Eyes Beyond The Torchlight

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TABLE of CONTENTS

CREDITS..……………….……………………………………….3
CHAPTER 1: INTRODUCTION..………………………….4
CHAPTER 2: BASIC RULES………………………………8
CHAPTER 3: COMBAT RULES…………………………18
CHAPTER 4: CHARACTER CREATION………………26
CHAPTER 5: EDGES & HINDRANCES………………..47
CHAPTER 6: EQUIPMENT………………….……………55
CHAPTER 7: POWERS……………………………………68
CHAPTER 8: TREASURES…………………………….…76
CHAPTER 9: MONSTERS & NPC'S……………………88
CHAPTER 10: GM SECTION……………………………157
CHAPTER 11: SIGN OF AN OPEN EYE..……………163
APPENDIX: MONSTERS BY TN..…………..…………181
EXAMPLE OF PLAY……………………………….………183
INDEX……………..……………….…………………………..185

2
CREDITS
Written by Scott Myers
COVER ART:
Warm Tail

INTERIOR ART:
Publisher's Choice Quality Stock Art © Rick Hershey / Fat Goblin Games.
Matt Morrow, Maciej Zagorski, Pawel Dobosz, Kiril Tchankgov, Randy Musseau,
Elven Tower Cartography

Layout: Scott Myers


Example of Play: Damien Fegan
Character Sheet Design: Scott Myers

Special Thanks to George Taray, Steve Williams, Jason Mabry, Damien Fegan,
Jonathan Parrack, Casey Welder, & Miguel Pabon.

Some of the included spells were based on Joe Lesko’s D&D 5E Story Mode and modified for the game
with permission.

For more Workhorse RPG Studio goodness please


join the facebook community at
www.facebook.com/groups/workhorserpgstudio
or the Patreon community at www.patreon.com/workhorserpgstudio

Available in print at Amazon, DriveThruRPG, and Lulu

Eyes Beyond the Torchlight & Target 12 © 2021 by Scott Myers/Workhorse RPG Studio.

Printable character sheets available at www.DriveThruRPG.com

ISBN: 978-1-956549-05-8

3
CHAPTER 1:
INTRODUCTION
I wasn't quite sure what I was going to say in this little space, having waited until the whole book
was complete before I sat down to write these words… Eyes Beyond the Torchlight, as it stands
today, is my game, through and through. Developed around a dice system that I wrote a couple of
years back, honed on the Fantasy Grounds Virtual Tabletop with people from around the world. The
Target 12 Game System that powers Eyes Beyond the Torchlight is filled with bits and pieces of
mechanics I enjoyed from other games, built around a singular core roll. It's my future as a tabletop
rpg writer.

I hope you find something in these pages that makes you want to create.
Scott Myers

Welcome to Eyes Beyond the Torchlight


A classic fantasy adventure game in the style of the earliest editions of the world's oldest tabletop
roleplaying game. Although it mimics that style it uses the very modern mechanics of the Target12
Game System to not only speed up play but provide a cohesive system that allows both the GM and
players to easily come up with solutions for any attempted action.

Eyes Beyond the Torchlight is highly compatible with old school adventures, and with minimal
conversion, you can easily use any classic adventure modules.

COMMON ABBREVIATIONS
GM- Game Master
AP- Advancement Points
NPC- Non-Player Character
PC- Player Character
TN- Threat Number
XP- Experience Points
gp- gold piece
D4, d6, d8 etc- Four-sided dice, Six-sided dice, Eight-sided dice, etc

4
GLOSSARY
Advancement Points (AP)- Spent to increase a characters Stats, to gain new Edges, or to remove
Hindrances.
Archetypes- Also known as a character's class, archetypes determine what skills and powers a
character has.
Armor- The armor a character wears subtracts from the damage done to them, from 1 point for light
armor to 3 for heavy armor.
Check- Another term for a Basic Dice Roll, 1d20+Stat dice to meet or beat the Target of 12.
Damage- There are various forms of Damage, from Fighting damage done with melee weapons,
Shooting damage done with ranged weapons, to even Mind damage done when attacking an
opponents psyche.
Death Roll- When a character drops to 0 Hit Points they immediately roll a Death Roll, based on
their Body dice, in this number of rounds the character dies.
Defenses- There are 4 Defenses in the game Dodge, Body, Mind, & Soul.
Defense Rolls- Defense Rolls are made by rolling 1d20 + the applicable Defense Stat, on a fail the
Stat die of the roll reduces any damage done to the character.
Dodge Rolls- A Dodge Roll is 1d20 + Dodge die (minus TN) to meet or beat 12, on a fail the Dodge
dice of the roll subtracts from any damage inflicted by the opponent or trap, etc.
Easy- A 1d6 added to a dice roll to represent it being easier than normal.
Edge- Positive Traits of a character, often times making specific checks or rolls Easy.
Hard- A 1d6 subtracted from a dice roll to represent it being harder than normal.
Hero Points- A meta-currency used by players to affect the game.
Hindrances- Detrimental Traits of a character, often times making specific checks or rolls Hard.
HP- Hit Points, the amount of damage a PC or NPC can take before they could die.
Initiative- A Mind Check vs. an opponents TN.
NPC- Non-Player Character, a character that is controlled by the GM, could be anyone from a main
villain to a lowly shopkeeper.
Offenses- There are 5 Offenses in the game, Fighting, Shooting, Body, Mind, & Soul.
Offense Rolls- Offense Rolls are made by rolling 1d20 + the applicable Offense Stat, on a success
the Stat die of the roll causes damage to the opponent.
PC- Player Character, a character defined by Stats, Archetype, Edges, Hindrances, and more,
controlled by a player.
Rests- Rests are used to regain lost Hit Points.
Stat Dice- The dice for an applicable Stat, such as Body Dice or Shooting dice.
Stats- The basic statistics that define a character. There are 6 Stats in Eyes Beyond the Torchlight.
Threat Number- Used for monsters and NPCs, the number is subtracted from a players roll to
determine success or failure.
Traits- Edges & Hindrances.
Villain Points- a pool of meta-currency used by the GM to effect the game.

5
WHAT MAKES THE TARGET12 these attributes is represented by a dice type,
from d4 up to (possibly) d12. The higher the
SYSTEM DIFFERENT? dice type the better the character generally is
• The Basic Dice Mechanic when using that Stat.
• Player Facing
• One Static Modifier For more on Stats see page 10.
• A Standard Target
• Stat Dice
• Damage Damage
• Threats & the Target Target12 uses a single dice roll to calculate both
• Easy & Hard failure or success and damage. When making
• Hero & Villain Points an Offense Roll, such as a Shooting or Fighting
• Edges & Hindrances attack, the Stat Dice of the roll is the damage
• Simplified Spellcasting done on a success.
• Simplified Stats
i.e a character attempts to shoot an opponent
with a TN of 1, rolling a d20 and their Shooting
The Basic Dice Mechanic Stat Dice of d6, rolling an 11 and a 2 =13,
The basic dice roll of the game is 1d20 + a Stat minus the TN of 1, for a total of 12, which is a
Dice to meet or beat the Target of 12. success. The damage done to the opponent is 2
Hit Points, the 2 from the Stat Dice of the roll.
Player Facing
Target12 is a player facing game system, For more on Combat and Damage see page 18.
meaning most all rolls are made by the players,
leaving the GM free to facilitate game play and Threats
tell the story. All monsters and NPCs in the Target12 system
have a Threat Number (TN). A Threat Number
Simple Static Modifiers is how difficult any task is to perform against
All rolls are resolved with a simple dice pool of that opponent, whether it is attacking them
1d20 + a Stat Dice and possibly an EASY (Shooting or Fighting), defending against their
(+1d6) or HARD (-1d6) dice. The only attacks (Dodge), using a power on them
modifiers in the game are the Threat Number (Casting Roll), and more. The Threat Number
(TN), the TN subtracts from the roll, and if the of an opponent (or some objects, such as traps)
total meets or beats 12 it is a success; and is subtracted from the player's roll. The total of
Armor subtracts from damage done to the the roll must be a 12 or higher to succeed.
character.
For more on Threats see page 11.
A Standard Target
Most actions that have a chance of failure Easy & Hard Dice
require a roll, a 1d20 + Stat Dice roll to meet or Some rolls are EASY and some rolls are
beat the Target Number. The Target Number is HARD. When a roll is EASY a 1d6 is added to
12, and most rolls that do not involve Monsters, the dice roll. When a HARD roll is called for,
NPCS, or other Obstacles (like Traps) are rolled subtract a 1d6 from the dice roll.
against a target number of 12. You must
MEET or BEAT the target to succeed. Often times a characters Edges make specific
dice rolls EASY. And some monsters have
For more on Targets see page 11. various abilities that make them HARD to
attack in certain ways. These are the two most
Stat Dice common uses for EASY and HARD in the
Target12 uses 6 Stats. They are Body, Mind, game.
Soul, Fighting, Shooting, and Dodge. Each of

6
For more on Easy and Hard dice see page 12. Most characters begin the game with 1
Ancestry Edge and 1 Archetype Edge and can
Hero & Villain Points choose one additional Edge if they take a
Hero Points are a pool of metacurrency players Hindrance.
can spend to effect the game. Each character
starts every game session with a set of around For more on Edges and Hindrances see page
FIVE Hero Points which can be played at any 47.
time.
Simplified Spellcasting
Villain Points are possessed by the main Target12 uses a simple system for Powers,
villains, that a GM can spend to complicate the whether they be spells, psionics, or
players lives a bit. superpowers.

For more on Hero and Villain Points see page In Eyes Beyond the Torchlight there are a
14. limited number of magical Powers, also called
spells. Casting these powers requires a Casting
Edges & Hindrances Roll. Casting Rolls are made using either
Edges are useful traits a character possesses, MIND for Mage powers or SOUL for Cleric
this could be anything from the ability to see in powers. Some spells are effected by the Stat
the dark (Darkvision) to being excellent at dice of the casting roll.
Archery (Bowman).
For more on Powers and Casting see page 68.
Hindrances are traits that are detrimental to a
character and could be anything from being Simplified Stats
weak of body (Fragile) to having only one leg Target12 uses a simplified attribute system. The
(Missing Limb). three Core Stats of Body, Mind, & Soul and
the three Combat Stats of Fighting, Shooting,
& Dodge.

7
CHAPTER 2:
BASIC RULES
ROLLS
THE BASIC DICE MECHANIC WHEN TO ROLL & WHEN
1d20+STAT DICE (and possibly + or - a 1d6 NOT TO ROLL
if it's EASY or HARD) to meet or beat a TN There is often no need to roll for certain tasks
(Threat or Target Number) players want to accomplish. There is no reason
for a Rogue to roll to climb the side of a wall
The basic dice mechanic is used to resolve all that has a lot of hand holds, no reason for a
checks, offenses, and defenses. Checks are Tracker to roll to track a large beast through a
made to attack creatures, to use powers, to jump muddy field, nor for a Mage to know who is the
over crevices, to resist the effects of a spell, etc. leader of a nearby magical order, or a Warrior
Almost all actions in Eyes Beyond the to know the heraldry of a long time enemy
Torchlight involve the basic dice mechanic. army, etc.

THE TARGET Judicious use of rolls should be the norm. When


The Target of Eyes Beyond the Torchlight and there is a doubt as to whether the character
all future Target12 games is 12. This target could accomplish the task then call for a roll. If
number is used when making a roll against you believe they can easily accomplish the task
something that is not specifically defined (like a at hand then, without a roll, let the character do
Monster, who all have a specific Threat it.
Number).
If a player, for instance, says they would like to
Monsters and all NPCs have a Threat Number. search inside a cabinet in a Necromancer's
This is subtracted from the players rolls and the study, they do so and find anything clearly
total must meet or beat a 12 to succeed. visible to them. There is no need for a "search
check" or "perception roll" etc. Now, if that
CHECKS, DEFENSES, & cabinet has a false door in the back, call for a
check or ask the player to explain their search.
OFFENSES It's your call.
In Target12 books when a Check, Defense, or
Offense is called for it will be written as Body THE CONSEQUENCES OF
Defense, Shooting Offense, Mind Check, etc.
In both cases players should add the associated FAILURE
Stat + a 1d20. Often times the consequence of not succeeding
in a check, offense, or defense is easily
If the task involved is going to be easier or determined. You miss the attack, your spell
harder because of a characters Edges / does not work on the goblin, you cannot climb
Hindrances or from environmental factors the the wall, you did not spot something
roll may be EASY or HARD. unordinary, or hear what is beyond the wooden
door, etc.

8
In other cases the consequence of failing a roll USING POWERS
may be predetermined such as the character Powers in the Eyes Beyond the Torchlight game
falls in the trap and takes damage or the are often also called spells. These Powers
character fails a Defense and is now charmed require a Casting Roll. A Casting Roll uses the
by the Harpy. same format as any basic dice roll in Eyes
Beyond the Torchlight. Roll 1d20 + the relevant
And in some instances a failure may not be Stat, and that may be EASY or HARD
predetermined such as failing a tracking check depending on the circumstances. If cast against
and that, in turn, stalls the game because an NPC or Monster remember to subtract their
tracking the creature leads to the next adventure Threat Number to determine success or failure.
location. In these cases the GM may need to
allow a failure to be a success, but maybe a i.e. Casey wants his Mage character,
success with a cost. Maybe the tracker does Stanislaus, to cast Bolt against an Orc at the
lose the trail but as he tries to regain the trail end of the corridor. Bolt requires a Casting Roll
the creature attacks until it is at 1/2 its Hit vs. the opponents Threat Number (TN). The
Points. It then flees, allowing the player to Orc's TN is 1 and Mages use MIND as their
reroll to follow the newer and easier to follow spellcasting Stat, Stanislaus has a MIND of d8.
trail. Casey rolls a d20 and a d8 rolling a total of 13
(10 on the d20 and adding 3 on the d8),
subtracting the TN of 1 for the Orc, the total of
the roll is 12, a success, and does damage to
the Orc (in this case Bolt does the Stat dice of
the roll in damage, so 3 points of damage to the
Orc).

9
STATS
THE 6 STATS A character's Stats cannot be higher than a d10
The 6 character Stats in Eyes Beyond the or be lower than a 0, unless they have an Edge
Torchlight are: that allows them to raise a Stat to a d12. Some
powerful magical items can even raise a Stat to
The 3 Core Stats are… a d12.
Body- A character's physical might, speed and
stamina. DICE ORDER
Mind- A character's mental prowess, education, When Stats are raised or lowered they go up, or
memory and reasoning. down, by one dice type in the following order:
Soul- A character's intangibles, including 0, d4, d6, d8, d10, d12.
insight, personality and 'gut-feelings'.
DICE TYPE
The 3 Combat Stats are… Some powers, magical items, potions and more
Fighting- A character's ability to use hand-to- can increase your dice type for a Stat, when
hand, close up weaponry. something says +1 die type it increases by one
Shooting- A character's ability to use distance step on the Dice order. i.e. from d6 to d8, d8 to
weapons. d10 etc.
Dodge- A character's ability to dodge attacks.
Likewise some things can decrease your dice
DERIVED STATS type, from d8 to d6, d6 to d4, etc.
Armor- Armor is based on the armor a
character wears. Armor subtracts from If a Stat goes below zero, a character is (most
incoming damage. often) dead.
Hit Points- Based on a characters maximum
Body Stat dice (i.e. a d8 body is 8 hit points at
character creation).
Initiative- A Mind roll (see combat).
Move- Move is based on a characters Ancestry.
Run- Run is Move + a characters Body dice
(see movement).

STAT DIE
Stats are represented by a single dice, ranging
from d4 up to (possibly) d12. Starting
characters cannot have a beginning Stat higher
than a d10. Stat Dice are rolled alongside a d20
when making a basic dice roll, also called a
Check, Defense, or Offense.

For more on Basic Dice Rolls and Stat Dice see


page 8.

RAISING STATS
As characters gain Advancement Points they
can spend them to raise their Stats or to gain
new Edges, etc.

10
THE TARGET IS 12
THE TARGET CALCULATING TN
Any task that has a chance of failure will be For GMs, one of the main duties in the game is to
rolled against the Target Number of 12. For some determine how difficult a task will be for the
tasks a Threat Number will also be listed, such as players. For most basic tasks where there is a
a good lock on a treasure chest having a TN of 2 chance of failure use a TN of 0, it's easy to
or lifting a very heavy portcullis having a TN of remember and still difficult enough to even cause
4, but other tasks are vague. For vague tasks 12 is powerful characters issues occasionally. But for
always used. A Target of 12 gives most characters other tasks you might need to determine a TN on
a slightly better than 50% chance of success the fly.
based on average dice rolls.
The following chart should give you an idea of
AVERAGE DICE ROLLS where to start with determining a tasks TN.
Based on dice statistics the average dice rolls in
Eyes Beyond the Torchlight are... TN is subtracted from a characters roll and must
d20+d4= 13 meet or beat a 12 to succeed.
d20+d6= 14
d20+d8= 15 DIFFICULTIES
d20+d10= 16
d20+d12= 17 Difficulty TN

These numbers should give the GM a good idea Simple -4


of how difficult certain tasks will be based on the
characters Stats. Normal 0
Difficult 4
THREAT NUMBERS
Monsters and NPCs in Eyes Beyond the
Very Difficult 8
Torchlight all have a listed Threat Number, as do
some traps, and other difficult tasks. The Threat
Number (TN) represents how difficult it is to Extremely Difficult 12
accomplish any check, offense or defense against
them. Near Impossible 16
If a task requires some Offense, the TN also
determines the Hit Points needed to accomplish
the task, every 1 TN is 5 hp. For instance, during
a combat, a locked door may have a TN of 2 and
require 10 Hit Points of 'damage' against it to
open it, This damage could either be done with
Body Offense to break it down by sheer strength,
Fighting Offense to bash it down with a weapon,
Body Offense to pick the lock, or even Magic
Offense to use Powers to release the door lock.

For more on Threat Numbers and Combat see


Chapter 6: Combat Rules.

11
EASY & HARD
EASY ROLLS • Trying to force open an iron bound and stuck
When a GM determines a roll is EASY or some door, while the floor is covered in slippery
other circumstances, such as an Edge, makes a moss.
roll EASY, add 1d6 to your Basic Dice Roll and • Fighting Offenses against a creature that is in
add it to the total rolled. flight.
• When you do not have the proper tools for a
task.
When is a Roll Easy? • When a Hindrance makes your roll HARD.
Though not an exhaustive list, the following are • When 3 or more enemies are ganging up on
examples of when a GM may make a roll you, your Defense Rolls are HARD.
EASY. • When making a Defense Roll while
• When a player makes a Body Check to force paralyzed, prone, sleeping or stunned.
open a locked door while using a crowbar. • When the environment makes a task HARD,
• When a player has attempted and failed at a such as vision based checks in fog or smoke.
task once, the second attempt is EASY if they
had learned something from attempting it the
first time.
• Offenses against a prone, paralyzed, sleeping
or stunned creature.
• Using a great quality tool for a task.
• When an Edge or a Background makes a roll
Easy.
• When someone is helping you with a task,
such as forcing open a door or breaking
something, the roll is EASY.
• When 3 or more players are ganging up on a
single enemy.

HARD ROLLS
When a GM determines a roll is HARD or
some other circumstances, such as a Hindrance,
makes a roll HARD, roll an extra 1d6 with your
Basic Dice Roll and subtract it from the total
rolled on the d20 and Stat dice.

When is a Roll Hard?


Though not an exhaustive list, the following are
examples of when a GM may make a roll
HARD.
• Weapon Offenses, Dodge Defenses or Body
Defenses on extremely difficult terrain.

12
DAMAGE
HIT POINTS Offense does 8 damage (the Body dice of the
Characters, NPCs, Monsters, some items, and roll) to the door reducing it to 2 Hit Points.
even some tasks may have Hit Points. The
amount of Hit Points they have is the amount of SHOULD IT BE A CHECK OR
'damage' they can take before either dying or AN OFFENSE?
otherwise being destroyed (in the case of In combat or other time sensitive situations,
characters, monsters, NPCs, walls, doors, and breaking down a door, picking a lock,
other items), become inoperable (in the case of deciphering a scroll, etc. should be an Offense
traps), or being finished or complete (in the Roll. If it's out of combat a Check is enough to
case of tasks). suffice for any kind of roll where a pass / fail is
often enough to not slow the game down. The
For most NPCs, Monsters, Tasks, Traps, and GM may allow additional Checks on a fail if
Items the amount of Hit Points they have is the character may have learned something the
based on their Threat Number. For every point first time (see Easy rolls page 12).
of TN they have they have 5 Hit Points. i.e. TN
1 having 5 Hit Points, TN 4 having 20 Hit
Points, etc.

Characters begin the game with the maximum


amount of their Body Stat in Hit Points and can
increase their Hit Points by either raising their
Body Stat or buying an Edge (Vigor). In no
case can a character have more Hit Points than
2 times the maximum of their Body Stat.

i.e. a character with a d8 in Body can never


have more than 16 Hit Points.

DAMAGE & OFFENSE


Offense rolls, such as Fighting and Shooting,
do damage on a success. Other Offense Rolls
can include Powers, such as Mind or Soul
Offenses, and also Body Offenses, such as
ramming your shoulder into a stuck door to
break it.

In all of the above cases Damage is calculated


the same way, you roll 1d20 + the applicable
Stat, and if it is a success the damage done is
the Stat dice of the successful roll.

i.e. a Warrior is bashing down an iron door


with his shoulder as the others are fighting off a
horde of goblins. The GM determines the door
has a TN of 2, and therefore 10 Hit Points. The
player rolls a Body Offense against the door,
rolling a 1d20 along with a d8 (his Body Stat),
he rolls a 12 and an 8 for a total of 20, minus
the 2 of the TN, for an 18… a success. And the

13
HERO & VILLAIN POINTS
HOW MANY & WHEN? Retreat- Flee a combat without triggering any
At the beginning of every session players begin attacks against you.
the game with 5 Hero Points (unless they have
an Edge or Hindrance that gives them one extra Increasing a Power- Some powers can be
or one less). These are the ONLY points they Empowered, see page 68 for more.
have for the session and when they run out they
gain no more until the next game session. SPENDING VILLAIN POINTS
GMs can spend a Villain Point to do any of the
Villain Points are a pool possessed by the main following…
villains that a GM can spend to complicate the
players lives a bit. When a main villain comes Great Escape- Allow the villain to escape
into play the GM has a number of Villain unharmed.
Points equal to the amount of players during
that villain's encounter. Crushing Blow- Increase the villains damage
by 5 for a singular attack.
At my table game I often use poker chips to
represent the Hero and Villain Points and when Extra Action- Take an extra action at any time
they are played we throw them to the middle of in any round.
the table.
Villains' Edge- Make a players next roll
WHAT ARE THEY? HARD.
Hero Points and Villain Points are a meta-
currency that can be played by players and the
GM to affect the outcome of dice rolls or to
change game play in some way. They allow
players to feel heroic in times that heroism is
needed and they allow the GM to affect game
play by making some villains or situations more
difficult.

Hero and Villain points cannot be used to


'cancel' each other out.

i.e. when a GM plays a Villain Point a player


may not use a Hero Point to stop it, or vice-
versa.

SPENDING HERO POINTS


You can spend a single Hero Point to do any
one of the following…

Hero Dice- Add a D8 to any roll. This can be


done after the initial roll. This is the most
common use for Hero Points.

Extra Action- Take an extra action at any time


in any round.

14
TIME & MOVEMENT
TIME In Hours you move in miles per hour. The
There are 4 basic time frames… average walking speed is 3-4 miles per
hour depending on terrain.
ROUNDS- 6 second intervals, used in
Combat In Days you move in Miles per day, most
MINUTES- Used in between Combats or parties can move about 30 miles (one
in indoor explorations standard map hex) in one day, as long as
HOURS- One or more hours, used in terrain and weather are favorable.
outdoor exploration
DAYS- One or more days, used during RANGES
downtime In Combat, ranges become important. The
following range increments are used in the
MOVEMENT game…
Movement is based on TIME. For each
time frame you can Move a distance. CLOSE- no greater than 1 square (5 feet)
Walking and Running Movement is in 1 NEAR- within 6 squares (30 feet)
inch squares (each square being 5 feet in FAR- within 24 squares (120 feet)
distance). VERY FAR- beyond 24 squares
(beyond 120 feet)
In Rounds you can either move your
Walking Move rate and take an Action or Close is within striking distance of all
you can Run and take no Action. fighting weapons.

In Minutes you can move Far in a dungeon Near is within distance of all shooting
or other confined space safely and check weapons.
for traps and secrets along the way. Or you
can move twice that with no precautions. In Far is within distance of more powerful
the wilderness you can move 10x Far, shooting weapons.
unless something, like a heavily forested
area, impedes your movement. Very Far often puts combatants out of
eyesight and/or striking range of each
other.

15
LIGHT
Since many adventures will take place in the It is important to note that adventurers carrying
dark and gloomy depths of labyrinths and torches, lanterns or any other light sources will
dungeons, adventurers must have adequate not be able to surprise other creatures in the
means to illuminate their surroundings. darkness, as the light will reveal their position.

They will often use torches and oil lamps, For those without a light source, or that do not
which illuminate in a Near radius area. Torches have Night Sight, most actions will be HARD.
burn completely in 60 minutes, while oil lamps And certain actions, like Shooting Offenses,
will provide lighting for up to 4 hours per load will be an automatic failure.
of oil.

16
RESTS & HEALING
TYPES OF RESTS You cannot exceed your maximum hit points.
There are 4 different kinds of Rests. They are...
• Recovery- taken during combats. You can only take up to 3 Short Rests in any 24
• Breathers- taken after combats. hour period.
• Short Rest- an hour long rest.
• Long Rest- an all night or longer rest.
During each type of Rest there is a chance of LONG REST
recovering lost Hit Points. If you can get some sleep, food , and water in
an uninterrupted 8 hour period you gain the
RECOVERY benefits of a Long Rest.
Recovery is an Action that can be taken during
combats and replaces your other Action during During a Long Rest you regain all Hit Points.
that round. You may Move and then take a
Recovery Action or vice versa. You can only take 1 Long Rest per 24 hour
period.
To make a Recovery Action roll a BODY
Check, on a success (12 or more) you heal the
amount of Hit Points on the BODY Dice, up to
your maximum Hit Points. You can do this as
often as you wish during combat, but it takes up
your Action, making you an ineffective
combatant. Judicious use of Recovery can make
or break success in a combat.

BREATHERS
After a combat ends, and as long as there is
little chance of a second combat starting in
moments, you can take a Breather. Breathers
are a minute or so to collect yourself, to
bandage larger wounds and to assess the
damage of your teammates.

During a Breather you roll your BODY Dice


and regain that many Hit Points.

You can do this once after every combat.

SHORT REST
If you can take an hour long rest, in a safe and
secure location, you can take the time to truly
heal some points. You must have access to
clean water & food to take a Short Rest.

