPG Rulebook is Creative Commons 0 and is available for any use EXCEPT for Monsters & Creature art which is the property of the artists listed in the credits). - Havenshield logo - D.S. Myers Publishing logo For more information on publishing your own works based on the Havenshield RPG game feel free to email me at
[email protected]
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