During a Short Rest you regain the maximum


of your body dice in Hit Points (i.e. a Body of
d8 you regain 8 hit points).

17
CHAPTER 3:
COMBAT RULES
BASIC COMBAT
DURATION OF ENCOUNTERS
An encounter happens anytime two different • Move to anywhere within Move in squares
groups, often the adventuring party and a group and take an action.
of monsters or NPCs, come into close contact • Move and take no Action.
with each other. When Encounters start, time • Run.
moves to Rounds. • Disengage and Move.

When an encounter takes place the GM needs When moving and taking an action, they are
to determine the distance the two opposing cautiously moving to avoid being struck by
sides are apart. This is often Near or Far but in nearby enemies and putting themselves in a
some circumstances could be Close and in the position to take whatever action they wish to
wilderness Very Far is often common. take.

When moving and taking no action, they are


SURPRISE CHECKS moving quickly but cautiously and moving to
Once the distance is determined the GM must the position that they wish to be in.
determine if either side is Surprised. This can
be done by having the players roll SOUL When they Run, they haphazardly take off in
Checks vs. the Threat Number of the highest one direction, if any enemies are within Close
HD monster or NPC, on a success the party is range as they run by (or Near if the enemy is
not surprised and on a fail they are. For very large) the enemy can make an attack
monsters or NPCs the GM merely decides if against them. A combatant who runs moves a
they are surprised depending on the number of squares equal to their MOVE + their
circumstances. Body Dice. (i.e. a MOVE of 6 and a Body of
1d6 the characters moves six plus the roll of a
If either side is surprised they may not act on 1d6 in squares).
the first round of combat, if both sides are
surprised, neither side gets to act.
To Disengage and Run, you can take no other
INITIATIVE Actions that round. You must succeed on a
Body Check vs. the opponents TN, on a success
At the beginning of an Encounter, after Surprise you can Disengage and Run. On a fail you
has been determined, we move on to initiative. Disengage and can Move your regular
Initiative is rolled by making a Mind Check movement rate but not Run.
(1d20+Mind Stat) vs. the opponents TN.

On a success the character goes before the PURSUITS


monsters or NPCS and on a fail the character If one side or the other decides to flee, the
goes after. opposing side may wish to pursue them. In
some cases, like with flying monsters, this may
MOVEMENT IN COMBAT be impossible. But in others it is up to the GM
to determine if the fleeing side can escape the
Both players and monsters can move on their chasing sides pursuit.
turn. They can either…

18
You can also use Move + Run to do a chase Fighting Combat Rolls
over a distance in squares. When one side To make a fighting combat roll 1d20 +
catches the other or one side is further than Far
your Fighting dice minus the Threat
away the chase ends.
Number of the opponent, to meet or beat
12.
SEQUENCE OF COMBAT
1- The players roll initiative.
On a fail, the attack misses. On a success
2- The players that rolled a successful initiative the attack does damage to the opponent,
take their moves and actions. the damage done is the Fighting dice of the
offense roll.
3- The enemies take their moves and actions,
players defend against any attacks. i.e. Jonathan's character, Rarg, a northman
Barbarian, has a Fighting Stat of d8. Rarg
4- The players who failed initiative takes their is attacking a lowly Goblin with his dagger
moves and actions. (Goblins have a Threat Number of 1).
Jonathan rolls a 1d20 + 1d8 (Rarg's
5- Repeat 2, 3, & 4 until one side is defeated or Fighting dice), he rolls a 13 on the d20 and
flees.
a mere 2 on the d8, for a total of 15, minus
the TN of 1, for a total of 14. A success!
ACTIONS IN COMBAT The attack does 2 points of damage to the
Do not Move and take an Action, such as a
goblin (the number rolled on the fighting
Fighting or Shooting Offense, or use a Power.
dice of the offense roll).
Move and take an Action, such as a Fighting or
Shooting Offense, or use a Power. Shooting Combat Rolls
Shooting combat rolls are almost identical
Run and take no Action. to melee combat rolls, except the Shooting
Stat is used.
Take a Recovery Action. A ranged attack roll is 1d20 + your
Shooting dice, added together, minus the
Use an Object, such as drinking a potion.
targets TN to meet or beat 12.
Move (or not move) and take two actions, both
actions are Hard, even if other circumstances If successful the attack does the Shooting
would make one, or both, Easy. dice of the Offense roll in damage.

Disengage, can move away from opponent up i.e. Rarg has a Shooting die of d6 and
to Move without triggering an opportunity Jonathan decides Rarg will take a
attack. crossbow shot against a Goblin that is in
the rafters on his next turn. On Rarg's turn
Disengage and Run, succeed on a Body Check Jonathan rolls a 1d20 and a 1d6, he rolls
vs. the opponents TN and can Move + Run only an 8 on the d20 but rolls a full 6 on
away.
the d6 for a total of 14. The Goblin's TN is
1, so subtracting that from 14 for
BASIC COMBAT ROLLS a 13 total is a success (12 or more is
Combat also uses the Basic Dice Mechanic always a success), and the Goblin takes a 6
of the Target 12 Game System. For melee points of damage (the Shooting dice of the
attacks the Fighting Stat is used and for roll).
ranged attacks Shooting is used.

19
Dodge Rolls Armor
When defending against an attack players roll Armor has an associated damage reduction that
1d20 + their Dodge dice, added together, minus ranges from 0 (for unarmored) up to 3 (for
the opponents Threat Number, to meet or beat heavy armor).
the target of 12.
When someone wearing armor is hit their armor
On a success, they dodge or otherwise block the further reduces incoming damage.
attack. On a fail they take damage. The amount
of damage they take is reduced by the Dodge i.e. in the above example if Rarg was wearing
Dice of the roll, subtracting that result from the light armor (damage reduction 1) he would of
monster or NPCs damage. only taken 1 point of damage. If it was heavy
armor (damage reduction 3) he would of taken
i..e. Rarg has a Dodge of 1d6. When a goblin ZERO damage as the armor blocks all of the
attacks him, Jon rolls 1d20+1d6 for a 3 on the incoming damage.
d20 and a 4 on the d6, so 7, minus the goblin's
TN of 1, for a 6… a fail. Goblins have a 6 in Shields
damage. The dodge dice of the roll was a 4, so Wearing a shield increases the Dodge dice of a
Rarg takes (6-4) 2 damage. roll by one step. If you are carrying a shield and
have a Dodge stat of d6 it becomes a d8, etc.
Shields do not effect Dodge rolls when
surprised or being attacked from behind.

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FIGHTING COMBAT
Fighting combat takes place when two or more
opponents face each other at a distance no
greater than 5 feet. Conventional hand weapons
Charge
such as swords, axes, daggers, and maces are By charging towards enemies in a blind fury,
often used in this type of confrontation. Hitting and at the expense of your security, you can
an opponent in close range is determined by deal damage to an opponent and push them
your Fighting Stat. back.

The characters often only have one attack per To charge into a fighting combat you must be
round but some monsters have the ability to Far away from your enemy and must be able to
attack multiple times. run at them in a straight line over non-
treacherous ground. You must also be using a
There are also four types of special attacks that two handed weapon.
can be used by only Warriors, Defensive
Fighting, Offensive Fighting, Charge, and On a successful attack, in addition to doing
Cleave. damage, you push your opponent back a
number of squares equal to the damage, unless
they are more than one size greater than you.
Defensive Fighting
Fighting defensively grants a better chance to You may only charge into combat once per
defend from enemy blows at the expense of a Encounter.
penalty to fighting attack rolls.
A GM can stop a charge by using a Villain
When using Defensive Fighting your Dodge Point to attack you or otherwise obstruct your
Rolls are EASY but your attack rolls are HARD movement as you charge in.
until your next turn.
Cleave
If another circumstance already makes your When two or more opponents are CLOSE to
attacks or defense EASY or HARD you cannot you and you have a two handed weapon, you
use Defensive Fighting. can use Cleave.
The GM will decide how many attackers can Make one HARD Fighting Offense Roll and
fight at once against the same opponent in each subtract each opponents TN separately, if one,
situation. For example, in a corridor 5 feet or both, is a success you deal damage to both of
wide, only one or two attackers may be able to them.
challenge a single enemy depending on their
size.
GANGING UP ON AN ENEMY
Offensive Fighting If more than 3 characters are surrounding a
Fighting offensively grants a better chance to Medium size or smaller enemy, attack rolls
attack enemies at the expense of being easier to against it are EASY.
hit.
Also, if 3 or more Medium sized or smaller
When using Offensive Fighting your fighting enemies are attacking a character, their Dodge
attack rolls are EASY but your Dodge Rolls are Defenses are HARD.
HARD until your next turn.

If another circumstance already makes your


attempts EASY or HARD you cannot use
Offensive Fighting.

21
SHOOTING COMBAT
To attack with shooting weapons, the attacker set depending on the type of coverage the target
must be a minimum of 5 feet away from the has.
intended target or the Offense roll is HARD. A
Shooting Offense roll is any combat action For example, if the target is behind a small
involving the use of projectile weapons such as window, the coverage may be such that the
bows, slings, crossbows, darts and thrown character must make a HARD roll to hit the
weapons like daggers, knives, darts and the enemy.
like.
Similarly, an opponent that is located behind a
It is also considered a Shooting attack when the rock that just covers up 1/2 their body may also
adventurer throws regular items with the make the attempt HARD.
intention of hitting an opponent, such as a vial
of holy water, a rock, a container filled with oil In the case of players using cover, their Defense
to burn, etc. Rolls are EASY to avoid being hit by incoming
shooting attacks.
The ability to hit with these weapons depends Vials of holy water and burning oil can be used
on the Shooting Stat dice of the character. as projectile weapons, causing damage upon
impact (holy water only causes damage to
RANGE unholy creatures, demons, devils, undead and
the like). The damage caused is the Stat die of
All shooting weapons have an effective range the Shooting Offense roll.
listed in their Equipment Table listing.

If the opponent is beyond the stated range, it AIMED SHOTS


will be more difficult, or impossible, to hit. If Characters may choose to spend one full round
the enemy is one Range further than the listed aiming at a target at the expense of not being
range (i.e. the Range is Near but the opponent able to perform a move action. This makes their
is Far), the character can still attempt a Defense Rolls HARD until their next turn. On
Shooting Offense but it will be HARD. If the their next turn they will be able to fire the
enemy is more than one Range further they are weapon and score an automatic hit.
impossible to attack with that weapon (i.e. the
Range is Near but the enemy is Very Far). If the target has cover, an aimed shot can be
used to remove the HARD penalty.
ACTIONS
Adventurers can Move and perform a Shooting
Attack or can move towards the enemy and
engage in Fighting.

All missile attacks are subject to the standard


combat rules, initiative, and surprise.

COVER AND RANGED


ATTACKS
It is also important to consider any
circumstantial cover beneficial to the target. An
attacker cannot hit a target that is fully
entrenched behind a solid object. However, at
the GM’s discretion, a HARD penalty may be

22
MORE COMBAT
Unarmed Combat Falling
In some occasions, you will engage in unarmed When you fall you will suffer 6 damage for
combat, like in a bar fight. In these cases, every 10 feet dropped, to a maximum of 120 ft.,
unarmed combat uses the same sequence as rolling Dodge to reduce the damage done.
normal combat, except that the Attack Roll uses
the BODY Stat, doing 1/2 your Body dice in Stat Loss
damage (with a minimum of 1).
Losing a Stat dice point is often terrible and is
This damage is non-lethal and essentially usually caused by powerful undead.
knocks an opponent out when they reach 0 hp.
It can also be quickly & fully healed by taking a If your Stat is lowered to less than a d4
Breather afterward. (effectively making it a 0) it makes all rolls
HARD, no matter the Stat or Defense used. If
it is lowered an additional time from 0, you are
Rear Attacks dead.
If you were to be attacked from behind, while
completely unaware of the attacker, the attack is Using An Object
HARD to defend against. Likewise, if you can
attack an enemy from the rear, that is unaware If an object is in your hands or belt, you may
of your presence, the attack is EASY. use it freely. However, if the object is in a
backpack or bag, it will take 1d4 rounds to dig
it out of the bag and prepare it for use.
Underwater Combat
Some circumstances force you to fight
underwater. Fighting underwater makes most Opportunity Attacks
attack rolls HARD, and Dodge rolls EASY, When an opponent moves out of Close range
unless the attacker is native to living from a player without taking a Disengage
underwater, in which case your Dodge roll is action the player can make one attack against
HARD. Fighting underwater also halves the the opponent as they back away. When a player
players normal Move. moves out of Close range from an opponent
without taking the Disengage action the
opponent can attack the player as they back
Aerial Combat away.
Some monsters capable of flying can attack
from the air, plummeting onto their prey. If the Neither of these take away from the attackers
attack is successful, it will cause double the normal Actions for that round.
normal damage to their victim. It is also
possible for flying creatures to drop objects
from the air, provided it is at a height greater Two Actions
than 300 feet. The damage depends on the size Using the 'Move (or not move) and take 2
and weight of the projectile but a weight of 100 Actions' (page 19), you can make weapon
lbs. dropped from a height of 300 feet would attacks with either one weapon or two separate
cause 12 points of damage on a 10 foot radius weapons, or use a weapon and a power, etc. but
area. BOTH Actions are Hard. Even if you have an
Edge or circumstances that may make one, or
It may be the case that you decide to attack or both, of the actions Easy, they are both Hard.
use. Power from a flying mount like a dragon,
drake, hippogriff or a flying vehicle. For these
cases, given the instability of flight, you suffer
a HARD penalty to all attacks and powers.

23
You can also make an attack action and do NPCs vs. NPCs
some other thing, such as drink a potion, move When an NPC, or monster, attacks another NPC
an object in a room, draw a new weapon, etc. the attacker rolls 1d20 plus their Threat Number
The attack action is Hard, and the other action minus the opponents Threat Number, if its 12 or
may, or may not, require a Check according to more it is a success.
the GM.
The damage done is the attackers damage
Changing Weapons number minus a variable dice based on the
If you do not have the appropriate weapon at opponents size.
hand, you can choose to switch weapons
(assuming that the new weapon is in an Tiny- d4
accessible location). In this case you will suffer Small- d6
a HARD penalty to the attack roll during the Medium- d8
round you switch weapons. Large- d10
Huge- d12
Small Weapons Gargantuan- d20
Small weapons have a 1 dice penalty to
Offenses as they require either a better shot, in i.e. A Goblin (Threat Number 1) attacks a Pixie
the case of Shooting weapons, or that a (also TN 1), rolling a 1d20+1, and rolls a 13 on
character gets Close for Fighting Weapons. the d20. 13 plus the Goblins TN of 1 is 14, a
However, small weapons are easy to conceal. success. Goblins do 6 Damage and Pixies are
Tiny. The GM rolls a 1d4 for the Pixie for a 3,
Attacks from a Mount which is subtracted from the Goblins damage of
When Very Far away from an unmounted 6 for a total of 3 points (6 - 3 = 3) of damage
enemy you can charge from a mount. A done to the Pixie.
mounted charge does double damage to an
opponent as long as the charger has a long
weapon.

24
HEALING & DYING
Healing in Combat You can be immediately healed by another
You have several options that may heal you character using a Power, potion, or some other
during a combat, depending on the setting, healing device or item. If that's not possible you
these may include Recovery Actions, Potions may be Revived by another character.
& Powers.
To Revive you another character must be able
A Recovery Action is made by rolling a BODY to reach you and try to revive you, using their
Check, on a successful roll the character heals Action to do so if it is in combat.
the amount of Hit Points on the BODY Dice.
When a character attempts to revive you, they
Potions may also heal you during combat, such must make a successful MIND Check. If their
as the Potion of Healing. Taking a potion takes Mind Check is successful you are stable and
up your Action but you do not need to make will become conscious with 1 Hit Point on
any kind of check for the healing to take effect. your next turn, unless healed before then.
You immediately heal the amount of hp
conferred by drinking the Potion (usually Some Edges (Lay on Hands, Healer) give
1d10). characters an EASY roll to revive downed
characters.
Powers can also heal you during a combat.
Clerics, and occasionally characters with a If a character is attacked when down they lose 1
Known Power (see Edges page 47), may have round from their dying countdown.
the Heal power. When another character (or
yourself) casts Heal on you, you immediately
heal the amount of hit points the power infers. Replacing Dead Characters
Sometimes it happens and you lose a character
to bad dice rolls, or more often than not, you do
Death & Dying something you shouldn't have done.
When you reach 0 Hit Points you are
unconscious and out of the combat and you will The GM may allow you start a new character
die in a number of rounds equal to a roll of your with some spendable Advancement Points or
Body dice, this is called a Death Roll. You may have you start a new character from the
must be healed or revived before your turn on beginning.
the last round of your dying countdown or you
are truly dead.

25
CHAPTER 4:
CHARACTER
CREATION
STEP by STEP
Use the following steps to create your character.

1) Choose your starting Stats page 27


2) Choose your Ancestry page 28
3) Choose your Archetype page 31
4) Take a Hindrance if you chose a second Archetype Edge page 36
5) Choose your Background page 37
6) Choose your Starting Gear & begin the game with 2d6 Gold page 40
7) Choose your Weapons page 41
8) Roll or choose your Links page 42
9) Choose your Powers (For spellcasters) page 43
10) Determine your starting Hit Points & More page 44
11) When your character gains enough Advancement Points to raise a Stat or
gain a new Edge see page 45
ADDITIONAL INFORMATION
Your character sheet contains spaces for more information on your character. Their hometown, their
religion, sex, height, weight, motivations and more. Please take your time and fill these out. Think
about your character. What does he or she sound like? What do they feel? What do they hope for,
dream of?

26
STEP 1: STATS
THE 6 STATS RAISING STATS
The 6 character Stats in Eyes Beyond the Your character gains Advancement Points (AP)
Torchlight are: while adventuring. AP can be spent to raise
Stats, gain new Edges, and remove Hindrances.
The 3 Core Stats…
Body- A characters physical might, speed and A character's natural Stats cannot be higher than
stamina a d10 or be lower than a 0, unless they have an
Mind- A characters mental prowess, education, Edge that allows them to raise a Stat to a d12.
memory and reasoning Some magical items can even raise a Stat to a
Soul- A characters intangibles, including d12.
insight, personality and 'gut-feelings'.
DICE ORDER
The 3 Combat Stats… When Stats are raised or lowered they go up, or
Fighting- A characters ability to use hand-to- down, by one dice type in the following order:
hand, close up weaponry.
Shooting- A characters ability to use distance, 0, d4, d6, d8, d10, d12
including thrown, weapons.
Dodge- A characters ability to dodge attacks.
DERIVED STATS
Hit Points- Based on a characters maximum
STAT DICE Body Stat dice (i.e. a d8 body is 8 hit points at
Stats are represented by a single dice, ranging character creation).
from d4 up to (possibly) d12. Starting
characters cannot have a beginning stat higher Initiative- A Mind Check (see combat).
than a d10. Stat Dice are rolled alongside a d20
when making a basic dice roll, also called a Move- Move is based on a characters Ancestry.
Check.
Run- Run is Move + a characters Body dice
For more on Basic Dice Rolls and Stat dice see (see movement).
page 8.

BEGINNING STATS
First choose your Core Stats, you can start with
a d4, d6 and d8 placed however you wish in
BODY, MIND and SOUL or d6, d6, d6 in all
three.

i.e. BODY d6, MIND d4, SOUL d8 or BODY


d6, MIND d6, SOUL d6.

Next choose your Combat Stats in the same


fashion, either d4, d6 and d8 or three d6's.

i.e FIGHTING d6, SHOOTING d8, DODGE d4


or FIGHTING d6, SHOOTING d6, DODGE d6.

Hindrances can lower a starting Stat to below a


d4 (0).

27
STEP 2: ANCESTRIES
CHOOSING AN ANCESTRY They are characterized by their powerful, and
There are 7 Ancestries in Eyes Beyond the occasionally abrasive nature, and their strong
Torchlight, they are Dwarf, Elf, Gnome, sense of honor. These beings dwell in complex
Halfling, Half Elf, Half-Orc and Human. and intricate cavernous galleries under
mountains and hills. Perhaps this is why their
When you pick an Ancestry you gain one Edge skin has adopted the earthy tones that is
or, in the case of humans, can raise one Stat. common to them, as well as the bushy beards
on their rough faces. Dwarves are Medium in
size, standing between 4 and 4 1/2 feet in height
ANCESTRY LISTINGS and weighing 130 to 180 lbs.
Ancestries are listed in the following format: MOVE: 5
EDGE: This is the Edge Trait you gain, and
must take, because of your Ancestry.
ELF
DESCRIPTION: A description of your EDGE:
character's ancestry followed by the ancestries Elven Senses- Elves can see and hear further
Move. than humans in just about every circumstance
and visual and audible checks for them are
always EASY.
DWARF DESCRIPTION:
EDGE: Elves are beings bound to nature, gifted with
Darkvision- You can see FAR even in inquisitive intelligence and undeniable beauty.
complete (non-magical) darkness and take no Their apparent fragility is misleading, since
penalties from low light or lack of light. they are tough as oaks and nimble as the wind.
The elves are very long-lived beings. Elves are
DESCRIPTION: Medium in size, standing between 6 and 6 1/2
Dwarves are vigorous and strong individuals, feet in height and weighing 130 to 165 lbs.
with a resilient constitution and stocky bodies. MOVE: 7

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GNOME HALF ELF
EDGE: EDGE:
Magical- All Gnomes begin the game with one Empathy- Half Elves have an uncanny ability
Mage Power that they can innately cast. They to empathize with others and all persuasion
must follow the rules for HP COST. Choose based checks are EASY for them.
your power from the list on page 43.
DESCRIPTION:
DESCRIPTION: With their lack of a unified homeland and
Gnomes are distant relatives of the fey, and culture, half elves remain versatile, able to
their history tells of a time when they lived in conform to nearly any environment. While
the fey’s mysterious realm, a place where colors often considered attractive to both races for the
are brighter, the wild-lands wilder, and same reasons as their parents, half elves rarely
emotions more primal. Though gnomes are no fit in with either humans or elves, as both races
longer truly fey, their fey heritage can be seen see too much evidence of the other in them.
in their innate magic powers, their oft- This lack of acceptance weighs heavily on
capricious natures, and their outlooks on life many half elves, yet others are bolstered by
and the world. Gnomes are the second smallest their unique status, seeing in their lack of a
of the races, size Small, standing between 3 and formalized culture the ultimate freedom. As a
4 feet tall on average and weighing only 25 to result, half-elves are incredibly adaptable,
40 lbs. MOVE: 4 capable of adjusting their mind-sets and talents
to whatever societies they find themselves in.
Half-Elves are Medium in size, standing 5 1/2
to 6 feet in height and weighing 140 to 185 lbs.
HALFLING MOVE: 6
EDGE:
Fearless- All rolls against Fear are EASY. HALF-ORC
EDGE:
DESCRIPTION: Darkvision- You can see FAR even in
Halflings, also known as half-folk, are robust complete (non-magical) Darkness and take no
little creatures, weighing about 60 lbs. and penalties from low light or lack of light.
standing 3 feet high, almost half the size of an
average human. Halflings are gentle and DESCRIPTION:
homely creatures but they are also very As seen by civilized races, half-orcs are
perceptive observers, endowed with an inherent monstrosities, the result of perversion and
curiosity and natural courage that makes them violence—whether or not this is actually true.
extremely valuable companions. Usually Half-orcs are rarely the result of loving unions,
Halflings are honest, hardworking, unselfish, and as such are usually forced to grow up hard
simple and peaceful, although in times of and fast, constantly fighting for protection or to
danger they are more valuable than their stature make names for themselves. Half-orcs as a
lets on. Halflings are Small in size, standing on whole resent this treatment, and rather than play
average half the size of a man, at 3 feet in the part of the victim, they tend to lash out,
height and weighing 55 to 70 lbs. unknowingly confirming the biases of those
MOVE: 5 around them. A few feared, distrusted, and spat-
upon half-orcs manage to surprise their
detractors with great deeds and unexpected
wisdom—though sometimes it’s easier just to
crack a few skulls. Half-Orc are Medium in
size, standing anywhere from 5 foot to 6 1/2
feet in height and weighing 120 to 200 lbs.
MOVE: 6

29
HUMAN
STAT BONUS: Because of their adaptable
nature humans can choose 1 Stat to raise by one
dice type OR they can choose one Edge from
the list on page 48.

EDGE:
Humans gain no ancestral Edges, but can
choose to take any Edge at character creation if
they do not take a Stat bonus (see above).

DESCRIPTION:
Humans possess exceptional drive and a great
capacity to endure and expand, and as such are
currently the dominant race in the world. Their
empires and nations are vast, sprawling things,
and the citizens of these societies carve names
for themselves with the strength of their sword
arms and the power of their spells. Humanity is
best characterized by its tumultuousness and
diversity, and human cultures run the gamut
from savage but honorable tribes to decadent,
devil-worshiping noble families in the most
cosmopolitan cities. Humans are Medium in
size, averaging 5 to 6 feet in height and
weighing 110 to 190 lbs.
MOVE: 6

30
STEP 3: ARCHETYPES
There are 4 Archetypes in Eyes Beyond the Torchlight. They are Cleric, Mage, Rogue, &
Warrior.

ARCHETYPE DESCRIPTIONS
ARMOR ALLOWED: Lists the armor allowed for the Archetype. This does not mean a
character could not wear a heavier armor, just that they could not use any of their class
Edges when in the armor and it may make some rolls HARD because they are not trained in
its use.

WEAPONS ALLOWED: Characters can use any of the allowed weapons with no penalty.
When using any weapon not on their list their Attack Rolls are HARD.

EDGES: A list of Edges a character must take and/or a choice of Edges by Archetype.

31
CLERIC
ARMOR ALLOWED: Light, Medium, Shield

WEAPONS ALLOWED: Blunt weapons only

EDGES:

Take the following Edge.

Divine Spellcaster- Clerics can cast Divine Powers and gain 2 Cleric Powers at Character
Creation. For more on Powers see page 68. Clerics use SOUL to cast these powers.

And you can choose one of the following three Edges at character creation, if you also take
a Hindrance (see page 36).

Smite- Fighting Offenses against Undead, Demons & Devils are EASY.
OR
Healer- All Healing rolls are EASY, whether
casting the HEAL power, using other healing
based rolls, or when Reviving a downed
character.
OR
Disease Immunity- You are immune to all
diseases, even magical ones.

Clerics are those who have devoted their


lives to the servitude of a deity, following
the path of faith and defending their doctrine,
always fighting to make the word and will of
their god prevail.

32
MAGE
ARMOR ALLOWED: None

WEAPONS ALLOWED: Dart, dagger, sling, staff

EDGES:

Take the following Edge.

Arcane Spellcaster- Mages can cast Arcane Powers. You can choose 4 Mage Powers from
the Mage List at character creation. For more on Powers see page 68. Mages use MIND to
cast powers.

And you can choose one of the following three Edges at character creation, if you also take
a Hindrance (see page 36).

Alchemy- You can make potions or poisons. This requires access to a laboratory and
ingredients.
OR
Ancient Lore- When studying ancient texts,
recalling history, reading arcane scripts etc.
all rolls are EASY.
OR
Poison Resistance- Rolls are EASY when
trying to resist the effects of any magical or
non-magical poison, toxin or venom.

Those skilled in the use of arcane forces and


the manipulation of the magical energy that
permeates the world are known as Mages. They
spend much of their life studying and memorizing
complicated arcane formulas that they transcribe
on their grimoires.

33
ROGUE
ARMOR ALLOWED: Light

WEAPONS ALLOWED: One handed fighting and all shooting weapons

EDGES:

Take the following Edge.

Thief- All Stealth and Hiding rolls are EASY.

And you can choose one of the following three Edges at character
creation, if you also take a Hindrance (see page 36).

Back Attack- Once per Encounter when attacking with a one handed fighting weapon you
can automatically hit and do damage.
OR
Disguise- Whenever you are attempting to
conceal your true identity, rolls are EASY.
In addition, if you would like to suddenly
appear in an encounter you are not in, spend a
Hero Point and you appear in the scene, having
been there in disguise as a guardsman, townsfolk,
etc. the entire time.
OR
Known Power- Choose one power from either
the Cleric or Mage lists. You can cast this power
as a Mage or Cleric but must abide by those classes
casting rules.

Rogues are skillful and cunning hustlers.


Accustomed to living on the rough streets
of the city, they deceive and steal, gather
information and survive as best they can.
Generally they belong to their local Thieves‘
Guild, and cede a portion of their earnings as a
tithe (10% of the total amount earned is the usual).
However, they can work independently.

34
WARRIOR
ARMOR ALLOWED: Any

WEAPONS ALLOWED: Any

EDGES:
Take the following Edge.

Weapon Specialization- When using a specific weapon your Fighting or Shooting dice is
increased by 1 dice type. The cost to replace the weapon if lost or broken is 5X the cost.

And you can choose one of the following


three Edges at character creation,
if you also take a Hindrance
(see page 36).

Tracker- When tracking in any


environment rolls are EASY.
OR
Known Power- Choose one
power from either the Cleric or
Mage lists. You can cast this power
as a Mage or Cleric but must abide
by those classes casting rules.
OR
Iron Fists: Your unarmed Fighting
attacks do full damage.

Warriors are experienced fighters and soldiers.


They devote their lives to the arts of war and combat.
They are specialists in the use of arms and armor of all
kinds. Their fortitude and natural inclination for combat
make them an essential part of any adventuring party.

35
STEP 4: HINDRANCES
If you chose a second Edge from your Archetype you must roll on the following table to take
your Hindrance. For descriptions of each Hindrance see the Traits Chapter on page 52. If the
rolled Hindrance completely doesn't work with your character (a Mage with Distrusts Magic
for instance), please discuss with your GM and reroll.

Roll 5d10 on the following Table.

5 Addiction 28 Lecherous

6 All Thumbs 29 Missing Ear

7 Arrogant 30 Missing Eye

8 Cannot Lie 31 Missing Limb

9 City Dweller 32 Mute

10 Clumsy 33 Obsessed

11 Combat Paralysis 34 Pacifist

12 Coward 35 Poor Eyesight

13 Cursed 36 Poor Hearing

14 Distinctive 37 Poor Sense of Smell

15 Distrusts Magic 38 Poor Stamina

16 Drunk 39 Repugnant

17 Dumb 40 Slow

18 Elderly 41 Slow Recovery

19 Fanatic 42 Temper

20 Fear of… 43 Ugly

21 Forgetful 44 Unaware

22 Fragile 45 Unsettling

23 Greedy 46 Uncoordinated

24 Gullible 47 Wanted

25 Illiterate 48 Weak

26 Insane 49 Yokel

27 Landlover 50 Young

36
STEP 5: BACKGROUNDS
Backgrounds help to quickly tell your i.e. the characters are planning a heist on a
characters backstory and can give a benefit to Baron's small estate on the city. One player
rolls. suggests they try to get in during a shift change
of the guards at the west tower that overlooks
CHOOSING BACKGROUNDS the back entrance to the main house. The
At character creation choose 1 Background for players decide to go to a tavern that is
your character. This helps tell your characters frequented by off-duty guardsman and try to get
story. the information. The GM determines it will take
a SOUL check to befriend a group of
guardsman and get the information. The GM
USING BACKGROUNDS IN asks if any character has a background that
PLAY will help with the check. Steven says his
Backgrounds make rolls EASY. character, Ord, was a Town Guard and could
befriend the guards by talking about their
When a character could use their background, shared experiences. The GM OKs that, as it
such as a Soldier trying to recognize the gives the characters an easy thing to talk about
heraldry of an enemy, or a Noble trying to get a with the guardsmen. This make Ord's Soul roll
meeting with the Duke, your roll is EASY. EASY.

You cannot use a background for Combat


Actions.

It is up to the player to convince the GM that


their background is appropriate to use for the
task at hand. But many times a GM will ask the
players if any of them have an appropriate
background for a specific roll.

37
LIST OF BACKGROUNDS
• Acolyte
• Acrobat
• Actor
• Bandit
• Beggar
• Blacksmith
• Courtesan
• Craftsman
• Farmer
• Fisherman
• Gladiator
• Herder
• Hunter
• Laborer
• Merchant
• Miner
• Minstrel
• Noble
• Peasant
• Poet
• Pirate
• Rural Born
• Sailor
• Scholar
• Scout
• Slave
• Soldier
• Spy
• Town Guard
• Urbanite

38
Acolyte: You spent part of your life in the Miner: You may have worked the mines as a
service of a Temple to one or more Gods. slave or as a trade. You are familiar with life
under the earth.
Acrobat: You spent part of your life in the
circus or maybe as a street performer. Minstrel: You were a singer or musician.

Actor: You may have been a traveling actor, Noble: You were born of noble blood.
local stage actor or just really good at
pretending to be someone else. Peasant: You were born a peasant.

Bandit: You spent time in a criminal Poet: You were a poet, either in the noble
organization, possibly as a highwayman or courts or the town square.
raider.
Pirate: You spent part of your life as a pirate,
Beggar: You spent time on the streets begging you are familiar with life on the open sea.
for money and food.
Rural Born: You lived in the countryside and
Blacksmith: You are a trained Blacksmith. are familiar with that way of life.

Courtesan: You spent part of your life as a Sailor: You spent time as a sailor, whether on
prostitute or escort to the wealthy. the seas or the rivers, you are familiar with
boats.
Craftsman: Choose a craft, you are trained in
it and can make some money by making things Scholar: You possibly worked at a college or a
related to your craft. temple and are well learned.

Farmer: You spent part of your life on a farm. Scout: You were possibly a scout for an army
or for an expedition into a new territory.
Fisherman: You were a fisherman, you know
how to catch fish, and also the kinds and types Slave: You may have been born a slave or
of marine life. captured and taken into slavery.

Gladiator: Whether through volunteering or Soldier: You may have been a volunteer or
slavery, you spent time in the fighting pits of conscripted soldier. You may have been to war.
some faraway land.
Spy: You were a spy. You know things and how
Herder: You spent part of your life working as to find out things.
a herdsman.
Town Guard: You spent part of your life as a
Hunter: You know how to hunt. city, village or town guard.

Laborer: You may have been a dock worker, a Urbanite: You lived in the city and understand
farm hand, or worked as a builder. You lifted city life.
things.

Merchant: You were a merchant and can


estimate the value of things.

39
STEP 6: GEAR
Choose 3 of the following Items at character creation.
You also start the game with 2d6 Gold.
Bag of 50 Gold You’ve got some money.

Backpack, Takes 2 equipment slots. Holds 10 torches, a bedroll, a


Dungeoneering weeks rations, shovel and pick, flint and steel, 50 ft. of
rope, iron spikes and more.

Backpack, Overland Takes 2 equipment slots. Holds 5 torches, a tent and


bedroll, a weeks rations, flint and steel, all weather clothing
and more.

Healing Potions A satchel of 3 Potions of Healing,


each potion heals 1d10 hp.

Holy Symbol Wooden or Silver, required to cast some Divine Powers.

Holy Water A small vial of holy water, does Shooting damage when
thrown at or splashed on Undead.

Light Armor Damage Reduction of 1

Mapping Kit Contains parchment, quill and ink, rulers and a compass,
helps with not getting lost.

Medium Armor Damage Reduction of 2

Pack Horse A pack horse can carry up to 40 items. They consume 1


Supply every two days.

Shield +1 Dodge Dice

Spellbook Stores up to 10 powers.

Supply Packs (5) Food, firestarters, flares, bandages and more. 1 Supply
Pack is consumed per day of travel for every 4 people.

Thieves’ Tools Makes picking locks EASY


Breaks on double 1's.

40
STEP 7: WEAPONS
Choose up to 3 of the following Weapons at character creation.
Axe One or Two handed
Bow Range FAR
Club Blunt
Crossbow Range FAR
Cudgel Blunt, Can choose to subdue instead of harm
Dagger Small, can also be thrown, Range NEAR
Darts Small, Range NEAR
Flail Against shielded enemies EASY attacks
Great Sword Two Handed only
Hand Crossbow Small, Range Near
Javelin Range FAR
Mace Blunt, Can choose to subdue instead of harm
Morning Star -
Polearm Can hit all enemies within 2 squares
Sling Range NEAR
Spear Can be used Fighting or Shooting, Range NEAR
Staff Two handed only
Sword One or Two handed
War Hammer Two handed only

41
STEP 8: LINKS
Every character in the party has a tie to another. Use the following table, or
choose your own, going in TURN order to create a bond with the character to
your LEFT.
D8 Roll Link
1 If the character to your left is the same ancestry (or close) you
are siblings. If not you are related by marriage.

2 If the character to your left is the same archetype, you were


taught by the same master. If not, you grew up as close friends.

3 You were both adopted by the same family at a young age.

4 You were both orphaned and grew up on the streets together.

5 You fought in the same war.


6 Met on a pilgrimage, caravan or journey.
7 Best Friends.
8 You were the only survivors of a tragedy.

42
STEP 9: POWERS
Mages choose 4 Powers at character creation,
Clerics choose 2.
MAGE POWERS CLERIC POWERS
• Animal • Animal
• Blast • Boost
• Bolt • Charm
• Charm • Detect
• Create • Earth
• Detect • Enchant
• Enchant • Enhance
• Entangle • Entangle
• Fear • Heal
• Fire • Light
• Hide • Protect
• Ice • Shapeshift
• Illusion • Swarm
• Imprison • Turn Undead
• Light • Weather
• Mirror
• Phantasm
• Protect
• Sleep
• Spirit
• Telekinesis
• Teleport

43
STEP 10: DERIVED STATS
HIT POINTS ARMOR
You begin the game with the maximum of your Armor is determined by the Armor you are
BODY Stat in Hit Points (HP) wearing, from a damage reduction of 1 to a
damage reduction of 3 for Heavy Armor.
i.e. if your BODY is a d6, you begin the game
with 6 Hit Points, If it is a d8 you would have 8, INITIATIVE
etc. Initiative is 1d20 + your Mind Stat.

DODGE
MOVE
Your total Dodge is your base Dodge Stat, plus
1 dice if you are carrying a shield. Your Ancestry determines your Move, each
point of move is 5 feet.

RUN
Run is your Move plus your Body dice.

44
ADVANCEMENT POINTS
As characters adventure they gain Removing a Hindrance
Advancement Points (AP). Removing a Hindrance costs 10 AP. Note that
some Hindrances can not be removed by AP,
GMs see page 160 for more on awarding AP. such as Missing Limb, which must be removed
by other means, if at all.
Advancement Points can be used to increase
Stats, to remove Hindrances, or to gain new
Edges.
Gaining New Hit Points
Both raising your Body Stat or buying the
Vigor Edge increases your characters hit points.
Raise a Stat
Raising a Stat costs a number of AP equal to the When your Body Stat is raised one step your
maximum of the Dice Type you are raising it to. Hit Points increase by 2.
i.e. raising a Stat from a d4 to a d6 costs 6 AP,
from d8 to d10 costs 10 AP, etc. When you buy the Vigor Edge your Hit Points
increase by 3.
A Stat can only be raised by one dice type each
time, you cannot skip a dice (going from d4 to Remember your Hit Points may NEVER be
d8 for instance). more than double the maximum of your Body
Stat. i.e. with a Body of d10 you can not have
Gaining A New Edge more than 20 Hit Points max.
A new Edge costs 5 AP, some Edges can be
bought multiple times (see Chapter 3: Edges &
Hindrances for more).

45
CREATION EXAMPLE
Chuck decides to make a new character for Step 10, The Dwarves Hit Points are 6 (Max of
Saturdays game. By using the Step by Step Body Stat), Armor is Medium Armor with a
method on page 26. Using Step one he decided damage reduction of 2, Initiative is 1d20 + 1d6
to start with all d6's in his Stats. (Mind Stat), Dwarves have a Move of 5, so his
Run is 5 + 1d4.
Moving on to Step 2 he chooses Dwarf he also
takes the Darkvision Edge, writing it on his So we have a Dwarf Warrior with BODY d6,
character sheet in the Edges section. MIND d6, SOUL d6, FIGHTING d6,
SHOOTING d6, DODGE d4, With the
Step 3, Chuck decides his Dwarf should be a Darkvision, Weapon Specialization
Warrior because he knows the other players in (Warhammer) and Iron Fists Edges and the
his party have taken mostly spellcasting classes Slow Hindrance. He was a Miner in the past.
and they will need some muscle. He decides to He wears Medium Armor and carries a
take the Weapon Specialization Edge and Warhammer, a crossbow and a dagger. With an
decides the weapon will be a finely crafted overland backpack and some extra gold, he
Dwarven Warhammer. Chuck decides to take carries 57 gp. Now Chuck must decide on the
the next Edge choice, even though he knows he Dwarves name and goes with Borum
will have to roll for a Hindrance. He goes with Oakenshield after using an online character
Iron Fists. name generator.

Step 4. Chuck must now roll for a Hindrance. After looking at the character sheet he jots
He rolls 5d10 and rolls a total of 40. Chuck's down Borum's age, sex, height, weight and
character takes the Slow Hindrance, losing a others. Besides doing Links at Saturdays game,
dice type in DODGE, lowering it to a d4. he is all ready to go .

Step 5, it's now time for Chuck to choose his


characters Background. After looking at the list
he decides that, like most Dwarves, his
character spent time as a Miner.

Step 6, Chuck definitely takes the 50 extra Gold


as one of his Dwarves Starting Equipment,
followed by an Overland Backpack and some
Medium Armor. And rolls 2d6 for a 7, giving
him an extra 7 gp.

And at Step 7, takes a Warhammer, a crossbow


and a dagger as backup.

Step 8, Choosing Links, will have to wait until


Saturday, since the other players are not here.

Step 9, no worries here, the Dwarf is a Warrior,


so no power choices.

46
CHAPTER 5:
EDGES &
HINDRANCES
STARTING GAINING EDGES
As characters gain Advancement Points (AP)
EDGES & they can spend them on new Edges. Each Edge
HINDRANCES costs 5 AP. For more on Advancement Points
see page 45.
Starting Edges are determined by a characters
Ancestry and Archetype. Both Ancestries and
Archetypes have an Edge that must be taken.

After those Edges are taken a player may


choose one additional Edge if they also roll for
a Hindrance.

47
Night Sight
LIST OF EDGES Persuasive
Alchemy Poison Resistance
Alertness Quick
Ancient Lore Reliable
Animal Companion Resist Elements
Armored Sharp Senses
Armor Proficiency Smite
Artistic Sneak Attack
Attractive Stealthy
Back Attack Thievery
Battlecry Tracker
Blessed by the Gods Traps
Blessing Vigor
Blind Fighting War Machine
Bowman Weapon Proficiency
Brawling Woodland Stride
Chosen Power
Contacts (Low)
Contacts (High)
Dead Eye
Death Strike
Detect Evil
Disease Immunity
Disguise
Escape Artist
Exhort Greatness
Fate
Fast Recovery
Favored Enemy
Fearless
Fearsome
Giant Strength
Great Eyesight
Great Hearing
Great Sense of Smell
Hard to Kill
Hardy Caster
Healer
Highly Intelligent
Holy Aura
Hurl Weapon
Inspire
Knife Fighter
Known Power
Lay on Hands
Learned
Legend Lore
Luck
Magic Resistance
Magic Sense
Master of Shadows
New Powers

48
EDGES
Edges with an asterisk * can be taken more than once.

EDGE DESCRIPTIONS Blessed by the Gods- You begin every session


Alchemy- (Requirement: Mage or Rogue), You with 6 Hero Points, instead of 5.
can make potions or poisons. This requires
access to a laboratory and ingredients. Blessing- Choose an ally, on a successful
SOUL Check their next Offense, Defense, or
Alertness- Rolls are EASY when making a Check is EASY.
Surprise Check (page 18).
Blind Fighting- You can close combat fight in
Ancient Lore- When studying ancient texts, utter darkness, even magical, with no penalty.
recalling history, reading arcane scripts etc. all
rolls are EASY. Bowman- When using a Bow your Shooting
dice is raised by one dice type, to a maximum
Animal Companion*- Your character has a of d12.
small (1 TN or less) animal companion . This
animal can understand simple commands. If Brawling- Rolls are EASY when you are
you lose the animal you can find a new one. If fighting unarmed.
you take the Animal Companion Edge a second
time you can have a larger animal companion, Chosen Power*- Choose one Power on your
up to 2 HD. list, when you use this Power all casting rolls
are EASY. You may choose this Edge more
Armored*- (Requirement: must be able to than once for additional spells.
wear armor), When wearing your chosen armor
(light, medium or heavy) your Armors damage Contacts (Low)- You have friends in the
reduction is raised by one point. (i.e. from 1 to seedier parts of towns and cities, who may help
2, 3 to 4, etc.) If this armor is lost or broken the you find what you are looking for, sometimes
cost to replace it is 10X. for a price.

Armor Proficiency*- You may now wear Contacts (High)- You have friends among the
Armor one step above what your Archetype Nobles or Merchant Class in the better parts of
allows, plus a shield (i.e. None to Light, Light towns and cities. They may help you by sharing
to Medium, etc.). This can be taken multiple information, giving aid, etc. but with the rich
times, 1 time per armor type. there is always a price of some kind.

Artistic- Rolls are EASY when appraising or Dead Eye- You are an excellent shot. Your
creating art. maximum attainable Shooting is now d12.

Attractive- Rolls are EASY in situations where Death Strike- When you strike an enemy dead,
your physical beauty may be important. immediately make an attack against another
NEAR enemy.
Back Attack- Once per Encounter when
attacking with a one handed fighting weapon Detect Evil- With a SOUL Check you can
you can automatically hit and do damage. detect any evil creatures or items out to NEAR.

Battlecry- Terrify all NEAR opponents with a Disease Immunity- You are immune to all
successful SOUL roll. You and your allies diseases, even magical ones.
actions against them are EASY for one full
round.

49
Disguise- Whenever you are attempting to Healer- All Healing rolls are EASY, whether
conceal your true identity, rolls are EASY. In casting healing powers or making other healing
addition, if you would like to suddenly appear based rolls. And Reviving a downed character
in an encounter you are not in, spend a Hero is EASY.
Point and you appear in the scene, having been
there in disguise as a guardsman, townsfolk etc. Highly Intelligent- You are extremely bright,
the entire time. whether natural or by education. Your
maximum attainable MIND is now d12.
Escape Artist- You can escape from any prison
or manacles, no roll necessary. Holy Aura- Make a SOUL Check, on a success
all NEAR enemies rolls are HARD. You must
Exhort Greatness- Speak (or sing) to an ally, continue praying to keep the Holy Aura active,
make a SOUL check, on a success they gain 5 taking no actions except Move on your turn.
extra Hit Points for 1d4 Rounds.
Hurl Weapon- Can throw any weapon out to
Fate- You have an innate gift from the Gods. NEAR with no penalty.
Your maximum attainable SOUL is now d12.
Inspire- Use your turn to inspire a teammate.
Fast Recovery- Rolls are EASY when taking a Make a SOUL Check, on a success the inspired
Recovery Action (p. 26). teammate gets an EASY roll for their next
action.
Favored Enemy*- Choose a specific enemy
(Hobgoblin, Orc etc) attack rolls against them Knife Fighter- You do not take a Fighting dice
are now EASY. penalty for using a Dagger.

Fearless- When making any checks against Known Power*- Choose one spell from either
Fear, magical or otherwise, rolls are EASY. the Mage or Cleric lists. You can cast this spell
as a Mage or Cleric but must abide by those
Fearsome- When attempting to intimidate classes casting rules.
opponents or others, rolls are EASY.
Lay on Hands- When attempting to Revive a
Giant Strength- You are extremely strong and downed character if your roll is successful they
robust. Your maximum attainable BODY is gain 1d4 Hit Points.
now d12.
Learned*- When recalling facts from a chosen
Great Eyesight- When making sight based specialty your roll is EASY.
checks, rolls are EASY.
Legend Lore- With a successful MIND check,
Great Hearing- When making hearing based gain some relevant information about local
checks, rolls are EASY. notables, a legendary item, a noteworthy place
or any other useful bit of information.
Great Sense of Smell- When making smell
based checks, rolls are EASY. Luck- Once per Encounter you may re-roll any
Natural 1 or double 1's.
Hard to Kill- Your Death Roll is always a d12.
Magic Resistance- When making Defenses
Hardy Caster- You get EASY checks on any versus spells and magic, rolls are EASY.
attempt to break your concentration while
maintaining a spell.

50
Magic Sense- You can sense magical power. Traps- Set traps with a Mind Check, they do
Roll a SOUL Check when you use your turn to your Mind dice in damage when triggered.
sense magical power nearby.
Vigor*: You gain 3 Hit Points, a character can
Master of Shadows- If there are shadows you take this Edge multiple times but their HP can
can make an EASY INT Check to HIDE, even never be higher than 2 times their maximum
if it's right in front of someone. BODY die.

New Powers*- (Requirement: Mage or Cleric), War Machine- You are fearsome in battle.
Gain 2 new Powers from your Archetypes List. Your maximum attainable Fighting is now d12.

Night Sight- You can see in the dark out to Weapon Proficiency*- Choose a weapon that
NEAR. is not allowed by your archetype, you can now
use it without a penalty.
Quick- Your hand eye coordination and speed
is fantastic.Your maximum attainable Dodge is Woodland Stride- You are completely
now d12. untraceable in a wooded environment.

Persuasive- When trying to persuade someone,


rolls are EASY.

Poison Resistance- Rolls are EASY when


trying to resist the effects of any magical or
non-magical poison, toxin or venom.

Reliable- Your first attack of every combat is


successful, no roll needed.

Resist Elements- All Defenses against


elemental damage are EASY. You are
unaffected by weather.

Sharp Senses- All checks to spot an illusion or


the invisible are EASY.

Smite- Fighting Attacks against Undead,


Demons & Devils are EASY.

Sneak Attack- With a successful DodgeCheck


your attack roll against a Medium or Large
opponent is EASY.

Stealthy: When attempting to move silently or


sneak, rolls are EASY.

Thievery: When attempting to pick pockets,


open locks, remove traps, etc., rolls are EASY.

Tracker- When tracking in any environment,


rolls are EASY.

51
HINDRANCES
LIST OF HINDRANCES Temper
Addiction Ugly
All Thumbs Unaware
Arrogant Unsettling
Cannot Lie Uncoordinated
City Dweller Wanted
Clumsy Weak
Combat Paralysis Yokel
Coward Young
Cursed
Distinctive
Distrusts Magic
Drunk
Dumb
Elderly
Fanatic
Fear of...
Forgetful
Fragile
Greedy
Gullible
Illiterate
Insane
Landlover
Lecherous
Missing Ear
Missing Eye
Missing Limb
Mute
Obsessed
Pacifist
Poor Eyesight
Poor Hearing
Poor Sense of Smell
Poor Stamina
Quiet
Repugnant
Slow
Slow Recovery

52
HINDRANCE DESCRIPTIONS Elderly- You are old. If pushed physically and
Addiction- You are addicted to some substance, without a rest, rolls are HARD on most checks
rolls are HARD for most actions after 24 hours and attempts.
of not having access to your addiction.
Fanatic- You are a zealous believer. Rolls are
All Thumbs- When attempting delicate tasks HARD when dealing with non-believers in
like lock picking, firing a crossbow, etc rolls are most situations.
HARD.
Fear of...- Choose something you have an
Arrogant- You are better than everyone. Rolls irrational fear of. When in its presence your
are HARD in most any social interaction. rolls are HARD.

Cannot Lie- You can never lie. No matter the Forgetful- You have a terrible memory and
consequence. have difficulty remembering names, dates,
appointments etc., usually at the most
City Dweller- When outside of the safety of a inopportune time.
city, rolls are HARD when attempting anything
to do with wilderness survival. Fragile- You are delicate of build. Subtract 2
Hit Points from your total.
Clumsy- When attempting any action that
involves balance, rolls are HARD. Greedy- You cannot resist the chance to make
money. Rolls are HARD when trying to resist
Combat Paralysis- When combats start you being tempted by gold.
freeze for 1d3 rounds. While frozen you can
defend yourself but you cannot make an attack. Gullible- You tend to believe anything. Rolls
are HARD when someone tries to persuade you
Coward- Rolls are HARD when making into doing something that's a terrible idea.
checks against fear or intimidation. You are
easily spooked. Illiterate- You cannot read or write.

Cursed- You have one less Hero Point in Insane- You are afflicted with some kind of
every session. Start the game with 4 instead of madness. Work with the GM to determine its
5. effects.

Distinctive- Something about your appearance Landlover- Whenever you are on water you get
is very, very noticeable. People can easily ill. Rolls are HARD for any activity while at
describe you to others. sea.

Distrusts Magic- Rolls are HARD when Lecherous- You find it difficult to resist a
socially interacting with Mages. pretty face. Rolls are HARD when tempted by
others with sex or when trying to resist the
Drunk- When another player asks or needs you advances or persuasiveness of those you'd find
to do something for them roll a d6 on a 1 or 2 attractive.
you are drunk and cannot do what they ask.
Missing Ear- Rolls are HARD in situations
Dumb- You are weak of mind. You take a one where the GM determines its appropriate.
die type penalty to your MIND and cannot raise
MIND above a d8. Missing Eye- Rolls are HARD in situations
where the GM determines its appropriate.

53
Missing Limb- Rolls are HARD in situations Unsettling- Something about you isn't quite
where the GM determines its appropriate. right. Rolls are HARD in social situations or
when dealing with animals.
Mute- You cannot speak. Your rolls are always
HARD in social situations where you are trying Uncoordinated- You fumble with shooting
to be understood. weapons. You take a one die type penalty to
your Shooting and cannot raise your Shooting
Obsessed- You are completely obsessed with above a d8.
something. Whenever you are in its presence
your rolls are HARD when trying any task that Wanted- You are wanted by authorities or by
would cause you to ignore your obsession. some criminal organization. When entering a
new town or city roll a d6, on a 1, agents of
Pacifist- You will not fight. You can defend those authorities or organizations will make
yourself but under no circumstance will you your life unpleasant.
raise a blade.
Weak- You are weak of body. You take a one
Poor Eyesight- Rolls are HARD when die type penalty to your Fighting and cannot
attempting any sight based checks. raise your Fighting above a d8.

Poor Hearing- Rolls are HARD when Yokel- When outside of the safety of your rural
attempting any hearing based checks. environment, your rolls are HARD when
attempting anything to do with urban survival.
Poor Sense of Smell- Rolls are HARD when
attempting any scent based checks. Young- You are young, unsettlingly so to be
adventuring. Your rolls are HARD when you
Poor Stamina- You have terrible constitution. are in social situations where you are dealing
You take a one die type penalty to your BODY with 'grown-ups'.
and cannot raise BODY above a d8.

Quiet- You very, very rarely speak. Rolls are


HARD in most social situations.

Repugnant- Your personality and presence is


horrible. You take a one die type penalty to
your SOUL and cannot raise SOUL above a d8.

Slow- Your agility is low. You take a one die


type penalty to your Dodge and cannot raise
Dodge above a d8.

Slow Recovery- Rolls are HARD when taking


a Recovery Action (page 17).

Temper- Your anger often gets the better of


you, rolls are HARD when attempting to not fly
off the handle when insulted, etc.

Ugly- Rolls are HARD anytime your looks are


important.

Unaware- Rolls are HARD when making a


Surprise Check (page 18).

54
CHAPTER 6:
EQUIPMENT
COINS
STARTING COINS
You begin the game with a small purse containing 2d6 Gold.

COINS
The currency of Eyes Beyond the Torchlight is GOLD. During your travels you may find other types
of coins, if so the GM will determine the value of the coins.

OTHER TREASURES
On your adventures you may find gems, jewelry and pieces of art. All of these items generally have a
gold value listed with them. For more valuable items (500 gold+) you may have to go to a larger city
to sell them if you'd like to exchange them for their coin value.

You may also find Magical Items on your journeys. Magic Items generally do not have an associated
gold value, as the market for these kinds of treasures is small.

55
ARMOR
HOW ARMOR WORKS
Armor reduces incoming damage by a set amount, from 0 for unarmored to 3 for heavy armor.

HOW SHIELDS WORK


Shields give a plus one dice type bonus to your Dodge dice when equipped. You cannot use a two
handed weapon with a shield equipped.

i.e. you have. Dodge of 1d6 and carry a shield, so your Dodge is a d8.

If your Dodge is a d12 and you carry a shield your Dodge is d12+1.

ARMOR LISTINGS
Armors are listed in the following formats in the Armor Table.

Name: The name of the armor.

Damage Reduction: The extra amount of damage your armor blocks, this is added to the Dodge Stat
reduction of your Dodge Defense rolls on a fail.

Price: The gold price of the armor when purchased.

Armor Table
ARMOR Damage Reduction Price

Unarmored 0 -

Light Armor 1 15

Medium Armor 2 75

Heavy Armor 3 250

Shield +1 Dodge dice 5

56
ARMOR DESCRIPTIONS

Light Armor
Light Armors are generally made of hardened leathers or animal hides. They are readily available on
the market.

Light Armor grants 1 point of Damage Reduction.

Medium Armor
Medium Armors are often made of metal chain-links, metal scaling or some kind of suit that may
include a steel breastplate. Medium armor often needs to be made to fit and requires a blacksmith.

Medium Armor grants 2 points of Damage Reduction.

Heavy Armor
Heavy Armor is a suit of interlocking steel plates that form a human tank, it always requires a
blacksmith and there's often a wait for its construction. Good blacksmiths can be difficult to find in
smaller hamlets and villages.

Heavy Armor grants 3 points of Damage Reduction.

Shield
Often made of wood reinforced with metal bands, or a full steel plate, shields are readily available in
most villages, towns and cities.

Shields grant a +1 dice type bonus to Dodge.

57
WEAPONS
WEAPONS
Weapons are split into Fighting Weapons or Shooting Weapons.

WEAPON LISTINGS
Weapons are listed in the following formats in the Weapons Tables.

Name: The name of the weapon

Hands: Weapons will be listed as 1 handed or 2 handed (and in rare cases available to use as both).
Only two handed weapons can be used to Charge or Cleave (see page 21).

Price: The gold price of the weapon when purchased

Fighting Weapons
WEAPON Traits Hands Price

Axe One or Two 6

Club One 3

Cudgel One 3

Dagger small, thrown One 3

Flail One 8

Great Sword Two 30

Mace One 5

Morning Star One 5

Polearm Two 8

Staff Two 7

Sword One or Two 20

War Hammer Two 17


58
Shooting Weapons
WEAPON Traits Hands Price Range

Bow Two 30 Far


Crossbow Two 50 Far
Dagger small, thrown One 3 Near
Darts (4) small One 2 Near
Hand Crossbow small Two 60 Near
Javelin One 1 Far
Sling Two 2 Far
Spear Two 2 Near

Ammo
AMMO Price

Arrows (10) 3

Bolts (20) 5

Sling Stones (bag of 20) -

59
GEAR
GEAR LISTINGS
Gear is listed in the following format in the Gear Table

Name: the name of the Item

Price: the gold price of the Item when purchased

Gear
ITEM Price

Backpack, Empty 2

Backpack, Dungeonerring 60

Backpack, Overland 50
Blanket 1
Candles (10) 1
Chain (25 ft.) 30
Garlic (3 bulbs) 1
Hammer 1
Holy Symbol, silver 25
Holy Symbol, wood 1
Holy Water (vial) 25
Ink (vial) 8
Ladder (30 ft.) 8
Lock and Key 50
Manacles 15
Mapping Kit 10
Mirror, small 10
60
Gear (Cont'd)
ITEM Price

Oil Flask 1
Oil Lantern 9
Parchment 1
Pole, 10 ft. 1
Potion of Healing 50
Rope, Hemp 50 ft. 10
Rope, Silk 50 ft. 30
Sack, Large 2
Sack, Small 1
Saddle 25
Saddlebags 1
Scholar Kit 30
Shovel 2
Spellbook, Blank 100
Spike, Iron (5) 1
Spyglass 1,000
Stakes (3) 1
Supply Pack 5
Thieves' Tools 30
Tinder & Flint 2
Torches (8) 1
Waterskin 1
Vial (empty) 5
61
ITEMS Mapping Kit: Contains parchment, quill and
Backpack, Empty: An empty backpack. ink, rulers and a
compass.
Backpack, Dungeoneering: Contains 5 iron
spikes, a small hammer and shovel, 5 torches, a Oil, flask: Contains 4 refills for an Oil Lantern.
bedroll, one small and one large sack, tinder
and flint, a waterskin, 10 candles, a piece of Oil Lantern: Creates a radius of light out to
chalk and 50 ft. of silk rope. Takes up two Near.
equipment slots.
Parchment: A piece of paper.
Backpack, Overland: Contains a small
hammer and shovel, two tarps, a bedroll, one Pole, 10 ft.: Good for finding traps and not
small and one large sack, a fish net, tinder & losing a limb.
flint, 50 ft. of hemp rope, a small mirror and a
week of rations. Takes up 2 equipment slots. Potion of Healing: Heals 1d10 damage when
consumed.
Blanket: A warm, woolen blanket.
Rope, Hemp 50 ft.: Heavy hemp rope.
Candles (10): A small radius of light out to
Close. Rope, Silk 50 ft.: Much lighter and almost
silent, a favorite of Rogues.
Chain, 25 ft.: 25 feet of heavy iron linked
chain. Sack, Large: Can carry up to 10 large items.

Garlic (3 bulbs): For your vampire hunting Sack, Small: Can carry up to 1000 coins or 1
needs. large item.

Hammer: A small hammer, can be used as a Saddle: Horse, pony or mule.


weapon in a pinch.
Saddlebags: Allows you to store some items on
Holy Symbol (silver): Required for Cleric your mount and out of your backpack.
spells.
Scholar Kit: Contains quill and ink,
Holy Symbol (wood): Required for Cleric parchment, a wax stamp, candles and more.
spells.
Shovel: A small hand shovel for digging a fire
Holy Water (vial): A small vial of holy water, pit or digging your way out of a pit trap.
does Shooting damage when thrown at or
splashed on Undead. Spellbook, Blank: A new blank spellbook,
holds up to 10 spells.
Ink (vial): A 1 oz. vial of black ink and a quill
pen. Spike, Iron: An iron nail with a curved head,
can be used to secure a rope,
Ladder (30 ft.): Kind of difficult to carry but it hammer into a door frame to block an
will get you over a wall. entryway, etc.

Lock and Key: A small iron lock and key with Spyglass: Can see out to very, very far, breaks
a TN of 4 to pick. easily.

Manacles: HARD BODY TN 3 check or 30 HP


damage to break.

61
Spyglass: Can see out to very, very far, breaks
easily.

Stakes (3): Use with garlic to complete your


vampire hunting kit.

Supply Pack: Food, firestarters, flares,


bandages and more, 1 Supply Pack is consumed
per day of travel for every 4 people.

Thieves' Tools: A set of basic lockpicks, a


grappling hook and more to make a Thief's life
easier, makes picking locks EASY, breaks on
double 1's.

Tinder & Flint: Start a fire within 1d4 rounds.

Torches (8): Illuminate a radius out to Near for


1 hour. Can be used as a weapon for unarmed /
improvised damage.

Waterskin: Holds a quart of water, wine or ale.

Vial (empty): A small empty glass bottle with


lid.

63
ANIMALS & TRANSPORT
TRANSPORT LISTINGS
Transport is listed in the following format in the Transport Table

Name: the name of the Transport

Price: the gold price of the Item when purchased

Animals & Transport, Land


TRANSPORT Price

Animal Food (weekly) 1

Cart 100

Dog 1

Donkey 8

Guard Dog 25

Horse 75

Mule 30

Pack Horse 40

Pony 30

Wagon 200

War Horse 250

Beasts of Burden: Most horses and mules can carry up to 300 lbs. - 800 lbs. of weight. A greater
load than this reduces the movement of the animals by half.

Barge: Usually 24 ft in width and up to 60 ft. In length. Barges require the strength of 60 rowers to
navigate, but sails can be used when the wind is strong. Its crew usually consists of a captain and 75
sailors.

64
Transport, Maritime
TRANSPORT Price

Barge 1,700

Boat 300

Boat, canoe 15

Boat, large sailing 2,200

Boat, lifeboat 80

Boat, small sailing 700

Boat, transport 2,500

Galley, large 3,200

Galley, small 1,200

Galley, war 16,500

Raft 5

Boat : A small boat can transport up to a ton and a half of weight. It has a length around 9 feet wide
and is about 24-30 feet long. Oars and poles are used to move the boat. The price of a boat increases
by 1000 gold if adding a ceiling or canopy.

Boat, canoe : The canoe is a small boat that weighs 80 lbs. It can carry up to 600 lbs. of equipment,
and is usually 12-15 feet long.

Boat, large sailing: This huge vessel can carry up to 15 tons of cargo and is 90 to 150 feet long.
Large sailing ships need a crew of 80 sailors and a captain. It moves thanks to three large masts and
it is usually armed with two catapults.

Boat, lifeboat: This boat can transport up to 3/4 ton of weight. The body of the vessel is 3-6 feet
wide by 10 feet long. Lifeboats are equipped with enough food rations for ten humans to survive one
week. These boats are often used in emergencies, when bigger ships have to be abandoned.

Boat, small sailing: While similar to large sailing ships, these vessels have a load capacity of 5 tons and
measure 60 to 90 feet. Small sailing boats employ a single mast to move. Requires a minimum crew of 20
sailors and a captain.

65
Boat, transport: Its features are identical to those of the large sailing version, however, it is specially
designed to transport troops, military equipment, and mounts.

Galley, large: This great vessel has enough strength to carry a load of 2 tons. The ship usually measures
20 to 30 feet wide and 150 to 200 feet long. Large Galleys require 180 oarsmen to move. Besides the
captain, the crew usually consists of 70 sailors. This boat is occasionally equipped with two catapults and
ballista.

Galley, small: Very similar to the boat described above, but with a slightly lower draft (10-15 feet wide
and 60 to 90 feet long). 50 rowers are needed to power the boat, and its crew usually consists of a
captain and 40 sailors. Small Galleys can be armed with a single catapult and ballista.

Galley, war: The grandest of all galleys, it is capable of


carrying up to 10 tons of cargo. It measures 20 to feet
in width and 120 to 150 feet in length. The rowing power of 300 oarsmen are needed to move it across
the water. Its crew consists of a captain and 100 sailors. These boats are equipped with 3 catapults and
heavy ballista.

Guard Dog: A good guard dog is more


than worth the 25 gold they cost.

Wagon: A transport vehicle with four wheels and an open roof pulled by two or four horses (or other
draught animals) directed by a driver. Two mounts can carry up to 3/4 ton of weight, while four can
carry 2 tons.

Warhorse: A specially bred and well trained horse that is not easily spooked in battle. Warhorse are not
generally available in smaller towns and villages.

66
ENCUMBRANCE
Eyes Beyond the Torchlight uses a very simple encumbrance system. Characters can carry a
number of items up to 10 + their maximum Body Stat dice. With a backpack they can carry 20 +
max Body dice in items.

Anything over this they are encumbered and move at half of their normal rate, they also must
take more rests and consume more food and water.

Anything over double of their maximum items and they cannot move at all.

67
CHAPTER 7:
POWERS
coin disappear (Hide or Illusion), or lighting a
USING POWERS candle with your fingers (Fire).

OVERVIEW CASTING ROLL


Powers, also called spells, are used by both In Eyes Beyond the Torchlight you must make
Clerics and Mages in Eyes Beyond the a Casting Roll to use a Power. This roll is 1d20
Torchlight. + your Casting Stat (Soul for Clerics, Mind for
Mages). On a success (subtract an opponents
The descriptions of each Power are TN if cast against them) the Power successfully
intentionally “plain” in order to let spellcasters casts, on a fail it does not and you may try
personalize the look and flavor of their again the next round (Note: if you attempt to
personal powers. cast the same Power the next round that roll is
EASY, see page 12 for Easy & Hard rolls).
STARTING POWERS
Mages begin the game with 4 Powers in their POWER DURATIONS
Spellbook and Clerics begin with 2 Powers. Some Powers last a whole encounter or scene,
Powers are chosen from the list available for some last a number of rounds, some are
each Archetype (see page 70). instantaneous and take immediate effect, and
some last as long as the caster concentrates.
LEARNING SPELLS For spells that require concentration the caster
When you gain new Advancement Points you can still take their normal move and actions but
may learn a new powers by buying the New if they take damage or are otherwise distracted
Power Edge. You must choose your new they must make a MIND check or lose their
Powers from your Archetypes list. concentration.

Mages may also find Spellbooks during their


adventures. Copying a spell takes 28 days and
EMPOWERING POWERS
costs 150 Gold in materials. (optional rule)
In some cases a player may want to increase the
power of a spell, such as turning more than 1d8
CUSTOMIZING POWERS TN of undead, summoning a TN 5 animal,
Hero Points can be spent to modify a Power, extending the radius of a Detect spell, in these
per GM approval. cases the GM can allow the player to do so by
upping the HP COST for Powers. Increasing the
For example, Tarla uses a Hero Point and HP COST to 1d8 Hit Points should suffice for
describes her “glowing spear” Bolt as most circumstances.
crackling with lightning. When she strikes a
goblin, the other goblins nearby are knocked Players may also spend Hero Points to add
prone in a wave of thunder. extra damage to spells, increase the duration,
maintain concentration, etc. Work with your
CANTRIPS GM to come up with new, and interesting, ways
Mages can cast cantrips, improvised trivial to spend Hero Points on Powers.
effects that are based on a known spell, which
do not have a HP Cost. For example, making a

68
POWER
CASTING
Powers can either take up one equipment slot
(in the case of scrolls, rune stones, prayer
books, etc) or Mages can store them in a
Spellbook. A spellbook holds up to 10 spells
and takes up only one equipment slot. When a
caster uses a Power they either pay a HP COST
in Hit Points or BURN the Power.

HP COST
Casting a spell requires a Casting Roll. On a
success (meet or beat 12) the spell is cast and
the caster must pay the HP COST of 1d4 hit
points (hp). On a fail the Power fizzles and the
caster loses no Hit Points.

Hit Points lost to HP COST can be


RECOVERED in the normal ways, by
Recovery Actions, Breathers, Rests, or magical
healing, etc.

Unlike other similar games the amount of times


a caster can cast spells in a day is not limited to
"X" amount of times, it's limited by the amount
of health, in the form of Hit Points, the caster
currently has.

If a character drops to 0 Hit Points the casting is


successful and the caster drops unconscious
after the effect, and needs to make a Death Roll.

BURN
BURNing a Power requires no Casting Roll
but that Power cannot be cast again until the
character can take a Long Rest. Burning a spell
also has no HP Cost.

Double 1's
Certain Powers have ill effects when the caster
rolls a natural 1 on both dice when making
the Casting Roll.

69
POWERS LIST
MAGE POWERS CLERIC POWERS
• Animal • Animal
• Blast • Boost
• Bolt • Charm
• Charm • Detect
• Create • Earth
• Detect • Enchant
• Enchant • Enhance
• Entangle • Entangle
• Fear • Heal
• Fire • Light
• Hide • Protect
• Ice • Shapeshift
• Illusion • Swarm
• Imprison • Turn Undead
• Light • Weather
• Mirror
• Phantasm
• Protect
• Sleep
• Spirit
• Telekinesis
• Teleport

70
POWER DESCRIPTIONS
POWER TERMINOLOGY Bolt
Powers are listed in the following format. Mage Power
Duration: Instantaneous
Name: The name of the Power. Cast vs. TN: Y
Emit an energy bolt or ray at a single target for
Duration: How long the Power lasts. damage. Choose your Target and roll vs. their
TN, on a successful casting roll the target takes
Cast vs. TN: Y or N. A 'Y' indicates the the Mind dice of the casting roll in damage.
casting roll is vs. the targets TN, a 'N' indicates
the casting roll is vs. 12. Boost
Cleric Power
This is followed by a brief description of the Duration: Instantaneous
spell. Cast vs. TN: N
Make an allies next roll EASY with a
successful casting roll.
Animal
Mage or Cleric Power
Duration: 1 Encounter or Scene
Charm
Cast vs. TN: N Mage or Cleric Power
Summon an animal of 1d4 TN from the local Duration: Stat die of the casting roll in rounds
terrain and befriend it. You can communicate Cast vs. TN: Y
with it telepathically using simple words and it Choose one humanoid target who has less Hit
is willing to follow simple commands. At the Points than you. If the casting is successful they
end of the duration the animal leaves. If the become friendly for the duration, unless
creature can fly, it adds an additional 1d4 Hit attacked. Any persuasion checks against the
Points in HP COST. target are EASY while they are charmed.

After the spell ends the targets are aware that


Blast they were charmed.
Mage Power
Duration: Instantaneous Create
Cast vs. TN: Y
Mage Power
Create a burst of energy, inflicting Magic
Duration: 1 Encounter or Scene
damage to all creatures in a NEAR radius of the
Cast vs. TN: N
target point.
The Mage can create a solid object that is
indistinguishable from a real object. This object
Determine your Target Point and roll against
can be a weapon, a tool, a lock, etc. It can be
the TN's of those in the blast radius. A
used as if it was the real thing.
successful casting roll does the damage on the
Mind dice of the roll to all inside. If the casting
If the object is something of value (a diamond,
roll fails the targets take no damage.
a bag of gold, etc.) and is being used to swindle
or otherwise fool someone, the casting roll must
On a Casting Roll of double 1's the Blast is
be against the targets TN instead. On a fail the
centered on the caster harming all within
creature or NPC notices the chicanery and may
Near… roll your Mind dice and all Near
become hostile.
(including the caster) take that in damage.

71
Detect e.g. on the ground (Difficult terrain), blocking
Mage or Cleric Power doorways, on a wall, etc.
Duration: Stat die of the casting roll in rounds
Cast vs. TN: N The vines have 20 Hit Points per 5’ square.
Within a NEAR radius you may choose to They immediately dissolve in fire or acid.
detect nearby traps, or sources of magic or a
specific object or person. You must specify Fear
what you are trying to detect before casting. Mage Power
Duration: Instantaneous
Based on the success of the casting roll (MIND Cast vs. TN: Y
or SOUL) you will get a sense of the direction Casting this spell against a semi-intelligent or
and distance of the target(s). If cast against a intelligent humanoid creature causes them to
specific opponent the casting roll is versus that see their greatest fear. On a successful casting
opponents TN. the target must flee in fear on their next turn.
This fear lasts for a number of rounds equal to
the Stat die of the casting roll. On double 1's the
Earth caster freezes in fear for 1d12 Rounds.
Cleric Power
Duration: Instantaneous Fire
Cast vs. TN: Y Mage Power
The Earth quakes and moves beneath the Duration: Stat die of the casting roll in rounds
opponents feet and affects anyone in a NEAR Cast vs. TN: N
radius of the opponent. On a successful casting Create a single area of fire in a 10 foot radius
roll the target is knocked prone and takes the on the ground or as a 1⁄2 foot thick wall in a
Soul dice of the roll in damage. shape of your choice.

If the Casting Roll is successful vs. the TN of Creatures standing in the fire take the Stat die
those NEAR to the opponent, their next of the casting roll in damage when it appears
physical actions are HARD and they can only and at the end of each round they remain inside.
move half their normal movement rate.
Any creature that moves through a wall of fire
takes 30 hp of damage (no defense).
Enchant The fire may spread to flammable objects but is
Mage or Cleric Power extinguished at the end of the duration or when
Duration: Stat die of the casting roll in rounds the caster ends the spell.
Cast vs. TN: N
You can enchant either yours or an allies
weapon, giving it a +1 die type magical bonus Heal
for one scene or location with a successful Cleric Power
casting roll. You must be still while enchanting Duration: Instantaneous
an item and cannot take a movement action. Cast vs. TN: N
Restore the Stat die of the casting roll in hit
points to a single creature on a successful
Entangle casting.
Mage or Cleric Power 10 hit points of healing may be substituted to
Duration: Stat die of the casting roll in rounds cure one disease or poison.
Cast vs. TN: N
Create two 5 foot square areas of vines. The
given area can be distributed however you wish

72
Hide While trapped the target is EASY to attack and
Mage Power cannot make any attacks of its own. The target
Duration: 1 Encounter or Scene cannot speak, use powers, take potions or any
Cast vs. TN: N thing other than flail around and scream.
A willing target becomes a semitransparent blur Screaming can sometimes draw the attention of
or takes on an illusory disguise to blend in with those nearby.
their surroundings gaining an EASY bonus to
any Stealth checks. On a casting roll of double 1's the Mage
becomes trapped in his own mind for 1d8
The spell ends early if the target makes an Rounds.
attack or is attacked.
Light
Ice Mage or Cleric Power
Mage Power Duration: Stat die of the casting roll in rounds
Duration: Stat die of the casting roll in rounds Cast vs. TN: N
Cast vs. TN: N Emit a magic source of light from an object or
Create two 5 foot square areas of ice, on the weapon comparable in brightness to a torch
ground or as a one foot thick wall, in a shape of (NEAR radius) for a number of rounds equal to
your choice. the stat die of the casting roll.

An icy floor counts as difficult terrain. All friendly creatures within the light make
Creatures moving on ice or standing on the ice EASY vision based checks.
at the end of their turn may slip and fall prone.
An ice wall has 20 Hit Points per 5’ section. Mirror
The ice melts at the end of the duration or when Mage Power
the caster ends the spell. Duration: Stat die of the casting roll in rounds
Cast vs. TN: Y
Mirror allows the caster to make a number of
Illusion exact copies of him or herself, equal to the Stat
Mage Power dice of the casting roll. These images are
Duration: Concentration controlled by the caster and if they are struck or
Cast vs. TN: N otherwise hit they disappear.
Create a single illusion up to man size which is
capable of making sound, animating, and The caster must meet or beat any NEAR targets
moving at a walking pace. TN for them to not realize it is an illusion.

You must make an additional Casting Roll vs.


any intelligent creatures TN after one round, on Phantasm
a fail they realize it is an illusion. Mage Power
Duration: Instantaneous
Imprison Cast vs. TN: Y
The Mage can target any semi-intelligent or
Mage Power intelligent humanoid of 2 TN or less. On a
Duration: Varies (see below) successful cast the target drops to 0 HP as it
Cast vs. TN: Y succumbs to the shock of being torn apart by its
The Illusionist picks one target with Hit Points own fear.
less than their current HP and on a successful
casting the target will become trapped in their
own mind for a number of rounds equal to the This spell can be dangerous to the caster and on
Stat die of the casting roll. a Casting Roll of a double natural 1's the caster
is torn apart by his own fear and drops to 0 HP.

73
Protect Spirit
Mage or Cleric Power Mage Power
Duration: Stat die of the casting roll in rounds Duration: Concentration
Cast vs. TN: N Cast vs. TN: N
Grant the Stat die of the casting roll in Create a small glowing spirit through which
temporary hit points to one willing target until you can remotely see, hear and speak. It may
the duration ends or they are used. not attack or perform physical actions other
than movement.
If cast on a closed door, window, chest, etc. it
becomes magically sealed and has 50 Hit It can fly to any location within NEAR and may
Points. You can maintain only one “lock” at any move through solid objects. You are effectively
given time. The lock lasts until the caster Blinded while focusing on your spirit. You may
releases it, the object takes 50 hp in damage, or change focus to your spirit and back as an
the caster casts Protect again. Action.

Shapeshift If the spirit is attacked you take the damage


Cleric Power directly and the spell ends.
Duration: Concentration
Cast vs. TN: N Swarm
The caster can use this spell to shapeshift into a Cleric Power
small or medium sized natural animal no more Duration: Stat die of the casting roll in rounds
than 2 TN. The casters attack rolls, defense Cast vs. TN: N
rolls, Hit Points and damage do not change but The caster calls forth a swarm of insects of their
their method of attack may (for instance choosing. The swarm affects an area NEAR and
changing into a wolverine grants them claws the caster can move the swarm on their turns in
and a bite, etc.). The caster cannot cast spells, combat. Anyone that is inside the swarm have
nor speak, while in animal form. HARD actions and must use their movement
action to move out of the area of effect.
The caster can end this spell at will during
combat but when doing so their next action This swarm lasts for an amount of rounds equal
after switching back to human form is HARD. to the magic die of the casting roll.

Sleep Telekinesis
Mage Power Mage Power
Duration: Stat die of the casting roll in rounds Duration: Concentration
Cast vs. TN: Y Cast vs. TN: Y
Choose one or more humanoid targets that have Slowly move, turn, lift or manipulate an object
combined Hit Points of less than your current or group of similar objects up to 100 lbs. Make
HP. another casting roll to perform any movements
requiring accuracy.
The targets go into a sleep like trance. They
awake if they are shaken or attacked. After It can also be used to hold a 1 TN or less
waking their actions are HARD for 1 round. creature in place for 1d4 Rounds.

74
Teleport Weather
Mage Power Cleric Power
Duration: Instantaneous Duration: 1 Encounter or Scene
Cast vs. TN: N Cast vs. TN: Y
1d4 willing creatures and the caster are In an outdoor space the caster can change the
instantly transported to a location within weather in some way, whether causing a light
eyesight, or that the caster has been to before, sprinkle of rain or by making the sun come
within a 1 mile radius. from behind the clouds. This spell cannot be
used to change the weather to anything that
After being teleported any target other than the would be unseasonable or outside of the current
caster must make a BODY Check or for one climate, such as making it snow in a desert.
round all rolls are HARD. Casting Weather in this way just requires a TN
0 casting roll.
Turn Undead
In an indoor space the caster can affect an area
Cleric Power
of NEAR causing them to be buffeted by heavy
Duration: Instantaneous
winds or pelted with hail, etc. Anyone in the
Cast vs. TN: Y
area of effect takes the Stat dice of the casting
You can repel 1d8 TN worth of Undead by
roll in damage.
brandishing your holy symbol. This lasts for a
number of rounds equal to the Stat die of your
casting roll, during that time they cannot get
NEAR you.

75
CHAPTER 8:
TREASURES
AWARDING TREASURE
COINS
Most intelligent or semi-intelligent monsters or NPCs will carry little gold, preferring to leave (or
hide) them in their lair or home.

For every two monsters or one NPC they will have 1d6 Gold.

LAIRS
In monster lairs there are usually 1d6 Gold coins .per TN of the monsters that live there, hidden
somewhere.

VARIABLE GOLD
Instead of listing treasures by exact Gold amounts, just list them as a variable. For instance, when the
players find a bag of gold, tell them it has 20d6 Gold in it… and when they can safely count it have
them roll the dice for an exact total.

76
GEMS, JEWELRY & ART
When the players go to sell an item roll the variable Value to see
what the buyer is willing to offer for the item.

GEMS
TYPE VALUE TYPE VALUE

Jasper 1D6 Gold Black Pearl 100 + 20d6 Gold


Onyx 2d6 Gold Emarald 300 + 20d6 Gold
Jade 4d6 Gold Sapphire 400 + 20d6 Gold
White Pearl 10d6 Gold Ruby 650 + 20d6 Gold
Aquamarine 20d6 Gold Diamond 900 + 20d6 Gold

WORKS of ART
TYPE VALUE TYPE VALUE

Silver Statue 1D6 Gold Gold Threaded 100 + 20d6 Gold


Tapestry
Gold Threaded Cape 2d6 Gold Carved Ivory Dragon 300 + 20d6 Gold
Platinum Threaded Cape 4d6 Gold Silk and Platinum 400 + 20d6 Gold
Tapestry
Jeweled Dagger 10d6 Gold Gold Chess Set 650 + 20d6 Gold
Gold Tableware 20d6 Gold Ruby and Gold 900 + 20d6 Gold
Chalice
JEWELRY
TYPE VALUE TYPE VALUE

Gold Ring 1D6 Gold Platinum Bracelet 100 + 20d6 Gold


Silver Bracelet 2d6 Gold Platinum Pendant 300 + 20d6 Gold
Gold Necklace 4d6 Gold Emerald Necklace 400 + 20d6 Gold
Jade Tiara 10d6 Gold Mithril Bracelet 650 + 20d6 Gold
Ivory Locket 20d6 Gold Diamond Ring 900 + 20d6 Gold

77
ARMOR
Elven Chain Mail Shield of Force
A very lightweight chain armor, often made of A shield of force grants the same one dice type
mithril and featuring elven designs, takes up no bonus to Dodge as a regular shield but once per
equipment slots and grants 2 Damage game session, when a command word is
Reduction. spoken, it forces all enemies back 2d6 squares.
This can be done a second time per session by
Magical Light Armor spending a Hero Point.
The most common form of magical armor,
often a highly intricate leather armor, grants 2
Damage Reduction.

Magical Medium Armor


Often times a very intricately woven mithril
chain mail, this armor grants 3 Damage
Reduction.

Magical Heavy Armor


The rarest of the magical armors is also the
most grand, a highly detailed set of interlocking
plate armor it grants 4 Damage Reduction.

Magical Shield
Most often a metal shield with the heraldry of a
long ago kingdom, a magical shield grants a
two dice type bonus to Dodge, up to a
maximum of 1d12+1.

78
WEAPONS
+1 Weapons Holy Mace
The most common magical weapons are simple This mace, which can only be wielded by a
+1 Weapons, they can be any weapon and grant Cleric, grants a one dice type bonus to offenses.
a one dice type to offenses when used. But in the presence of undead, demons or devils
it grants a plus two dice type bonus against
them.
+2 Weapons
Like the +1 Weapons they can be any weapon
but grant a two dice type bonus to offenses, up
Saint's Mace
to a maximum of d12. A Saints Mace is the ultimate weapon of holy
power, it grants a 2 dice type bonus to offenses
Arrow of Dragonslaying against any evil enemy to a maximum of d12.
This arrows head is a carving of a dragon, once
activated it grants one EASY shot against a Titans Maul
dragon. If the arrow hits, the dragon dies A huge weapon, believed to be the weapons of
instantly. If the shot misses, the arrow loses its ancient titans who roamed the world. The
power, and becomes a normal but nicely bearer must have a BODY of d12 to even wield
designed arrow. this weapon, but when wielded it does double
damage with every successful strike.
Bow of Flame
This bow shoots magical flame arrows which
grant a one dice type bonus to offenses when
used.
Dice Type Bonuses: A 1 dice type bonus
Dragonslayer Long Sword increases your Fighting by 1 step up when
These legendary swords grant a one dice type using that particular weapon. i.e. from a d4 to
bonus to offenses but in the presence of a a d6, or a d8 to a d10, etc.
dragon it increases to plus two dice types.
A 2 dice type bonus increases it by 2 steps.
Dwarven Hammer i.e from a d6 to a d10, or a d8 to a d12, etc.
This hammer can be thrown to a range of
Other magic items may increase your
NEAR and automatically returns to its wielder.
Dodge, Body and more by one or more dice
Grants a one dice type bonus to offenses.
type.
Holy Cudgel
An ancient holy weapon that grants a one dice
type bonus to offenses but when used against
undead it grants a plus two dice type bonus.

79
RINGS
Ring of Blinking Ring of Regeneration
When wearing this ring you can disappear and This powerful ring gives the wearer the ability
reappear anywhere within 1d6 squares, often to Heal 1 HP per round.
making attacks EASY and making your
Defense Rolls EASY against attacks. Ring of Telekinesis
While wearing this ring you can cast
Ring of Climbing Telekinesis with no HP COST. Giving you the
All Climbing rolls are EASY. You can also ability to hold and move 100 lbs. or hold one
climb sheer surfaces and other objects that creature of TN 1 or less in place for 1d4 rounds.
would normally be unclimbable.
Ring of Three Wishes
Ring of Decimation You have 3 wishes which are granted by an
Usable once, kills all foes out to 2d6 squares. ancient djinn. Once used the ring crumbles to
Once used this ring crumbles to dust. dust.

Ring of Elemental Command Ring of the Chameleon


Call a TN 6 Elemental to fight for 1d6 rounds. When this ring is worn you can blend into walls
You can choose which element from Air, Earth, when you stand still, making you impossible to
Fire & Water. This can be used once per game spot.
session, twice if you spend a Hero Point.
Ring of Water Walking
Ring of Fire Resistance When this ring is worn you can move across
While wearing this ring you cannot be harmed water or other liquids freely at normal
by fire, whether magical or natural. movement rates.

Ring of Invisibility Ring of Wizardry


While wearing this ring you can become This powerful magic item reduces the HP
invisible until you get hit or make an attack. COST associated with casting spells to 1d2 Hit
While invisible your Defense Rolls and attacks Points.
are EASY.

Ring of Jumping
While wearing you can jump as far as NEAR
and half as high.

Ring of Protection +1
Grants a 1 dice type bonus to Dodge rolls, can
be worn by any archetype.

Ring of Protection +2
Grants a 2 dice type bonus to Dodge rolls, can
be worn by any Class.

80
POTIONS & SCROLLS
Potions & scrolls are single use magical items Potion of Water Breathing
that can be used by any class. Once a potion is Can breath underwater for one hour when
consumed its magical powers take effect and it consumed.
is removed from a players equipment.

Scrolls, even though written in magical


Scroll of Healing
writings, can be used by any class and once the One use, Heals all within NEAR to full health
spell contained is used the scroll becomes blank when used.
and useless. Scrolls contain a spell, such as a
Scroll of Turn Undead or a Scroll of Fire, etc.

Potion of Arrow Protection


You can’t be hit by shooting weapons for 1d12
rounds.

Potion of Empathy
Grants a d12 SOUL for one Encounter.

Potion of Giant Strength


You have a BODY of d12 for one Encounter.

Potion of Haste
You can move FAR and still take actions for
one Encounter.

Potion of Full Healing


Heal to full health when consumed.

Potion of Heroism
Gain 20 temporary Hit Points and EASY to all
rolls for one 1d12 rounds.

Potion of Poison Resistance


Grants immunity to Poison for one Encounter.

Potion of Protection
Works as a Protect spell when consumed,
granting 1d12 temporary Hit Points.

Potion of Resurrection
This potion brings back the dead if poured in
the mouth of the corpse within 1 hour of their
death.

81
MAGIC ITEMS
Amulet of Health Bottle of Fog
Grants a one dice type BODY bonus when When the bottle is uncorked it creates dense fog
worn. out to FAR. Can be used once every 24 hours.

Amulet of Mighty Fists Boots of Elvenkind


When worn your fists do full damage. When worn you move in complete silence, no
check.
Amulet of Natural Armor
Usable by any Archetype, grants a 3 damage Boots of Jumping
reduction when worn. Does not stack with Can jump as far as NEAR, 1/2 as high
regular armor. vertically when worn.
Amulet of the Planes Boots of Speed
You and up to 4 others can travel to other Doubles your MOVE.
planes of existence.
Boots of Spider Climbing
Amulet of Turn Undead Can move normally up walls and ceilings when
You can turn TWICE as many undead when wearing these boots.
wearing this amulet.
Boots of Teleportation
Ancient Prayer Beads These boots work as the Mage spell of the same
Grants a dice type SOUL bonus when held or name on command.
worn.
Bracers of Armor
Armbands of Strength Grants a die type bonus to Dodge and can be
Grants a dice type Fighting bonus when worn. worn by any CLASS.
Backpack of Holding Cloak of Charisma
Hold up to 20 Items but only takes up one Grants EASY rolls on persuasion type checks
equipment slot. when worn.
Bag of Holding
Hold up to 30 items but takes up only 1 Cloak of Invisibility
equipment slot. When the hood is up you become invisible until
you are hit or make an attack. While invisible
Belt of Giant Strength your Defense rolls are EASY and when making
an attack while invisible, your roll is EASY.
You have a BODY Stat of 1d12 when wearing
this belt.
Cloak of Protection
Book of Infinite Spells Grants a dice type bonus to Dodge rolls when
worn and can be worn by any CLASS.
A Mage can now cast every Mage Spell. If the
book is lost or destroyed the Mage must make a
successful HARD MIND Check or become Cloak of Magic Resistance
permanently insane. While wearing this cloak your defenses vs.
spells or magical effects are always EASY.

82
Crystal Ball Manual of Gainful
You can spy on any known target or location, Exercise
make a SOUL check vs. targets TN, on a fail Once read (1 hour) BODY goes up 1
they notice your intrusion. dice type to a max of d12.

Dwarven Mug Manual of Golems


This mug emblazoned with a hammer and keg Contains instructions for making a golem.
carving is always full of ale. Construction of a golem costs 100 Gold per TN
of the golem and takes 1 week per TN.
Efficient Quiver
This quiver has never-ending arrows. Manual of Mindfulness
Once read (1 hr) SOUL goes up 1 dice type to a
Flying Carpet max of d12.
A flying carpet holds up to 5 Medium sized
people and equipment and can travel up to 60 Mask of Disguise
miles in a day. When worn you can change your face to
resemble anyone you have seen.
Folding Boat
With a command word this origami style wood Medallion of Spell
carving of a boat becomes a large sailing ship
with magical, ghostly oarsmen and crew.
Resistance
When worn all rolls against powers are EASY.
Gauntlets of Ogre Power
When worn grants a BODY Stat bonus of two
Never-ending Flask of Holy
die types. Water
This small crystal glass vial is always full of
Helm of Brilliance Holy Water.
When worn MIND is 1d12 and you are
considered to Periapt of Wisdom
have the Learned TAG for recalling This amulet grants a die type SOUL bonus
information. when worn.

Horn of the Merfolk Portable Hole


When this large conch shell horn is sounded it This odd magical item can hold up to 50
calms all water in 5 mile radius. ITEMS, takes an Action to open.

Horseshoes of Speed Staff of Healing


When put on a horse it doubles their effective When found this staff has 1d10 charges
movement allowing them to travel up remaining, with a command word each charge
to 60 miles in a day without tiring. heals 3d6 Hit Points of damage to the recipient.

Manual of Useful Serpent Staff


Knowledge A Serpent Staff becomes a 2 TN large serpent
Once read (1 hr.) MIND goes up 1 when a command word is spoken. If the serpent
dice type to a max of d12. is killed the staff is destroyed.

83
Torch of Light
Sheds light in a NEAR radius on command
with no heat.

Wand of Illusion
When wielded by a Mage they can cast the
Illusion spell for no cost in Hit Points.

Wand of Blasting
When found has 1d10 uses remaining, with
each use the bearer can cast Blast doing doing
2d10 damage to all creatures in a NEAR radius
of the target point with no casting roll. Can only
be used by Mages.

84
85
TREASURE TABLE
It is recommended you make your own Tables for individual dungeons, lairs, and the like.

ROLL 1D100
ROLL TREASURE ROLL TREASURE
1 A bag of 1d10 GOLD 26 Holy Cudgel
2 Potion of Giant Strength 27 Cloak of Protection
3 Scroll of Healing 28 Folding Boat
4 Efficient Quiver 29 Boots of Jumping
5 Mace +1 30 Bag of Holding
6 Potion of Poison Resistance 31 Manual of Quickness (+1 Dodge)

7 Ring of Climbing 32 Darts +1, set of 4


8 Potion of Heal 33 Cloak of Resistance
9 Dagger +1 34 Potion of Water Breathing
10 Boots of Speed 35 Bracers of Armor
11 Potion of Arrow Protection 36 Bottle of Fog
12 Ring of Protection 37 Magical Shield
13 Short Sword +1 38 Gauntlets of Ogre Power
14 Horseshoes of Speed 39 Amulet of Natural Armor
15 Potion of Haste 40 Horn of the Merfolk
16 Elven Chain Mail 41 Bow +1
17 Amulet of Mighty Fists 42 Mask of Disguise
18 Dwarven Mug 43 A gem worth 1d6 X 100 Gold
19 Long Sword +1 44 Cloak of Charisma
20 Belt of Giant Strength 45 Ring of Protection +2
21 Potion of Empathy 46 Boots of Elvenkind
22 Torch of Light 47 Never-ending Flask of Holy Water

23 Ring of Fire Resistance 48 Staff of Healing


24 Potion of Protection 49 Armbands of Strength
25 Axe +2 50 Ring of Regeneration
86
51 Dwarven Hammer 76 Boots of Spider Climbing

52 Ring of the Chameleon 77 Morningstar +2

53 Manual of Aim (Shooing +1) 78 Amulet of Turn Undead

54 Gloves of Dexterity 79 Potion of Heroism

55 Serpent Staff 80 Wand of Blasting

56 Amulet of Health 81 Backpack of Holding

57 Crystal Ball 82 Ring of Blinking

58 Boots of Teleportation 83 Ring of Decimation

59 Portable Hole 84 Great Sword +2

60 Amulet of the Planes 85 Ring of Jumping

61 Ancient Prayer Beads 86 Ring of Three Wishes

62 Flying Carpet 87 Saint's Mace

63 Ring of Telekinesis 88 Book of Infinite Spells

64 Helm of Brilliance 89 Ring of Water Walking

65 Shield of Force 90 Dragonslayer Long Sword

66 Manual of Gainful Exercise 91 Spear +1

67 Titan’s Maul 92 Ring of Elemental Command

68 Wand of Illusion 93 Potion of Ressurection

69 Ring of Protection +1 94 Bow of Flame

70 Periapt of Wisdom 95 Ring of Invisibility

71 Holy Mace 96 Ring of Wizardry

72 Flametongue Long Sword (fire on 97 Magical Medium Armor


command)

73 Cloak of Invisibility 98 Magical Heavy Armor

74 Medallion of Spell Resistance 99 Arrow of Dragon Slaying

75 Magical Light Armor 100 Make a Unique, Powerful Artifact

87
CHAPTER 9:
MONSTERS
& NPC'S
MONSTER LISTINGS
Monsters are listed in the following format… HIT POINTS
Name A monsters Hit Points (HP) are generally based
TN (Threat Number), HP (Hit Points), on their TN, for each point of TN the monster
Actions, Damage, Move, Size has, they have 5 hit points.
Appearance
Traits A monsters Threat Number is 4, the monster
has 20 Hit Points. A TN of 1 and they have 5
THE MONSTERS OF EYES Hit Points. Etc. Some monsters possess Traits
BEYOND THE TORCHLIGHT that give them more than the normal Hit Points.
A wide selection of classic monsters follows.
All are listed in a very table friendly and easy to ACTIONS
use format. There are little in the way of Lists the number of Actions a monster can take
descriptive paragraphs or text about a monsters on its turn each round. Movement does not
ecology, etc. It wasn't just left out to save space count as an Action, monsters may move and
but because the majority of players and GMs then take their Actions. Actions are often
are very familiar with the monsters of the attacks, as in clawing, biting, stinging or
worlds oldest roleplaying game and a repeat of attacking with a weapon. Characters must
that information seemed to get in the way of defend against most monster attacks by making
play. an Armor or Dodge Defense roll.

If you are not familiar with any of the monsters MONSTER RECOVERY
listed, or are a new GM, you may wish to
download or purchase a monster manual or
ACTIONS
other guide from any fantasy d20 based OSR Intelligent monsters can also forego one of their
style game to get familiar with the monsters of Actions to recover some hit points. There's no
classic games. Check or Roll required for them to do so and
they gain a number of Hit Points based on their
size. (This is also one of the few times the GM
THREAT NUMBER gets to roll some dice).
The monsters Threat Number (TN) subtracts
from the players rolls to succeed at tasks Tiny 1d4
against the monster, to dodge its attacks, to Small 1d6
attack it, to charm it, to hide from it, etc. Medium 1d8
Large 1d10
Any time a player wishes to do anything Huge 1d12
against, or to, a monster they roll and subtract Gargantuan 1d20
the TN to meet or beat 12.

88
DAMAGE following six categories. Each Category is
Monsters have a static number of damage based followed by the number of squares the monster
on their SIZE. When a character fails a Defense takes up on a grid.
they take this amount of damage each time they
are hit by an attack from that monster. This SIZE AND SPACE
number is reduced by the characters Dodge Tiny 1/2 x1/2
Dice of their Defense roll and that roll can Small 1x1
make an Attack from a monster do 0 damage. Medium 1x1
Large 2x2
i.e. A goblin does 6 points of damage to a Huge 3x3
character who failed their Dodge Defense, Gargantuan 4x4 or larger
rolling a 1 on the d20 and a 6 on the Dodge
Stat Dice, for a total of 7, minus the Goblins 1
TN for a total of 6 (well below the 12 Target). APPEARANCE
The character is hit, Goblins are small and do 6 A quick description of the monsters appearance.
damage, but the players Dodge Stat dice of the
roll is also a 6. The characters armor blocks all
of the incoming damage from the monster. TRAITS
Listed below a monsters stat block
SIZE AND DAMAGE are any special abilities a monster
Tiny 4 may have. These can include breath
Small 6 weapons, paralyzing gazes, special
Medium 8 attack actions and more.
Large 10
Huge 12 Several monsters special attacks
Gargantuan 20 are listed below and how they work
in game.
MOVE
Each monster has a Move or Moves listed. The Automatic X damage (stat
first move is their walking speed, any further or dodge). This attack
moves are listed below along with their automatically hits and does
movement rate for that type of movement. For X damage minus either the stat
instance Swim 6 means the monster can swim 6 or dodge dice.
squares on its turn. Some other types of Move
are fly, burrow, and climb. X damage (stat or dodge).
This attack does X damage
RUN and is defended against, and
When a Monster runs they roll a dice based on reduced by either the stat or dodge
their SIZE and add that to their Move to dice.
determine how many squares they can run.
Running takes up 1 Action. X damage. This attack is defended against, and
reduced by Dodge and the armor worn.
SIZE AND RUNNING
Tiny 1d4
Small 1d6
Medium 1d6
Large 1d8
Huge 1d10
Gargantuan 1d12

SIZE
A Monsters size determines its Run and its 89
Damage. Eyes Beyond the Torchlight uses the
ABOLETH
TN HP ACTIONS DAMAGE MOVE SIZE

10 50 4 10 2 Large
Tentacles & Powers Swim 8

Appearance: A monstrous grayish-green catfish or carp with four massive trunk-like


tentacles protruding from its back.

TRAITS
Enslave: An aboleth can target any Near creature and they become enslaved to the aboleth
if they fail a Mind Check. This ends after either the aboleth is killed or it moves more than
1 mile away from the target.

Powers: Aboleth have access to all Mage Powers and pay HP Cost for casting them.

Slime: When hit by an aboleth tentacle the victim must make a Body Check. Failing the
roll the target becomes aquatic and unable to breath air in 1d4 minutes. This can be cured
with 10 Hit Points of magical healing.

Mucus Cloud: When underwater the aboleth can create an area of Near that when entered
by any air breathing creature they must make a Body Check, as above, and failing the roll
they immediately become aquatic and can no longer breath air. Also, as above, the victim
can be healed with 10 Hit Points of magical healing.

ACHAIERAI
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 3 10 10 Large
Claw/Claw/Bite

Appearance: A massive, flightless bird with a spherical body and 4 legs ending in long
talons.

TRAITS
Limited Regeneration: An achaierai can regenerate damage inflicted upon its legs, at the
rate of 1 hit point per hour. The achaierai can regrow lost legs in this manner in a days time.

Targeting the Legs: Characters can target a leg with a Hard attack roll, doing 5 or more
damage to that leg causes it to become useless.

90
ANKHEG
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 6 Large
Claw/Claw Burrow 2

Appearance: A large, burrowing insect with hooked pincers and 2 claws .

TRAITS
Grab: If both attack actions hit the same target the ankheg can bite for an automatic 10
damage (body) on every one of theirs turns until the victim makes a Hard Body Check to
free themselves or the ankheg dies.

Spit Acid: Once during an Encounter an ankheg can hit everything NEAR with acid for 10
damage (dodge) to avoid. This can damage items.

91
ANT, GIANT QUEEN
TN HP ACTIONS DAMAGE MOVE SIZE

9 45 2 10 8 Large
Bite/Bite Fly 8

Appearance: A large winged ant, from 8 to 10 feet in length.

TRAITS
Mandible Grasp: A giant queen ant can bite and hold an opponent of Medium Size or
smaller with a successful Attack. A Body Check is required for those held to free themselves.

ANT, GIANT SOLDIER


TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 8 6 Medium
Bite

Appearance: A large ant, about five feet in length.

TRAITS
Acid Sting: After a successful bite attack a giant soldier ant can hold on with its mandibles
and on the next round sting the victim. This sting does an automatic 8 damage (body). A
victim can free themselves on their turn by making a successful Body Check.

ANT, GIANT WARRIOR


TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 6 6 Small
Bite

Appearance: A large ant, from 3 to 4 feet in length.


APE, GREAT
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 8 6 Medium
Fist/Fist Climb 6

Appearance: A large gorilla or other ape like creature.

TRAITS
Rend: If the ape hits with both fists it will rend the opponents flesh, automatic 5 damage
(body).

92
ASSASSIN VINE
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 2 10 1 Large
Vine/Vine Climb 1

Appearance: A large carnivorous plant that collects its own grisly fertilizer by grabbing
and crushing animals and depositing the carcasses near its roots.

TRAITS
Entangle: When hit by a vine a PC must make a Body Check to free themselves on their
next turn. If they fail they take an automatic 10 damage (body).

Camouflage: An Assassin Vine is indistinguishable from an ordinary plant. They always


attack before players in the 1st round.

AURUMVORAX
TN HP ACTIONS DAMAGE MOVE SIZE

9 45 1 8 6 Medium
Bite Burrow 2

Appearance: A golden-brown furred badger-like creature, with eight legs, and a tough
hide.

TRAITS
Locking Jaw: On a successful bite an aurumvorax's jaw locks on the victim. A Hard Body
Check is required to remove the beast. While the jaw is locked the aurumvorax can
automatically make up to two claw attacks on its turn (no hit roll needed), these claws both
do an automatic 8 damage (body).

Weapon Resistant: Aurumvorax take no damage from blunt weapons as their hide is
extremely tough. A hide armor made from an aurumvorax counts as Medium Armor.

AZER
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Warhammer

Appearance: Dwarf shaped body, with flames for hair and fully black eyes. They wear
metal clothing and have a metallic-like skin.

TRAITS
Greed: Native to the Elemental Plane of Fire, azer are sometimes found in the world when
summoned. They care for only gold, other precious metals, and gems.

93
BAKU
TN HP ACTIONS DAMAGE MOVE SIZE

8 40 1 12 8 Huge
Tusk

Appearance: Blue hide, elephant like in stature with a prehensile tale, short trunk, with a
prehensile tail. Speaks telepathically to others in any language.

TRAITS
Sage: A baku is highly intelligent and can answer most questions.

Detect Evil: A baku can detect all Near creatures and objects that are evil.

Trumpet: All Near evil creatures must make a Mind Check or their rolls are Hard for 1d4
rounds.

BANDERLOG
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 6 6 Small
Bite or Club Climb 4

Appearance: 5 foot, primitive, baboon like creatures.

TRAITS
Combat: Banderlogs will throw rocks for 6 damage (Range: Near) or occasionally use
sticks for 6 damage.

BANSHEE
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 1 8 0 Medium
Chilling Claw Fly 8

Appearance: A translucent, glowing body of a female figure.

TRAITS
Fear: On sight, Soul Check or all rolls Hard until a successful Soul Check on the victims
turn.

Wail: All creatures within Near of a banshee's wail must make a Soul Check or drop to 0
HP. A Banshee may only do this once per day.

94
BASILISK
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 1 8 4 Medium
Bite

Appearance: A dull brown, reptilian body with a yellow underbelly. 6 feet in body length
with a tail of the same length.

TRAITS
Petrifying Gaze: Any creature Near a basilisk must make a Body Check every round at
the beginning of their turn, on a fail they must also make a second Body Check roll. Failing
the Body roll they slowly turn to stone over 1d8 rounds.

BEAR, BLACK
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 8 8 Medium
Claw/Bite Climb 6

Appearance: Shaggy black (sometimes brown) fur, 5 to 7 feet in length and 2 to 3 feet at
the shoulder.

BEAR, BROWN
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 2 10 8 Large
Claw/Claw Climb 6

Appearance: Shaggy brown hair, large, sometimes known as a grizzly bear, they reach up
to 8 to 10 feet in length and up to 5 feet at the shoulder. Aggressive.

TRAITS
Hug: Makes two claw attacks each round, if both hit the victim must make a Body Check or be
caught in the bears hug. On each round the bear will bite the opponent for an automatic 10 damage
(body), until a Body Check is made or until freed by other means.

95
BEAR, CAVE
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 3 10 8 Large
Claw/Claw/Bite Climb 6

Appearance: A very large, white (polar) or brown (swamp) bear some 9 to 1 feet in length.

TRAITS
Blood Rage: When damaged to 1/2 or less of their Hit Points, all their future attacks do 5
extra damage, for a total of 15 damage.

BEHEMOTH
TN HP ACTIONS DAMAGE MOVE SIZE

8 40 1 12 8 Huge
Bite or Stomp Swim 8

Appearance: A giant hippopotamus, up to 25 feet in length.

TRAITS
Hide: In water a behemoth appears as a rock, a Hard Soul Check when Near spots it for
what it is. A Behemoth will generally wait until a victim, or boat, is within 2 squares and then
spring a surprise attack.

BEHIR
TN HP ACTIONS DAMAGE MOVE SIZE

8 40 1 12 10 Huge
Bite or Breath Climb 8

Appearance: A serpentine-like body with a dozen legs, resembles a cross between a crocodile
and a centipede.

TRAITS
Breath Weapon: A behir can exhale a discharge of static electricity that arcs in a straight line
out to 4 squares for 16 damage (dodge). It is usable once per 1d12 rounds, but no more than
3 times per day.

96
BERSERKER
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Weapon

Appearance: Often human, barbarian savages, wearing furs (or unclothed), and sometimes
covered in warpaint.

TRAITS
Bloodlust: As soon as the first successful attack is made in a combat, all attacks made by
Berserkers are Hard to defend against.

BLACK PUDDING
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 3 10 4 Large
Tendrils Climb 4

Appearance: An amorphous blob of black acid, often 10 feet in diameter.

TRAITS
Acid Tendril: Black puddings are quick compared to some other oozes and can make three
tendril attacks per round, the acid from the hit causes damage and can destroy gear and
weapons.

Engulf: If a creature or character is engulfed by a black pudding it does an automatic 10


damage (body) every round until the pudding is destroyed or the victim is somehow removed.

BLINK DOG
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 8 Medium
Bite

Appearance: A normal, often white in color, dog with intelligent eyes.

TRAITS
Blink: Blink dogs blink in and out of the prime material plane during combat and are always
Hard to hit.

Teleport: A blink dog can teleport once per day to any known location. They often do this to
avoid dangerous odds.
97
BOALISK
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 10 5 Large
Bite/Gaze Swim 5

Appearance: A 10 to 12 foot great constrictor snake, with mottled brown scales and yellow
splotches, occasionally albino.

TRAITS
Gaze Attack: Targets anyone Near, victim must make a Body Check or their Body dice
drops 1 step. If this drops the Body dice below 0 the character is permanently dead. The Body
stat returns at 1 dice size per hour until back to normal.

BOAR, WILD
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 8 Medium
Tusk

Appearance: A feral hog with two large tusks.

TRAITS
Charge: With enough space a boar can move up to 16 squares and attack with its tusks
for 12 damage and the victim must make a Body Check or be knocked prone.

BOOBRIE
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 10 Large
Beak

Appearance: A large, flightless bird, reaching up to 12 feet in height. Covered in white or gray
feathers and sometimes having blue marks on their head or neck. They have a large, craned
neck and a sharp curved beak. Boobrie will eat most anything, including humans.

TRAITS
Immunity: Boobrie are immune to all poisons, as they live off of poisonous snakes, toads and
more.

98
BUGBEAR
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 10 10 Large
Weapon

Appearance: A large, hairy, goblin-like humanoid.

TRAITS
Vicious Attack: If a bugbears first attack is successful it does 12 damage.

BULETTE
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 1 10 8 Large
Bite Burrow 8

Appearance: About ten feet in height, a bulette (boo-LAY), also called a Land Shark, is
covered in natural armor plating like that of an armadillo, and has a beak-like head and a
mouth of wicked, serrated teeth.

TRAITS
Deadly Leap: Jumps up and lands, all Near must make a Dodge Defense or be knocked
prone and take an automatic 10 damage (body).

CADAVER CATERPILLAR
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 4 4* 8 Large
Antennae

Appearance: 9 foot long, grotesque caterpillar with a mouthful of flailing tongues, mottle
purple in color with orange streaks.

TRAITS
Antennae: Cadaver caterpillar attack with their antenna, only doing 4 damage*. But those hit
by an antenna must make a Body Check or be paralyzed for 1d4 rounds.

99
CARYATID COLUMN
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 6 8 Medium
Weapon
Appearance: A man-sized statue of a beautiful female, often carrying a scimitar or
shortsword.

TRAITS
Sole Purpose: Caryatid columns, like golems, often have a specific command they follow, such
as attacking those who cross a certain threshold or attacking when a chest is looted, etc.

Indistinguishable: Until animated a caryatid column is indistinguishable from a normal


statue.
CATOBLEPAS
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 10 6 Large
Tail/Gaze

Appearance: A giant warthog with a long sturdy tail ending in fur and a long neck.

TRAITS
Tail Lash: A catoblepas can hit anyone within 3 squares with its tail. This attack does 10
damage and if the victim fails a Body Check they are also stunned for 1d4 rounds.

Gaze Attack: A catoblepas can target one Near opponent per round. If they fail a Body
Check they drop to 0 hp.
CAVE FISHER
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 8 4 Medium
Claw/Claw Climb 4

Appearance: A dull gray colored, eight-legged, 9 foot long insect that attaches itself to ceilings
to attack prey from above.

TRAITS
Hard to Spot: Even when looking up a cave fisher is Hard to detect.

Trap Line: This line of sticky fluid attaches on a successful attack from the cave fisher above.
This line requires a Body Check to break free from or can take 10 HP of damage before
breaking. On the fishers next turn it yanks the victim towards its mouth and attacks with both
of its claws (HARD Defense for both). When the victim dies the fisher will consume them
within 1d4 rounds.

100
CENTAUR
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 10 8 Large
Hooves/Weapon

Appearance: A horse body with a human torso.

TRAITS
Tracking: Centaurs can track prey unfailingly.

CENTIPEDE, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 6 6 Small
Bite Climb 6

Appearance: A giant centipede up to 3 feet in length.

TRAITS
Poison: When bit by a giant centipede the victim must make a successful Body Check or be
poisoned, making all rolls Hard for 1d8 rounds.

CHIMERA
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 3 10 6 Large
Bite/Horn/Claw Fly 12

Appearance: Has three heads; one is the head of a goat, one the head of a lion, and one the
head of a dragon. Great wings rise from its lion-like body.

TRAITS
Breath Weapon: 3x per day a chimera’s dragon head is able to shoot flame in a cone out to 6
squares for 10 damage (dodge).

101
CLOAKER
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 10 2 Large
Bite/Tail Fly 8

Appearance: Manta-like creatures that resemble a large black cloak. Unfurled, the cloaker has
a span of about eight feet.

TRAITS
Fear: Anyone NEAR must make a Soul Check or suffer from fear for 1d4 rounds (only
action is to move away from the cloaker while afraid).

Engulf: Damage 10 (dodge) to avoid, or take automatic 10 damage (body) every round
until freed

COCKATRICE
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 6 4 Small
Bite Fly 8

Appearance: Vaguely resembling a vulture or buzzard, lean and covered in patches of gangly
feathers, with a long neck and wickedly curved beak.

TRAITS
Combat: Cockatrice eat dead carcasses and prefer to be left alone, but if cornered they will
bite.

Petrification: The bite of a cockatrice turns its victim to stone in 1d4 rounds unless they make
a successful Body Check.

COUATL
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 6 Large
Bite/Tail Fly 10

Appearance: An intelligent, 9 foot winged serpent with a mane of feathers.

TRAITS
Bite: The bite of a couatl does damage and its poison requires the victim to make a Body
Check or drop to 0 Hit Points.

Powers: Couatl usually have a full repertoire of Mage Powers.

102
CRAB, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Claw Swim 6

Appearance: Giant crabs are about 5 feet in diameter and live near the coastlines.

TRAITS
Surprise: Giant crabs will often bury themselves in the sand with only their eyestalks exposed
making them Hard to spot. When someone gets Near they will spring from the earth and
attack.

CROCODILE
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 10 4 Large
Bite Swim 6

Appearance: Normal crocodiles can grow to be as long as 15 ft.

TRAITS
Roll: On a successful bite attack the victim must make a Body Check or the crocodile can
drag them underwater.

CRYPT THING
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 12* 5 Medium
Claw/Claw

Appearance: A hooded and robed skeleton with glowing eye sockets.

TRAITS
Claw: The claw of a crypt thing does 12 damage*.

Teleport: A crypt thing can teleport to any location that it knows once per day.

103
CYCLOPS
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 2 12 6 Huge
Greatclub

Appearance: A 10 to 12 foot, human-like creature with a singular eye, often dressed in hides
and carrying a club.

TRAITS
Rock Throwing: A cyclops can hurl rocks up to 200 lbs. anywhere within Far. On a
successful hit the boulder does 12 damage (dodge) to anyone Close to the target point.

DARKMANTLE
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 6 2 Small
Grab Swim 6

Appearance: A 4 foot long, black octopus like creature that lives in subterranean caverns.
They use a version of echolocation to 'see'.

TRAITS
Darkness: Darkmantle can make an area of Near dark, once per day.

Constrict: A darkmantle drops from the ceiling onto prey with a successful attack. Those held
can free themselves with a Body Check.

DEATH DOG
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 8 Medium
Bite/Bite

Appearance: A Rottweiler Type dog with two heads.

TRAITS
Pounce: Instead of one of its usual two bite attacks a death dog can run at and attempt to
knock down an opponent. If the opponent fails a Body Check they are knocked down and
the death dog can make an Easy bite attack against the victim.

104
DEMILICH
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 1 8 0 Medium
Howl or Life Drain Float 6

Appearance: A swirling, spinning, dust-like mass of bones and a skull that slowly forms into a
human like shape with a skull head.

TRAITS
Howl: A demilich can howl up to three times per day. All NEAR must make a Soul Check or
drop to 0 HP.

Life Drain: A demilich attacks by staring at a target. The target takes 8 damage (body) from
the necrotic stare of the demilich.

Cloud of Dust: A demilich can take a special action once in a combat. This attack covers an
area of Near with a cloud of dust. Anyone in the cloud takes 8 damage (dodge) from the
cold swirling dust.

Enduring Existence: As long as a demilich's phylactery is still intact it cannot be truly


destroyed. If it is slain without its phylactery being destroyed it will reform its skull in 1d10
days and return to full power.

105
DEATH KNIGHT
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 3 8 6 Medium
Weapon

Appearance: A skeletal knight.

TRAITS
Fear: Death knights radiate an aura of fear, all who get Near must make a Soul Check or
their actions are Hard when Near the death knight.

Dying Attack: When a death knight is killed it turns into smoke and all Near must make a
Body Check or drop to 0 Hit Points.
DERRO
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 6 6 Small
Spear or Crossbow

Appearance: A short (4 foot) race of underworld humanoids with bluish tinged skin and
white hair with pupil-less white eyes.

TRAITS
Sneak Attack: Once per combat a derro can make a successful attack without a roll and do an
automatic 6 damage (body).

Magic Resistance: Any Power used against a derro is a Hard roll.

DOPPLEGANGER
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Weapon or Claw

Appearance: A doppelganger can change its form to resemble the physical appearance
(including clothing and gear) of any person.

TRAITS
Change Shape: A doppleganger can assume the shape and form of any small or medium
sized humanoid creature.

Detect Thoughts: Dopplegangers can read the surface thoughts of anyone Near.

106
DRAGONS, ALL
These STATS are for a standard Adult dragon of each type. Adjust the STATS by the
dragons age or to better fit your campaign.

Appearance: A large, winged, reptile-like creature with claws and wings.

TRAITS
Dragon Magic: Some adult dragons can cast spells. Feel free to give your dragons any
spells you wish.

Heal: Dragons can use 1 of their ACTIONS to heal 5 hp, and will do so every round they
have an injury.

DRAGON, BLACK
TN HP ACTIONS DAMAGE MOVE SIZE

4 45 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Swim 8

TRAITS
Breath Weapon: Acid, Straight line to 12 squares, for 16 Damage (dodge). Recharge in
1d8 rounds.

Tough: Black Dragons have 25 extra Hit Points.

DRAGON, BLUE
TN HP ACTIONS DAMAGE MOVE SIZE

5 50 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Burrow 6

TRAITS
Breath Weapon: Electricity, Line out to 12 Squares for 16 Damage (dodge). Recharge in
1d8 rounds.

Tough: Blue Dragons have 25 extra Hit Points.

107
DRAGON, BRASS
TN HP ACTIONS DAMAGE MOVE SIZE

4 45 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Burrow 6

TRAITS
Breath Weapon: Sleep, Cone out to 8 squares. Body Check or fall asleep for 1d10
minutes. Recharge in 1d8 rounds.

Tough: Brass Dragons have 25 extra Hit Points.

DRAGON, BRONZE
TN HP ACTIONS DAMAGE MOVE SIZE

5 50 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Burrow 6

TRAITS
Breath Weapon: Repulsion, Cone out to 8
squares. Body Check or be pushed back
1d12 squares. Recharge in 1d8 rounds.

Tough: Bronze Dragons have 25 extra Hit


Points.

108
DRAGON, COPPER
TN HP ACTIONS DAMAGE MOVE SIZE

4 45 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Climb 8

TRAITS
Breath Weapon: Slow, Cone out to 8 squares. Body Check or movement is reduced to half
for 1d10 minutes. Recharge in 1d8 rounds.

Tough: Copper Dragons have 25 extra Hit Points.

DRAGON, GOLD
TN HP ACTIONS DAMAGE MOVE SIZE

10 75 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Swim 8

TRAITS
Breath Weapon: Fire, Cone out to 8 squares for 16 Damage (dodge). Recharge in 1d8
rounds.

Tough: Gold Dragons have 25 extra Hit Points.

DRAGON, GREEN
TN HP ACTIONS DAMAGE MOVE SIZE

5 50 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Swim 8

TRAITS
Breath Weapon: Poison, Cone out to 8 squares for 16 Damage (dodge). Recharge in 1d8
rounds.

Tough: Green Dragons have 25 extra Hit Points.

109
DRAGON, RED
TN HP ACTIONS DAMAGE MOVE SIZE

9 70 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10
Climb 8

TRAITS
Breath Weapon: Fire, Cone out to 8 squares for 16 Damage (dodge). Recharge in 1d8
rounds.

Tough: Red Dragons have 25 extra Hit Points.

DRAGON, SILVER
TN HP ACTIONS DAMAGE MOVE SIZE

5 50 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10

TRAITS
Breath Weapon: Paralyze, Circle out to 8 squares, Body Check or be paralyzed for 1d10
minutes. Recharge in 1d8 rounds.

Tough: Silver Dragons have 25 extra Hit Points.

DRAGON, WHITE
TN HP ACTIONS DAMAGE MOVE SIZE

3 40 3 + Heal 12 8 Huge
Claw, Bite, Tail Fly 10

TRAITS
Breath Weapon: Cold, Cone to 8 squares for 16 Damage (dodge). Recharge in 1d8
rounds.

Tough: White Dragons have 25 extra Hit Points.

110
DRAGONNE
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 3 10 8 Large
Claw/Claw/Bite Fly 6

Appearance: Resembles a cross between a lion and a dragon with a scaled dragon’s body with
a great mane of flowing hair.

TRAITS
Roar: Anyone Near must make a Soul Check or lose a dice of Body (can take them from a
1d4 Body to a Body of 0, and below 0 that the character perishes). A dragonne can use this
ability every 1d6 rounds.
DRIDER
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 6 Large
Bite/Weapon Climb 6

Appearance: Driders have the body of a massive spider, but the torso is that of a drow.

TRAITS
Web: Anyone Near must make Body Check or be stuck. Web has 10 HP.

Poison: When bit by a drider make a Body Check or be paralyzed for 1d8 rounds.

DUERGAR
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Weapon

Appearance: Distant cousins of the dwarves, duergar are 4 foot or so in height and have grey
skin. The males sport beards.

TRAITS
Enlarge: A duergar can become large in Size for 1d4 rounds. While enlarged the duergar gains
10 Hit Points and does 10 damage.

Magic: Some duergar have Mage powers and some have Cleric powers.

111
ELEMENTAL, AIR
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 3 10 0 Large
Slams Fly 12

Appearance: A whirling like mass of air with a vaguely shaped head and face.

TRAITS
Whirlwind: Change into whirlwind, lasts 1d10 rounds. Becomes Huge and anyone inside
must make a Body Check or fly back 3d6 squares and possibly take damage if hitting
walls or objects.

ELEMENTAL, EARTH
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 3 10 6 Large
Slams Burrow 6

Appearance: A mass of humanoid shaped rock.

TRAITS
Quake: Slams into the ground causing a tremor in a 6 square radius, all in the area must make
a Body Check or fall prone.

ELEMENTAL, FIRE
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 3 10 10 Large
Slams

Appearance: A large fire with a vaguely humanoid shape.

TRAITS
Flame: Attack with Fire. Can cause damage to items.

Item Loss: If an opponent takes 8 or more hp in damage from a Slam, one random item is
broken.

112
ELEMENTAL, WATER
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 3 10 6 Large
Slams Swim 18

Appearance: A wave-like mass of water in a vaguely humanoid shape.

TRAITS
Water: Torches or lanterns extinguish when hit and are water elementals are unharmed by even
magical fire.

ELF, DROW
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Weapon

Appearance: A black skinned, white haired elf, often wearing clothing with web or spider-like
patterns.

TRAITS
Poison: Drow use poison tipped weapons. When hit must make a Body Check or sleep for
1d6 rounds (wake up if attacked, shook,
or doused in water).

ETTERCAP
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 8 6 Medium
Bite/Claw Climb 6

Appearance: Spindly, long-armed bipeds about seven feet tall with spider-like movements.

TRAITS
Poison: When bit make a Body Check or be paralyzed for 1d6 Rounds.

Web: All Near must make a Body Check to avoid being stuck in the web. Hard Body
Check or 10 HP of damage to the web to break free.

113
ETTIN
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 2 10/12* 8 Large
Club/Club

Appearance: A two headed giant, 10 to 12 feet tall.

TRAITS
Always Alert: Ettin heads sleep in shifts, they cannot be surprised

Favored Hand: One hand does 12 Damage* with its club.

FIRBOLG
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 12* 6 Large
Weapon

Appearance: Tall (12 foot) creatures that resemble men. Males ate often bearded and have
long hair and the women usually have long, elaborately braided hair.

TRAITS
Combat: Firbolgs attack with very large weapons and do an additional 2 damage* with them,
for a total of 12 damage.

FIRE DRAKE
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 6 4 Small
Bite or Breath Weapon Fly 8

Appearance: A small, red dragon like creature, only 2 to 3 feet in height.

TRAITS
Breath Weapon: 3 times per day a fire drake can target one person with a stream of fire out
to 6 squares. This does 10 damage (dodge).

114
FLAIL SNAIL
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 4 10 2 Large
Tentacles

Appearance: A large (8 foot), snail-like creature with 4 tentacles that end in a ball like 'flail
head'.

TRAITS
Combat: A flail snail will attack a single target with all of its tentacles. Each successful attack
doing 10 damage.

Magic Resistance: The shell of a flail snail makes all spell or magical attacks against it Hard.

FLIND
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 6 Medium
Weapon

Appearance: A wiser, more charismatic, and intelligent cousin of gnolls. They look like gnolls
and are often leading bands of gnolls.

TRAITS
Flind Bar: Flinds often carry two handed, club like weapons called Flind Bars.

FLUMPH
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 10* 1 Small
Slam Fly 6

Appearance: A floating bladder of air, with two eyestalks, and 10-12 quills extending from
below.

TRAITS
Combat: Flumphs will never initiate combat and will generally just hover and observe
creatures. If attacked they will hover above and slam down into an opponent doing 10 damage
*.

115
FOMORIAN
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 2 12 6 Huge
Fist or Weapon

Appearance: Huge, ugly, hulking, cruel humanoids. Often found in large caverns or deep
jungles. Low in intelligence.

TRAITS
Combat: Fomorians often forego weapons and just pummel opponents with brute strength.

FROG, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Bite Swim 6

Appearance: A 5 to 6 foot frog.

TRAITS
Camouflage: When concealed in their normal environments, giant frogs are Hard to spot.

Swallow: On a successful attack a giant frog will swallow a Tiny or Small sized opponent. This
does an automatic 8 damage (body) to the victim until freed.

FROST WORM
TN HP ACTIONS DAMAGE MOVE SIZE

10 50 1 20 8 Gargantuan
Bite

Appearance: A gigantic (40 foot), segmented, reptilian worm, resembling a huge spiny snake.

TRAITS
Cold: Frost Worms radiate cold out to Near. Anyone Near must make a Body Check every
round or take an automatic 2 damage from the cold.

Breath Weapon: Instead of its normal bite attack a frost worm can breath a cone of cold out
to 6 squares. This does 24 damage. A frost worm can only do this 3 times per day.

116
FUNGUS, VIOLET
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1D4 8 1 Medium
Touch

Appearance: Large mushrooms with tentacle-like growths at the base

TRAITS
Attacks: Makes 1d4 touch attacks each round.

Rotting Touch: The rotting touch of a violet fungus does 8 damage (dodge).

GARGOYLE
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 6 Medium
Bite/Claw Fly 12

Appearance: A fearsome statue, made of stone.

TRAITS
Freeze: When completely motionless it is almost impossible to detect a gargoyle is not a statue
(TN 15).

GELATINOUS CUBE
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 3 Large
Touch

Appearance: A large, clear cube of jelly.

TRAITS
Transparent: HARD to spot.

Engulf: Moves into opponents space, 10 damage (dodge) or be engulfed on a fail.


Engulfed characters take an automatic 10 damage (body) every round until freed. Also
every round one random non-metal item is destroyed.

117
GENIE
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 2 10 6 Large
Scimitar Fly 18

Appearance: Genie, also called djinn, look like large human-like creatures. They are often
dressed in ancient garb.

TRAITS
Whirlwind: A djinn can transform into a whirlwind, anyone Near the whirlwind take 10
damage (dodge) and are thrown back 1d8 squares on a failed defense.

Teleport: A djinn can teleport at will to anywhere in the known planes.

Wish: A djinn can grant a wish, the terms of which are up to the GM.
GHAST
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 8 6 Medium
Bite/Claw

Appearance: Appears more or less humanoid but with mottled, decaying flesh drawn tight
across clearly visible bones. It is mostly hairless, has a carnivore’s sharp teeth and jagged claws.

TRAITS
Stench: All within 2 squares must make a Body Check every round on their turn or any
Check, Attack, or Defense Roll is Hard for that round.

Paralysis: When struck by a ghast must make Body Check or be paralyzed for 1d6 rounds.
Elves are immune to this.

GHOUL
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Bite or Claw

Appearance: Appears more or less humanoid but with mottled, decaying flesh drawn tight
across clearly visible bones. It is mostly hairless, has a carnivore’s sharp teeth and jagged claws.

TRAITS
Paralysis: When struck by a ghoul must make Body Check or be paralyzed for 1d6 rounds.
Elves are immune to this.

118
GIANT, CLOUD
TN HP ACTIONS DAMAGE MOVE SIZE

8 40 2 12 8 Huge
Morningstar

Appearance: Huge and muscular with light skin and have hair of silver or blue. Some have
Powers.

TRAITS
Rock Throwing: All giants can hurl boulders out to Far, striking anyone within a 2 square
radius of the target take 16 damage.

GIANT, FIRE
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 2 12 8 Huge
Greatsword

Appearance: Huge and muscular with dark skin and flaming red hair.

TRAITS
Rock Throwing: All giants can hurl boulders out to Far, striking anyone within a 2 square
radius of the target take 16 damage.

Fire: Immune to Fire, take 2x damage from cold.

GIANT, FROST
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 2 12 8 Huge
Greataxe

Appearance: Huge, with hair and beards of pale white or light blue, and flesh as blue as glacial
ice.

TRAITS
Rock Throwing: All giants can hurl boulders out to Far, striking anyone within a 2 square
radius of the target take 16 damage.

Ice: Immune to cold, 2x damage from fire.

119
GIANT, HILL
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 12 8 Huge
Greataxe

Appearance: Huge, with tan skin, often bald, and not very bright.

TRAITS
Rock Throwing: All giants can hurl boulders out to Far, striking anyone within a 2 square
radius of the target take 16 damage.

GIANT, STONE
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 2 12 8 Huge
Greataxe

Appearance: Huge, with granite gray skin and gaunt features.

TRAITS
Rock Throwing: All giants can hurl boulders out to Far, striking anyone within a 2 square
radius of the target take 16 damage.

GIANT, STORM
TN HP ACTIONS DAMAGE MOVE SIZE

9 45 2 12 8 Huge
Greatsword

Appearance: Huge and muscular with pale purple-gray skin and hair, and glittering emerald
eyes. Often has Powers.

TRAITS
Rock Throwing: All giants can hurl boulders out to Far, striking anyone within a 2 square
radius of the target take 16 damage.

Lightning Strike: The giant hurls a magical lightning bolt at a point it can see within Far.
Each creature within 5 squares take 16 damage (dodge). Storm Giants can do this once every
1d8 rounds.

120
121
GIBBERING MOUTHER
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 2 Medium
Bite/Spit Swim 2

Appearance: An amorphous mass of chaos and sludge.

TRAITS
Gibbering: Anyone Near must make a Mind Check each round or all actions are Hard.

Spit: A gibbering mouther can spit at any Near victim for 8 damage (dodge).

GOBLIN
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 6 6 Small
Weapon

Appearance: Small, evil humanoids.

TRAITS
Flee: Can Run from combat without triggering an opportunity attack.

GOLEM, CLAY
TN HP ACTIONS DAMAGE MOVE SIZE

5 45* 2 10 4 Large
Slams

Appearance: A massive, clay statue of a human, often with weird proportions.

TRAITS
Immunity to Magic: Clay golems are immune to all Mage and Cleric Powers.

Tough: Has 20 extra Hit Points*.

122
GOLEM, FLESH
TN HP ACTIONS DAMAGE MOVE SIZE

4 40* 2 8 5 Medium
Slams

Appearance: A creation stitched together from human limbs and other parts, a flesh golem is
similar to Frankenstein’s monster.

TRAITS
Immunity to Magic: Flesh golems are immune to all Mage and Cleric Powers, except Cold
which slows them.

Tough: Has 20 extra Hit Points*.

GOLEM, IRON
TN HP ACTIONS DAMAGE MOVE SIZE

10 70* 2 10 6 Large
Slam or Weapon

Appearance: A moving statue of iron.

TRAITS
Immunity to Magic: Iron golems are immune to all Mage and Cleric Powers, except Fire
which heals them.

Breath Weapon: Vapor, out to a 5 square radius, Body Check or lose half your current hit
points and fall unconscious for 1d6 rounds.

Tough: Has 20 extra Hit Points*.


GOLEM, STONE
TN HP ACTIONS DAMAGE MOVE SIZE

8 60* 2 10 6 Large
Slam or Weapon

Appearance: A massive stone statue.

TRAITS
Immunity to Magic: Stone golems are immune to all Mage and Cleric Powers.

Slow: When within 6 squares of a stone golem make a Body Check or be slowed until
leaving the area of effect (1/2 movements and 1/2 Actions).

Tough: Has 20 extra Hit Points*.


123
GORGIMERA
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 3 10 6 Large
Bite/Claw/Claw

Appearance: Like a chimera, but with the head of a gorgon, a dragon and a lion.

TRAITS
Breath Weapons: A gorgimera has two breath weapons and can use each once per combat
to replace an action. The dragon head can breath a cone of fire out to 6 squares for 14
damage (dodge). And the gorgon head can breath a paralyzing gas out to a 6 square radius,
Body Check or be paralyzed for 1d4 rounds.

GORGON
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 3 10 8 Large
Bite/Claw/Claw

Appearance: A bull-like creature with dragon scales.

TRAITS
Breath Weapon: Gas Cloud to Near, all inside make a Body Check or turn to Stone in 1d6
rounds.

GORILLA BEAR
TN HP ACTIONS DAMAGE MOVE SIZE

4 35 3 10 8 Large
Claw/Claw/Bite

Appearance: A territorial, 9 ft. tall, cross between a bear and a gorilla. Possibly the work of
magics, similar to an owlbear.

TRAITS
Tough: Has 15 extra Hit Points*.

124
GRAY OOZE
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 2 Medium
Pseudopod Climb 2

Appearance: A heavy mass of single celled, gray organisms.

TRAITS
Transparent: Gray ooze are impossible to spot at further than Close range (5 feet). When
a victim gets within 5 feet they get a Hard Mind Check to spot the ooze before it attacks
with a tendril of acidic ooze.

GREEN SLIME
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 6* 0 Medium
Pseudopod

Appearance: A large algae like growth that feeds on material, and creatures, that come into
contact with it.

TRAITS
Assimilation: Anyone or anything that comes in contact with green slime takes an
automatic 6 damage unless they make a Body Check to quickly scrape off the slime.

GRIFFIN
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 3 10 6 Large
Claw/Claw/Beak Fly 10

Appearance: A ferocious avian carnivore with the muscular body of a lion and the head,
forelegs, and wings of an eagle.

TRAITS
Mount: Sometimes used as mounts.

125
HAG, GREEN
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 8 6 Medium
Claw or Spell

Appearance: A horrid, green skinned human-like witch.

TRAITS
Spellcaster: Load this monster with Powers.

Weakness: Anyone Near must make a


Soul Check or feel weak and ineffective.
All rolls for those weakened are
Hard.
HAG, NIGHT
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 8 6 Medium
Claw or Spell

Appearance: A horrid, dark skinned human-like witch.

TRAITS
Spellcaster: Load this monster with Powers.

Dream Haunting: Night hags weaken victims in their dreams, Soul Check or lose 1 die
type of Body.

HARPY
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 8 4 Medium
Claw/Club Fly 8

Appearance: The body, legs, and wings of a vulture with the torso, arms, and head of a
human female.

TRAITS
Song: When a harpy sings, those out to Far must make a Soul Check or be charmed by the
harpy. They will approach her and offer no resistance to her attack, taking an automatic 8
damage (body). Once hit they can make another Soul Check. Once a check is made they are
immune to that harpy’s song for 24 hours.

126
HELLHOUND
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 10 Medium
Bites

Appearance: A Rottweiler type dog with a mouth wreathed in flame.

TRAITS
Breath Weapon: Shoots a flying, flaming pellet at one Near target for 8 damage (dodge).

Fiery Bite: Anything combustible, including items and clothing, when bitten, may catch
fire.

HIPPOGRIFF
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 10 8 Large
Claw/Beak Fly 12

Appearance: Similar to a griffon, having the head, foreclaws, and wings of an eagle, but
instead of the body of a lion, it has the body of a horse.

TRAITS
Mount: Sometimes used as mounts.

HOBGOBLIN
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8/10* 6 Medium
Weapon

Appearance: Cousins to goblins, larger humanoids.

TRAITS
Martial Advantage: Hobgoblins can deal an extra 2 damage* to a creature it hits, if that
creature is within 1 square of an ally, for a total of 10 damage.

127
HOMUNCULUS
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 4 4 Tiny
Bite Fly 8

Appearance: A small, winged, big eared demonic looking creature, often found in the
company of evil wizards.

TRAITS
Poison: When bit by a homunculus make a Body Check or go comatose for 1d12 rounds.

Bond: A homunculus is telepathically linked to its creator and cannot go more than 100 ft.
away from its creator. If killed its creator loses 10 HP permanently from the shock.

HYDRA
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 1 per head 12 6 Huge


Swim 6

Appearance: A great reptile with multiple snake-like heads.

TRAITS
Heads: Hydra have between 5 and 12 heads. Treat each head as a 5 Hit Point target. A hydra
cannot be killed until all of its heads are destroyed. Each living head gets an attack every
round.

Breath Weapon: Some hydra have a breath weapon in one head which targets one NEAR
creature for 16 damage (dodge) from fire.

IMP
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 2 4 4 Tiny
Bite/Sting Fly 8

Appearance: A small (1 foot tall), winged, demon like creature.

TRAITS
Stinger: An imp makes one bite attack for damage a round, along with a tail attack. An imps
tail has a small, poisonous stinger that inflicts 8 damage (dodge) from poison.

128
IRON COBRA
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8/12* 8 Medium
Bite

Appearance: A 9 foot metallic snake, constructed by mages, similar to a golem.

TRAITS
Track: An iron cobra can track prey easily, it is Hard to lose them.

Poison: An iron cobra is loaded with 3 does of poison. When bit by an iron cobra the first
three victims take an additional 4 points damage*, for a total or 12 damage.

JACULUS
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Bite Fly 10

Appearance: The head and body of a viper with the wings and talons of a hawk.

TRAITS
Spit: Instead of a bite attack a jaculus can target any creature within Near and launch a
poisonous spittle at them, doing 8 damage (dodge).

Poison: Any creature bit or spit upon by a jaculus must make a Body Check or be poisoned,
suffering unbearable pain, making all actions Hard for the remainder of the encounter.

KOBOLD
TN HP ACTIONS DAMAGE MOVE SIZE

0 2 1 6 6 Small
Bite or Weapon

Appearance: Kobolds are subterranean, vaguely reptilian-like humanoids. Kobolds are Easy to
defend against and attack when they are in sunlight.

129
KRAKEN
TN HP ACTIONS DAMAGE MOVE SIZE

10 95* 8 20 4 Gargantuan
Tentacles Swim 15

Appearance: A gigantic (100 foot) squid.

TRAITS
Tough: Has 45 extra hit points*.

Tentacles: Kraken make 8 tentacle attacks each round and can hit anyone Near.

Powers: Kraken often have a full repertoire of Mage Powers.

Ink Cloud: In water a kraken can fill a 6 square radius area with ink, making all visual based
actions Hard.
LAMIA
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 2 10 6 Large
Claws/Dagger

Appearance: A centaur-like creature, with the hindquarters of a lion and the torso of a human
female.

TRAITS
Spellcasting: Most lamia have a range of Powers.

Soul Drain: When touched by a lamia make a Soul Check or lose 1 die type of Soul. If this
takes you from 1d4 SOUL to 0, you are enslaved to the Lamia forever.

LAMIA QUEEN
TN HP ACTIONS DAMAGE MOVE SIZE

8 40 2 10 8 Large
Claws/Dagger

Appearance: As above but the hindquarters of a large snake, and with one additional trait.

TRAITS
Polymorph: A lamia queen is often first spotted in the form of a beautiful human female.

130
LAMMASU
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 8 Large
Claws Fly 12

Appearance: A human-headed, winged lion.

TRAITS
Circle Against Evil: All evil creatures in a Near radius make all checks and attempts at
with a Hard penalty.

Telepathy: Lammasu can speak to anyone Near telepathically.

LICH
TN HP ACTIONS DAMAGE MOVE SIZE

12 60 3 8 6 Medium
Weapon/Powers

Appearance: An undead sorcerer.

TRAITS
Fear Aura: Any one that gets NEAR a lich cannot fight, cast spells or approach within 2
squares if they fail a Soul Check. This lasts until the Soul Check is successful, rolled on
each of the opponents turns.

Paralyzing Touch: 8 damage (dodge) and be immobilized for 1d4 rounds on a failed
defense.

Spellcaster: Liches will often have a full repertoire of Mage Powers. Lich do not pay HP
Cost when casting spells.

Rejuvenation: A lich is not destroyed when its body dies. Instead its soul returns to its
phylactery and at the next full moon it will return at full health.

Individual: Every lich is different from the other, with their own history, name, special
powers, and goals. They should be played as the villains they truly are, ones that have the
power to shape countries, to start wars, to overcome mankind.

131
LIZARD, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 12 6 Huge
Bite or Claw Climb 6

Appearance: A 24 foot, from head to end of tail, lizard.

TRAITS
Mount: Giant lizards are often used as mounts by lizardfolk. They can still make an attack each
round even with a rider.

LIZARDFOLK
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Claw or Weapon Swim 8

Appearance: A bipedal, lizard-like humanoid.

TRAITS
Hold Breath: A lizardfolk can hold their breath for up to 30 minutes. If they come into
contact with gas or poison vapors they will hold their breath and be unaffected.

LOCATHAH
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 4 Medium
Weapon Swim 8

Appearance: A bipedal, fish-like humanoid.

TRAITS
Mounts: Locathah often ride giant eels as mounts when outside their lair.

132
LURKER
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 2 Large
Engulf

Appearance: A flying, large (20 foot), manta ray like creature.

TRAITS
Combat: Lurkers often lay immobile on a floor and if stepped on they will fold up, capturing a
victim within. Victim must make a Hard Dodge Defense to avoid or take an automatic 10
damage (body) each subsequent round until freed. Those engulfed can make a Body Check
each round on their turn to free themselves.

Camouflage: HARD to spot.

MANTICORE
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 3 10 6 Large
Claw/Claw/Bite Fly 10
Appearance: A vaguely humanoid head, the body of a lion, the wings of a dragon, and a long
tail ends in a cluster of deadly spikes.

TRAITS
Tail Spikes: Manticore can release a barrage of 1d6 spikes at one creature instead of a Bite
attack. Each spike does 10 damage. They can do this every 1d10 rounds.

MEPHIT, AIR
TN HP ACTIONS DAMAGE MOVE SIZE

0 3 2 4 6 Tiny
Claw/Claw Fly 6

Appearance: A small, winged, demon like creature enveloped in wisps of smoke.

TRAITS
Elemental Attack: Once per combat an air mephit can strike a target with a concentrated ball
of air for 4 damage (dodge). This also causes the victim to go blind for 1d4 rounds if they
fail their defense.

133
MEPHIT, FIRE
TN HP ACTIONS DAMAGE MOVE SIZE

0 3 2 4 6 Tiny
Claw/Claw Fly 6

Appearance: A small, winged, demon like creature enveloped in wisps of flame.

TRAITS
Elemental Attack: Once per combat a fire mephit can strike an opponent with a ball of
flame, for 8 damage (dodge) from fire.

MERFOLK
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 2 Medium
Weapon Swim 8

Appearance: The torso of a human with the lower body of a fish.

TRAITS
Summon: Merfolk can summon up to 3 TN worth of sea creatures once per day.

MERROW
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 2 Large
Weapon or Fists Swim 8

Appearance: Deep blue or green colored skinned ogre with a dorsal fin down their back.

TRAITS
Combat: Usually wielding a spear for 10 damage but also does 10 damage with their fists.

134
MIMIC
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 3 Large
Pseudopod or Bite

Appearance: A formless creature that imitates surrounding features they have seen. In
subterranean settings, they might be disguised as an archway, treasure chest, door, etc.

TRAITS
Mimic Shape: A mimic can assume the form of any object that is roughly 150 cubic feet. A
large chest, a bed, a couch, or a wide door, etc. If someone really studies it closely allow them a
Hard Mind Check to notice it is not what it appears to be.

MINOTAUR
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 8 Large
Greataxe or Gore

Appearance: The head of a bull and the body of a massive human, covered in shaggy hair.

TRAITS
Mazehunter: Minotaur are never lost and track unerringly.

Charge: If a minotaur can get a 6 square run before attacking they can Charge. A Charge
does 14 damage and the victim of a successful charge must make a Body Check or fall
prone.
MUMMY
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 8 4 Medium
Fist

Appearance: A slowly rotting human form wrapped in bandages.

TRAITS
Fear: The mere sight of a mummy can cause fear. Those seeing a mummy for the first time
must make a Soul Check, those who fail suffer from fear and all rolls are Hard for 1d4
rounds.

135
NAGA, DARK
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 10 6 Large
Bite or Sting

Appearance: A large (9 foot), black, serpentine body with the face of a fanged human female
and a stinger at the end of their tail.

TRAITS
Powers: Most dark naga have Mage Powers.

Poison: The tail sting of a dark naga causes 10 damage and sleep for 1d4 rounds if the victim
fails a Body Check.

NAGA, GUARDIAN
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 1 10 8 Large
Bite or Sting

Appearance: A large (9 foot), black, serpentine body with the face of a fanged human female
and a stinger at the end of their tail.

TRAITS
Spellcaster: Guardian naga often know 4-6 Mage Powers.

Highly Poisonous: Guardian naga poison is dreaded and on a successful bite a naga can
inject venom. Make a Body Check, on a fail you drop to 0 hp.

NAGA, GHOST
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 1 10 8 Large
Bite

Appearance: A large (8 foot), thick bodied serpent, with the face of a hideous female.

TRAITS
Ghost Move: Once per combat a ghost naga can become translucent and incorporeal, with the
ability to move through walls and objects. This lasts for 1d4 rounds and during that time they
can only be struck by magic and magical weapons.

136
NECROPHIDIUS
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 10 8 Large
Bite

Appearance: The skeletal body of a huge snake (9 foot) with a fanged human skull for a head.

TRAITS
Hypnotism: A necrophidius can forego its bite attack and dance in a way that causes all Near
to make a Soul Check or fall into a deep trance like state for 1d4 rounds. When in a trance
necrophidius can freely attack, doing an automatic 10 damage (body).

NIGHTMARE
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 8 Large
Flaming Hooves

Appearance: A large black horse with red eyes, whose hooves and mane are engulfed in flame.

TRAITS
Smoke: Once per combat a nightmare can breath a cloud of smoke in a Near radius, making
all sight based checks Hard, including combat.

NIXIE
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Weapon Swim 12

Appearance: A female, water fairy.

TRAITS
Charm Person: Must make a Hard Soul Check or be charmed for 24 hours. This continues
every 24 hours until a successful check is made or up to a period of one year.

137
NYMPH
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Weapon

Appearance: A beautiful female human.

TRAITS
Powers: Nymph often have a full repertoire of nature based Cleric Powers.

Divine Beauty: A nymph can entrance a victim for 1d4 rounds if they fail a Soul Check.

OCHRE JELLY
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 1 10 2 Large
Pseudopod Climb 2

Appearance: A large yellowish ooze.

TRAITS
Split: Every time an Ochre Jelly is hit it splits into parts. From 6 TN to two 3 TN Ochres of
Medium size. And one more time each, to two 1 TN Ochres of Small size.

OGRE
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10/12* 8 Large
Fist or Greatclub*

Appearance: A hulking, brutish humanoid.

TRAITS
Greatclub: When wielding a greatclub an Ogre does an extra 2 damage* with each successful
attack, for a total of 12 damage.

138
ORC
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Weapon

Appearance: Savage humanoids with stooped postures, piggish faces, and prominent teeth
that resemble tusks.

TRAITS
Leaderless: If their leader dies theres a 50% chance the remaining orcs will surrender
or flee.

OTYUGH
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 3 10 6 Large
Tentacles/Bite

Appearance: A grotesque, bulbous creature on three sturdy legs, with two tentacles and a
gaping maw.

TRAITS
Disease: When bitten by an otyugh make a Body Check or contract a minor disease. This
disease makes all rolls Hard until either receiving 10 points of magical healing or the end of
the encounter.

OWLBEAR
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 8 Large
Claw/Claw

Appearance: A magical cross between a bear and an owl.

TRAITS
Grab: If both attacks hit the same victim, they must make a Hard Body Check to struggle
free from the Owlbears crush. If not freed the Owlbear automatically hits with a beak attack
next round, and all subsequent rounds, until freed from its grasp.

139
PEGASUS
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 10 12 Large
Hooves Fly 16

Appearance: A large, white horse with feathered wings.

TRAITS
Combat: Pegasus attack with their hooves and can even do so when mounted.

Mount: Pegasus are occasionally used as mounts by good and noble warriors.

PERYTON
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 8 4 Medium
Antler Gore Fly 12

Appearance: A large winged eagle body with the upper body, head and antlers of a stag.

TRAITS
Shriek: Peryton let out human like cries of pain or fear in an attempt to lure nearby human.

Combat: Peryton generally attack with a flying charge.

PHASE SPIDER
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 10 6 Large
Bite Climb 6

Appearance: A large blue and white colored spider that phases in and out of reality.

TRAITS
Venom: On a failed Body Check take all rolls are Hard for 1d12 rounds.

Phase: Can blink in and out of the material plane. Make a Body Check to attempt to hit
them when phasing out.

140
141
PIXIE
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 4 2 Tiny
Weapon Fly 8

Appearance: Miniature humanoid fey with butterfly-like wings.

TRAITS
Invisibility: Pixies are always invisible unless they choose to reveal themselves.

Powers: Most pixies can cast a few Mage Powers.

PSEUDODRAGON
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 4 3 Tiny
Bite or Sting Fly 10

Appearance: A diminutive multi-colored dragon.

TRAITS
Sting: The sting of a pseudodragon causes paralysis for 1d4 rounds unless a Body Check is
made.

Telepathy: Pseudodragons can communicate telepathically with any intelligent creature that is
Near.

PURPLE WORM
TN HP ACTIONS DAMAGE MOVE SIZE

8 40 1 20 10 Gargantuan
Bite or Sting Burrow 6

Appearance: A 40 ft. Long, subterranean worm with a large spiked mouth.

TRAITS
Swallow Whole: On a double natural 1 Defense Roll the opponent is swallowed whole, and
takes 20 damage (body) every round on their turn until freed.

Poison Stinger: Those hit with a purple worm’s stinger take 24 damage.

142
QUASIT
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 4 8 Tiny
Claw or Bite

Appearance: A tiny, demon-like creature.

TRAITS
Shapechanger: Often becomes a bat, centipede or toad at will.

RAKSHASA
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 8 8 Medium
Claw/Claw

Appearance: A bipedal tiger, dressed in fine clothes and jewelry.

TRAITS
Immunity to Magic: Rakshasa are immune to Powers.

Change Shape: Rakshasa can change shape into any humanoid form.

Powers: Rakshasa are often gifted spellcasters.

RAT, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

0 3 1 6 6 Small
Bite

Appearance: A large rat up to 2 feet in length.

TRAITS
Disease: Anyone bit by giant rat must make a Body Check at the end of the encounter. On a
failed check they have contracted a minor disease.

143
REMORHAZ
TN HP ACTIONS DAMAGE MOVE SIZE

7 60* 1 12 6 Huge
Bite Burrow 4

Appearance: A huge, 30 foot plus, white or light blue, centipede like creature.

TRAITS
Tough: Has 25 extra hit points.

Swallow: On a double natural 1 Defense Roll a remorhaz will swallow any medium or smaller
creature with its bite attack, doing an automatic 12 damage (body) each round until the
victim is freed.

Heat: Remorhaz radiate enough heat that normal weapons will do no damage and melt when
they touch a remorhaz. Any creature that comes into contact with a remorhaz's skin takes an
automatic 12 damage (dodge).

ROC
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 2 20 2 Gargantuan
Talons/Bite Climb 2

Appearance: A gigantic (40 foot) bird of prey.

TRAITS
Talons: A roc will often swoop down out of the sky doing 20 damage (dodge) with its
talons and pick up the prey on a failed defense.

ROPER
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 6 10 2 Large
Tendrils Climb 2

Appearance: A stalagmite or stalactite like creature.

TRAITS
Tendrils: Roper have 6 strands and can attack anyone out to Near. Each strand has 5hp but
is Hard to hit.

144
RUST MONSTER
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 0 8 Medium
Antennae Touch

Appearance: A man-size insect with two long antennae and an armadillo-like hide.

TRAITS
Iron Scent: Can smell metal out to Far.

Rust Metal: When touched by a rust monster must make a Body Check or armor loses one
point of damage reduction until useless. If hitting a rust monster with a metal weapon, it is
ruined. Magical weapons get a Defense, roll 1d20 and add the magical weapons die type
bonus, on a success the weapon survives, on a fail it turns to dust.

Target Metal: A rust monster can target a specific metal object or weapon in a players
hands, the player must make an Easy Body Check. If the roll fails the player loses the
weapon.

SAHUAGIN
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 6 Medium
Bite/Weapon Swim 8

Appearance: Dark blue or green aquatic humanoids with gills, fins and webbed hands and
toes.

TRAITS
Blood Frenzy: In water that fills with blood, sahuagin attacks are Hard to defend against as
they fly into a murderous rage.
SATYR
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 8 8 Medium
Ram or Weapon

Appearance: A humanoid with the torso of a man and the legs of a goat.

TRAITS
Pipes: A satyr can charm anyone Near by playing their pipes. Must make Soul Check or
be charmed.

Blend: Satyrs are Hard to spot in their natural surroundings.

145
SCARECROW
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 6 Medium
Claws

Appearance: A vile animated human like form made of straw and sticks and burlap.

TRAITS
Drain: When struck by a scarecrow the victim loses 1 dice type of Body, this drain returns
at 1 dice size point per hour.

SHADOW
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 8 Medium
Claws

Appearance: A vaguely humanoid, flowing shadow-like shape.

TRAITS
Drain: When hit, lose 1 dice type of Body until you can take a Short Rest. If this takes you
from 1d4 to 0, and then below 0, you die.

Sunlight Vulnerability: Direct sunlight kills shadows.

SHADOW MASTIFF
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 8 8 Medium
Bite

Appearance: A heavily muscled, black, short haired canine with deep red eyes and mouth.

TRAITS
Bay: Once per combat a shadow mastiff will howl, those within Near must make Soul
Check or be panicked with fear and flee for 1d4 rounds.

146
SHAMBLING MOUND
TN HP ACTIONS DAMAGE MOVE SIZE

6 30 2 10 4 Large
Fists Swim 4

Appearance: A bipedal humanoid form made of rotting plan life.

TRAITS
Blend: In their native environment a shambling mound is near impossible (TN 15) to spot if
they remain still.

Regeneration: A shambling mound regenerates 2 hp per round unless attacked by fire.

SKELETON
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Weapon

Appearance: A humanoid, animated skeleton, often bearing ancient armor and weapons.

TRAITS
Immunity: Unaffected by Sleep and Charm spells.

Blunt: Skeletons are Hard to attack with bladed weapons.

SKELETON, ANIMAL
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 or 2* 6 or 8 6 Small or
Medium

Appearance: The skeletal remains of an animal.

TRAITS
Combat: Depending on the animal remains the skeleton will make either 2 claw attacks or 1
bite attack*.

Immunity: Undead are immune to Sleep and Charm spells.

147
SNAKE, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 8 Large
Bite

Appearance: A 20 foot snake.

TRAITS
Poison: When bitten make a Body Check, on a fail all rolls are Hard until magically
healed or 1d10 rounds pass.

SPHINX
TN HP ACTIONS DAMAGE MOVE SIZE

7 35 2 10 8 Large
Claws Fly 12

Appearance: Sphinx have the head of a man, the body of a lion, and the wings of an eagle.

TRAITS
Roar: Effects all Near creatures unless a Soul Check is made. On a failed check those
affected flee in fear for 1d8 rounds.

SPIDER, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 10 6 Large
Bite or Web Climb 6

Appearance: A large spider, poisonous or web, never both.

TRAITS
Poisonous: Poisonous large spiders bite for 10 damage and the victim must also make a
Body Check or be poisoned for 1d8 rounds (making all rolls HARD).

Webbed: Large spiders with web powers shoot a web out to Near, trapping victims that don't
make a Body Check. If stuck can make a Body Check to 1/2 Move. The web has 20 hit
points.

148
STIRGE
TN HP ACTIONS DAMAGE MOVE SIZE

0 3 1 4 2 Tiny
Bite Fly 8

Appearance: Resembles a cross between a large bat and a mosquito.

TRAITS
Blood Drain: On a successful attack a stirge attaches itself to its victim and drains an
automatic 4 hit points (body). It will continue to drain 4 hit points every round thereafter
until removed by either a Body Check or by being killed. Hitting an attached stirge is Hard,
on a double nat 1 the attack strikes the victim instead.

TIGER, SABER-TOOTHED
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 8 Large
Claws

Appearance: A very large cat, with long, curved, front fangs.

TRAITS
Rear Claws: If they hit the same target with both fore claws, they can pull up to rake with
their rear claws (2 additional attacks).

TOAD, GIANT
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 10 4 Large
Bite Swim 8

Appearance: A giant toad.

TRAITS
Camouflage: Giant toads are Hard to spot in their native environment.

Poisonous: Some giant toads are poisonous, when bitten by a poisonous giant toad the victim
makes a Body Check or is poisoned for the remainder of the combat (making all rolls Hard).

149
TREANT
TN HP ACTIONS DAMAGE MOVE SIZE

6 50* 2 12 6 Huge
Slams

Appearance: A huge animated tree.

TRAITS
Tough: Has 20 extra hit points*.

Trample: Anyone in the path of a walking treant take 16 damage (dodge).

TROGLODYTE
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 1 8 6 Medium
Weapon, Claw, or Bite

Appearance: A subterranean, reptilian humanoid.

TRAITS
Stench: When frightened or angry a troglodyte secretes a foul smelling oil. All Near must
make a Body Check or all rolls are Hard until they leave Near.

TROLL
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 3 10 6 Large
Claw/Claw/Bite

Appearance: A tall, muscled, clawed, fanged, and (occasionally)


horned bipedal creature. Sometimes with light fur (a forest troll) or
mottled, reptile-like skin (swamp trolls).

TRAITS
Regenerate: Unless damaged by Acid or Fire,
a Troll regenerates 4 hp per round.

150
UNICORN
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 10 Large
Hooves/Horn

Appearance: A noble, white horse with a single, spiraled horn.

TRAITS
Horn: The horns of unicorns are prized by evil humanoids. Those possessing a horn are
immune to poisons and make all defenses versus magic Easy.

Teleport: Once per day a unicorn can teleport to any known location.

VAMPIRE
TN HP ACTIONS DAMAGE MOVE SIZE

10 50 2 8 6 Medium
Weapon or Fist Fly 10
Climb 6

Appearance: All vampires are unique beings (similar to the lich).

TRAITS
Blood Drain: A vampire can permanently drain 5 Hit Points from an unconscious victim as an
action. And heals 5 Hit Points in return.

Children of the Night: Vampires can call swarms of bats, wolves, rat swarms, etc. They arrive
in 1d4 rounds.

Gaseous Form: Once per combat a vampire can assume a gaseous form for 1d4 rounds,
during this time they cannot be hit by weapons.

Spider Climb: Vampire can climb up walls and on ceilings like a spider without losing any
movement.

Alternate Forms: Vampires can assume other forms, such as a large wolf, a bat swarm, a giant
rat, etc.

Vulnerabilities: Vampire are vulnerable to direct sunlight. A stake through the heart will kill a
vampire as long as the stake remains.

Spawn: Some vampire have up to 6 vampire spawn. These vampire have a TN of 4.

151
WEREBEAR
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 3 8 8 Medium
Claw/Claw/Bite Climb 6

Appearance: A human/ grizzly bear mix.

TRAITS
Cure Disease: Skilled herbalists, werebears are able to make a remedy for any natural disease
A treated individual will recover in 1d4 days.

Hug: If both claw attacks hit the same victim they are immobile until making a Body Check.
The werebear can make a bite attack for an automatic 8 damage (body) every round.

WEREBOAR
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 2 8 6 Medium
Tusk/Slam

Appearance: A human/ boar mix.

TRAITS
Ferocious: If a wereboar slays an opponent it can immediately move anywhere Near and
make another attack against a new opponent. This special attack roll is Hard to defend against.

WERERAT
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 2 8 8 Medium
Weapon/Bite

Appearance: A human/ boar mix.

TRAITS
Disease: Some wererats carry disease, if bitten by a diseased wererat the victim must make a
Body Check. This disease usually takes 1d4 days to incubate and afterward causes all Hard
rolls for 1d4 weeks or until cured. At the end of the illness the victim makes another Body
Check, if this is failed, the victim dies.

Call Rats: Once per combat a wererat can call 2d6 giant rats, these rats arrive in 1d4 rounds.

152
WEREWOLF
TN HP ACTIONS DAMAGE MOVE SIZE

5 25 2 8 8 Medium
Claw/Bite

Appearance: A human/wolf mix.

TRAITS
Knock Down: Can attempt to drag opponents down with a successful bite. Body Check to
resist or be pulled down, you act LAST on the next round.

Protect: When two or more werewolves are Near each other in combat opponents Defense
Rolls are Hard.

Wolf Empathy: Werewolves can telepathically communicate with wolves and will often
accompany them.

WILL 'O WISP


TN HP ACTIONS DAMAGE MOVE SIZE

5 25 1 10* Fly 12 Tiny


Shock

Appearance: A glowing ball of bluish white.

TRAITS
Invisibility: Will o' wisp can become invisible at will, all attacks against them are Hard while
invisible.

Shock: Will o' wisp attack by sending an electrical arc to a Close creature, this causes 10
Damage (dodge)*.

WIGHT
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Weapon

Appearance: An armed and armored undead with bluish skin stretched over its bones.

TRAITS
Energy Drain: When hit by a Wight lose 1 die type of Body, if it takes you first from 1d4
Body to 0 Body, and one more time from 0, you die instantly. You can regain 1 Body die type
per hour after the encounter.

153
WOLF
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 8 Medium
Bite

Appearance: A large canine.

TRAITS
Knock Down: A wolf can attempt to knock an opponent down, the victim must make a Body
Check to stay on their feet. If knocked down the wolf can make a bite attack that is Hard to
defend against.

WORG
TN HP ACTIONS DAMAGE MOVE SIZE

3 15 1 10 10 Large
Bite

Appearance: A very large and evil canine.

TRAITS
Knock Down: A worg can attempt to knock an opponent down, the victim must make a
Body Check to stay on their feet. If knocked down the wolf can make a bite attack that is
Hard to defend against.

Mount: Worgs are often used as mounts by Goblins and seem to be able to communicate
with them somehow.

WRAITH
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 8 Fly 12 Medium
Claw

Appearance: A floating, spectral undead.

TRAITS
Energy Drain: When hit by a Wraith lose 1 die type of Body, if it takes you first from 1d4
Body to 0 Body, and one more time from 0, you die instantly. You can regain 1 Body die
type per hour after the encounter.

Fear Aura: Animals will not go Near a Wraith under any circumstance.

154
WYVERN
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10 4 Large
Bite/Sting Fly 12

Appearance: A two-legged, dragon-like creature, with a stinger on its tail.

TRAITS
Poison Stinger: On a successful stinger attack make a Body Check or be paralyzed for 1d6
rounds.

XORN
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 4 8 4 Medium
Claw/Claw/Claw/Bite Burrow 4

Appearance: A three legged, three armed cylinder of stone with a single eye and a large
gaping mouth on top.

TRAITS
Circular Vision: Xorn see in all directions and cannot be back attacked or surprised.

Earth Glide: A xorn can glide through the earth at a normal movement rate, leaving no tunnel
or hole.

YELLOW MOLD
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 See below* 6 0 Small

Appearance: A large pile of yellow or golden-orange mold.

TRAITS
Attacks*: Yellow mold are immobile but when disturbed they release spores. Any creature
Close to the mold must make a Body Check, on a failed check the victim drops to 0 HP as
the mold fills the lungs and begins to replicate.

155
ZOMBIE
TN HP ACTIONS DAMAGE MOVE SIZE

1 5 2 8 4 Medium
Fist/Bite

Appearance: A rotting, animated corpse.

TRAITS
Slow: Zombies always go last in any given round.

156
CHAPTER 10:
GM Section
CREATING NPCS AND VILLAINS
THE MAKING OF A VILLAIN i.e. the Bandit Captain is a TN 5 and has 25 Hit
Every story needs a good villain and the stories Points.
that make up the Eyes Beyond the Torchlight
game are no exception. Use an NPCs size category to determine their
damage like you would a monster. Most human
Creating a villain can be as simple as taking an sized NPCs will be size Medium and do 8
existing monster and maybe giving it an extra damage.
TN or two, giving it some Villain Points, and
maybe a unique power. It can also involve i.e. the Bandit Captain is a Thief, TN 5, HP 25,
making a recurring villain that's a powerful Damage 8, Medium.
NPC, with an intricate backstory, motivations,
and ties to the world. Unless an NPC has a magic item that allows
more than one attack on their turn in a combat
Creating a villain is simple. Give the Villain a round they have 1 Action.
number of Villain Points equal to the
number of players in that days session. If i.e the Bandit Captain is a Thief, TN 5, HP 25,
there is a combat or encounter with the villain, 1 Action, Damage 8, Medium.
spend them on making the players lives harder.
A good villain should be difficult, almost Give the NPC a movement rate. You can base
impossible to defeat… at least on the first try. an NPCs Move on their Ancestry.

If it's a recurring villain, let the villain pull off a i.e the Bandit Captain is a Human Thief, TN 5,
daring escape at the end of the session, to return HP 25, 1 Action, Damage 8, Medium, Move 6.
another day.
And you are done, unless you want to give
them a trait or two.
CREATING NPCS
NPCs in Eyes Beyond the Torchlight should
remain simple. Unlike other games they do not A quick note on NPC
need a full character sheet of abilities and feats Spellcasters
and attributes, etc.. Make them like you would
Feel free to give an NPC spellcaster the amount
make a monster. A TN, some HP, some damage
of Known Powers they would have for their
and a trait or two. Jot down some notes about
character Archetype. The difference in an NPC
their personality and appearance and you are
casting spells lies with who make the rolls
done.
when the spell is cast. When a spell cast by an
NPC that is 'Cast vs. TN' by players, then the
If you want to make an NPC that has an
targeted PC must make a Mind Defense (in the
Archetype simply write it down in your notes.
case of Arcane Spells) or Soul Defense vs. the
NPCs TN.
i.e. the Bandit Captain is a Thief.
On a fail they are effected by the spell.
Give the NPC a TN.
If the spell does damage calculate the damage
i.e. the Bandit Captain is a powerful Thief, TN
done by the NPCs
5.
damage, minus the Stat die of the PCs defense
roll.
Use their TN to calculate their Hit Points. 5 Hit
Points per TN.

158
i.e. an evil sorcerer casts Bolt against a
player. The player makes a Mind
Defense roll against the sorcerers TN of
4. On a fail (less than 12) the character
takes damage equal to the NPCs
damage minus the Stat die of the Mind
Defense roll.

159
AWARDING ADVANCEMENTS
ADVANCEMENT POINTS AND THE GAME
Below are some examples of when to award characters Advancement Points, and how many. Like
everything in the game, it is only a suggestion. If you would like to speed up, or slow down
progression, it is your game to control as the GM.

Being present at a session: 1 AP

Defeating a Villain: 1 or 2 AP

Good roleplaying during a session: 1 AP

Doing something heroic: 1 AP

Completing an adventure: 2 AP

In my personal game the average AP awarded is 3 per game session, with some sessions as
low as 1 and others as high as 5.
MAKING MONSTERS
USING MONSTERS FROM OTHER GAMES
Generally as long as the game system you want to adapt from has monsters that have Hit Dice, a
Size, and a Movement Rate you can quickly adapt a monster from it to Eyes Beyond the Torchlight.

Hit Dice: Take the monsters Hit Dice and divide it by 2 and round up or down based on your
preference. This will give you the Monsters Threat Number (TN). Multiply the TN by 5 to get the
monsters Hit Points (HP).

Size: A monsters Size determines their Damage.

SIZE AND DAMAGE


Tiny 4
Small 6
Medium 8
Large 10
Huge 12
Gargantuan 20

Movement Rate: Generally you can take a monsters movement in feet from other games and divide
it by 5 to get their movement in squares. A monsters Run, however, is based on its Size.

SIZE AND RUNNING


Tiny 1d4
Small 1d6
Medium 1d6
Large 1d8
Huge 1d10
Gargantuan 1d12

Attacks: Next is the monsters number of attacks and what those attacks are, a lot of older games will
have them listed similarly to how they are listed in this game, in others they may have a multiattack,
or something similar, with how many attacks per round. Either way you just list the number of
attacks and what those attacks are.

Traits: Create your monsters Traits based on their listing of special moves, such as breath weapons,
or poison, etc. All you really need to do is list what Stat the players would use as a Defense against it
(Body, Mind, or Soul). Generally if it's a newer standard 6 Stat game (STR. DEX, etc.) with saving
throws you can use the following.

STR- BODY
DEX- DODGE or BODY
CON- BODY
INT- MIND
WIS- MIND or SOUL
CHA- SOUL

For older games, those with things like Save Vs. Wands, etc. convert them based on what Stat you'd
think is the most appropriate, such as Save vs. Polymorph being CON, Save vs. Death being Soul.
etc. A chart is included on the next page with suggestions for old school saves.

161
Old School Save Conversions

STAT Save
BODY Paralysis & Constriction
DODGE Breath Weapon & Traps
BODY Disease, Energy Drain & Poison
MIND Arcane Magic & Illusion
MIND or SOUL Confusion, Divine Magic, Gaze Attack,
Petrification & Polymorph
SOUL Death Attack, Charm & Fear
After doing a few conversions for NPCs and Monsters you can usually just eyeball them and convert
on the fly.

162
CHAPTER 11:
ADVENTURE:
SIGN OF AN
OPEN EYE
Goblinpass lay at the foot of the Shallowsky Peaks mountain range, 8 miles outside the gates of the
city of Griffinholm, in the Yearling Barony of the Great Kingdom of Vanor. A small, agricultural
hamlet, that fancies itself a town, yet has only 30 residents in its small cluster of buildings, along the
banks of the Western Forks that feed the crops west of Griffinholm.

First, some of the cattle disappeared, then an elderly woman, those followed by last nights
disappearance of two teenage girls. Taken from their beds in the cloak of night, the kidnappers
leaving a trail of blood up the escarpments heading west toward the mountain.

The trappers and hunters that frequent the base of the mountains in search of fox, wild sheep and
rabbit, have been telling tales of the symbol of an eye, sometimes carved into the rocks and
sometimes seen on a banner waving in the distance.

The once brave people of Goblinpass are now huddled in their homes, windows and doors barred and
locked, whispering hushed prayers to the gods of the western lands that their children are not next.

The characters are a ragtag band of friends from the local area, who have been tasked with finding
the girls, and hopefully bringing an end to what now plagues the town.

Gorm Gormson, the local dwarven blacksmith's son, and a Cleric of Thorun. Gorm was raised in
Goblinpass and is a good friend of Gustave.

Lilthi Limbletimble, a gnome from the eastern hamlet of Owl Mountain, she's short (even for a
gnome) standing 2 feet and 10 inches tall, and a fledgling mage. Lilthi is a friend of Elenoril, having
met her in the city of Griffinholm.

Gustave Aldrick, the town guard, a Half-Orc Warrior, Gustave's family has lived in Goblinpass for 3
generations. One of the missing girls, Tiar, is Gustave's cousin on his mothers (human) side.

And Elenoril Eedwillow, the elven daughter of the town wizard, Elenoril is friendly, yet weird. She
and Gustave are the same age (22) and attended school together. Elenoril is a Rogue by trade, having
learned the craft while living in the city of Griffinholm .

With little to go on, the group must visit the Old Witch of the Greenlight Grove, and pay the price for
the soothsayers visions of the night before.

"Beware the eye that does not see."

163
Game Information
Sign of an Open Eye is a beginning adventure for the Eyes Beyond the Torchlight roleplaying game.
Featuring 4 pre-generated characters and an introduction to Griffin Valley, the adventure is perfect
for not only new players but new GMs.

PREMADE CHARACTERS
Gorm Gormson Lilthi Limbletimble
Ancestry: Dwarf Ancestry: Gnome
Archetype: Cleric Archetype: Mage
Background: Blacksmith Background: Farmer

Stats Stats
Body: d6 Body: d4
Mind: d4 Mind: d8
Soul: d8 Soul: d6
Fighting: d6 Fighting: d6
Shooting: d6 Shooting: d4
Dodge: d6 Dodge: d8

Armor: 2 Armor: 0
Initiative: d6 Initiative: d8
Hero Points: 5 Hero Points: 5
Move: 5 Move: 4
Run: d6 Run: d4

Hit Points: 6 Hit Points: 4


Edges: Darkvision, Divine Spellcaster, Smite Edges: Magical, Arcane Spellcaster
Hindrances: Cannot Lie Hindrances: None

Equipment: Holy Symbol, Medium Armor, Equipment: Spellbook, Supply Packs (5),
Mapping Kit, 8 GOLD Overland Backpack, 7 GOLD
Weapons: Mace, Club Weapons: Dagger, Sling, Staff
Total Items: 5 Total Items: 10

Powers: Heal, Protect Powers: Bolt, Detect, Light (Innate- Magical


Edge), Sleep, Telekinesis

164
Gustave Aldrick Elenoril Eedwillow
Ancestry: Half-Orc Ancestry: Elf
Archetype: Warrior Archetype: Rogue
Background: Town Guard Background: Farmer

Stats Stats
Body: d8 Body: d6
Mind: d6 Mind: d6
Soul: d4 Soul: d6
Fighting: d8 Fighting: d4
Shooting: d6 Shooting: d6
Dodge: d4 Dodge: d8
Armor: 2 Armor: 1
Initiative: d6 Initiative: d6
Hero Points: 5 Hero Points: 5
Move: 6 Move: 7
Run: d8 Run: d6
Hit Points: 8 Hit Points: 6
Edges: Darkvision, Weapon Specialization Edges: Elven Senses, Thief
(Sword), Tracker Hindrances: None
Hindrances: Missing Ear
Equipment: Bag of 50 Gold, Light Armor, 3
Equipment: Medium Armor, Shield, Healing Potions, Arrows (10) 51 GOLD
Dungeoneering Backpack, 5 GOLD Weapons: Dagger, Bow, Cudgel
Weapons: Sword, Dagger, Spear Total Items: 7
Total Items: 6

165
THE BEGINNING
The characters have been called to meet with the town leaders at the Low Fruit Inn.

The towns mayor, Aethed Wylry, tells them that after the disappearance of the elderly Ms. Renned (7
nights ago), 3 men from Goblinpass went to visit the witch in the Greenlight Grove 6 days ago, to
see if they could get the gifted seer to give them information about not only Ms. Renned, but also
their missing cattle. They have not returned.

The missing girls, Gwenna, the daughter of Stenven (one of the men who have not returned from the
Grove) and Tiar, the daughter of the widowed Unka (Gustave's aunt) went missing last night. Taken
from their beds in the middle of the night, their windows left open, a small trail of blood was seen
heading from their homes to the western edge of the town and towards the mountains.

Aethed paid several trackers to try to follow the trail into the Shallowsky Peaks but they quickly lost
the trail after the rain this morning. That's why he called the characters here, they are the most able-
bodied and he needs them to make it to the Old Witch and bring her a gift from the town. He knows
she can see where the girls are and where the missing men are.

The characters that are from Goblinpass (all but Lilthi) will all be familiar with the Old Witch. She is
a soothsayer, a seer, and the townsfolk have paid her visits for as long as anyone can remember. The
women of the town have often paid her visits with their newborn children to get the Old Witch to
bless them and see their futures. She has blessed the towns crops in lean times so the people can eat.

RUMORS IN GOBLINPASS
1d6 Roll Rumor

1 "Aethed Wylry has been paying an awful lot of visits to the widow, Unka."

2 "I heard from John the Trapper that the sign of the eye means the gods are
watching us, someone in Goblinpass must of did the gods wrong."

3 "There's been crows out in the Morgenthau's farmland every day, there must be
something dead out there."

4 "The Wiltshires have been hiding the entrance to an ancient dungeon beneath
the inn, I hear Alton Wiltshire was a thief of some renown."

5-6 "Alathier, the old wizard, has been even more odd than normal lately."

166
THE HAMLET OF GOBLINPASS

1
4

1. Stenven's House
Stenven's young son and his wife, Elga, are the only two who remain in the house. Stenven has been
missing since the men went out to the Old Witch (6 days ago) and their daughter, Gwenna, has been
missing since last night.

2. Unka's House
Unka, is Gustave's aunt, her daughter, Tiar, has been missing since last night.

3. Mayor Aethed Wylry's House


Aethed moved here from the southern part of the kingdom as a young boy, alongside his parents
(who are now deceased).

4. Stenson and Gaither's House


These two brothers, and farmers, accompanied Stenven on his trip to see the Old Witch, they have
not returned since.

167
5. Alathier's Tower
A mildly powerful Mage, Alathier spends his days in the upper levels of this five story tower. Often
hunkered down behind a desk somewhere reading some ancient manuscripts. He, however, can
produce potions with the right ingredients. He is the father of the character Elenoril. Elenoril's
mother passed away during child birth, and she was raised by the somewhat eccentric Alathier.
Elenoril was often unsupervised as a child (or so she thought, Alathier often watched her through a
crystal ball) and left to her own devices, she quickly became a thief. She had been in Griffinholm up
until last week when her and her friend, Lilthi, came to visit her father.

6. The Blacksmith
Gorm Gormson's father, also named Gorm, is the town blacksmith. His days
are often filled with horseshoes and plow blades and the occasional weapon.
Young Gorm worked alongside his father until he was "called", he joined
the temple in Griffinholm and just returned to Goblinpass a few weeks ago,
in the hopes that he may one day build a shrine here… and maybe one
day a temple.

7. The Low Fruit Inn


The inn is owned and operated by the Wiltshire family. A halfling
family, from the southern part of the kingdom, who bought this inn
some 15 years ago. Gustave's mother, Elida, often works for the
Wiltshire's doing cooking and cleaning in the mornings.

Notes: Gustave's family home is some 1/4 of a mile to the north


of town. He, along with one other young man, Wilden, are the towns
guards. They mostly just patrol the outlying farms and make sure no
beasts have entered the general area.

Lilthi came along with Elenoril in the hopes that she could learn some
magical secrets from Elenoril's father.

The Town
Investigating the town itself before leaving may lead to several other
plot hooks for further adventures, but not much else can be determined
about the whereabouts of any of the missing people, besides what the
characters already know.

The witches hut in the Grove, is easily found, and Aethed will
give the characters good directions to find her abode. Its about a 5
mile walk from Goblinpass, some of it through an old forest.

168
Aethed Wylry, Mayor of Fierallin
GM AREA MAP

The We
stern Fo
rks

Area 1 on the map is the location of the Old Witch's cabin. Area 2 is the location of the lair of the
orcs who kidnapped the girls and took the men to sell into slavery.

Griffinholm is the only true city in the northern part of the Great Kingdom of Vanor. It is the home
of Griffin Keep, the seat of power for this small northern Barony. The Barony supports the kingdom
by way of the iron and gold mines in the foot of the mountains, the logs of wood from the great
forest that make their way south to the kingdom, and the hearty wheat that grows in the plains around
the Western Forks.

The Kings Road heads south for some 100 miles before it reaches the nearest barony of the great
kingdom, it is here that goods from the Barony are delivered before they make their way further
south.

The Western Forks branch off of the Ardent river, these smaller rivers feed the grain that grows
across the plains. Besides Goblinpass there are at least a dozen other small hamlets and familyholds
in the western forks region. The forks are well patrolled by the Barons knights.

The Shallowsky Peaks are a mountain chain that tower above the Barony.

169
TRAVEL TO THE OLD WITCH
Once the characters leave the outlying farmlands of the Western Forks and cross into the base of the
mountains and further into the forests of the Greenlight Grove they run the risk of encountering the
beasts of this untamed land.

Roll 1d6 while in the base of the mountains, on a 1 there is an encounter.

MOUNTAIN BASE ENCOUNTERS


1d6 Roll Encounter

1 A solitary Ogre, on the hunt for easy prey. p.138

2 1d4+1 Wild Boar, one is wounded and aggressive. p.98

3 A small band of 2d6 Goblins. They will try to take what they can from the
characters. p.122

4 A lonely, and lost, Pixie. p.142

5 Several Hippogriff fly overhead. p.127

6 A flock of sheep, if inspected they are marked, missing from the tiny hamlet of
Dured, south of Goblinpass. They can be returned and the players rewarded.

Roll 1d6 while in the Greenlight Grove, on a 1 or 2 there is an encounter.

GREENLIGHT GROVE ENCOUNTERS


1d6 Roll Encounter

1 An Owlbear, it is missing an eye from a fresh wound. p.139

2 1d6 Berserker, from a northern tribe, they speak their own language and are
hostile. p.97

3 A Brown Bear, not overly aggressive unless provoked. p.95

4 A human hunter (secretly a Werebear). p.152

5 A Green Dragon flies overhead, the forest grows quiet as it passes. p.109

6 Several forest Gnomes, on their way to celebrate a birthday in a hidden grove.

170
THE OLD WITCH
Stenven and his men made it to the old
witch's hut by mid-morning the day they If asked about the girls she will have a
left and the witch showed them the way to vision of them being kidnapped from their
find the tribe of orcs who had been stealing beds by large orcs, bound and gagged, and
their cattle. By mid afternoon they arrived drug from the village in the moonlight. She
at the the lair of the orcs, and were can still see one of the girls (Gwenna) but
promptly beaten and thrown in a cell, to be something is blocking her visions of the
sold into slavery, or eaten, later. other girl… which must be something
powerful indeed.
The Old Witch is an ancient hag (see
p.178).

What Happens Here?


I am going to leave this up to you, the GM
to play this out in whatever way best fits
your group.

For those roleplaying-inclined groups this


can be drawn out over a longer time, and
for those who are more action-oriented you
can gloss over it all and get them back into
the woods for a random encounter.

A Gift for the Old Witch


As the players approach the witches hut in
a darkened area of the Greenlight, she will
call out their names one by one.

The gift (a minotaur's heart, preserved and


bottled in a thick, clear fluid) will ease
much of the tension in the old witch's face.
She is pleased.

If asked about the men, she will share that


they arrived mid-morning, that Stenven
brought her a gift (a bag of crow feathers
and the beak of an achaierai), and that she
showed the men the way to a cave in the
Horn Mountain, where the pig-tusked
humanoids lair that stole their cattle.
If asked to show them where the men are,
she will go into a trance like state, and will
tell them that she sees Stenven and the two
brothers, they are in chains.
171
The Witch of the Grrengrove
IN THE SHADOW OF
THE MOUNTAINS
Travel In The Shallowsky Peaks
Travel in the Shallowsky Peaks is dangerous. Depending on the time you have left for your
game session you can add multiple encounters, diversions, and obstacles to the climb up the
small peak to the orc lair. The peak here is not tall enough to be snow covered. This encounter
table could also be used, if you'd like just a single encounter before the characters reach the
outpost of the Open Eye Tribe.

MOUNTAIN ENCOUNTERS
1d6 Roll Encounter

1 A Hill Giant, looking for something to eat, prefers halfling meat. p.120

2 A pack of 1d4+3 Wolves. p.154

3 A roving war band of 4d6 Orcs, headed to raid around the town of Ridgepass.
p.139

4 1d4 Ogres. All of their backs covered in thick scars, their wrists with broken
shackles, they carry large clubs and look somewhat emaciated. p.138

5 A single Griffin on the hunt. If the characters have a pack animal the griffon
will certainly attack. p.125

6 A flock of mountain goats on the run, from a hungry Red Dragon in flight.
p.110

172
OUTPOST OF THE OPEN EYE

3
2

5 7
4

Besides room 8, which is lit by braziers, and room 3 with its open ceiling, the caverns are unlit.
Those without darkvision will need a lantern or torch.

Ceiling heights vary throughout the caverns but most of the hallways have 8 foot ceilings.
Using any large polearms in the halls would be impossible.

Until the large hyenas are killed the entire cavern will be filled with the sounds of their
chattering.

The small stream that runs through rooms 8 and 9 is fresh water and the orc have taken care to
not contaminate the waters.

173
1. The Entrance
• 2 orcs
• 2 orcs and 3 large hyenas in 1d3 rounds
The entrance to the Tribe of the Eye's lair is easily visible in the side of the cliff. There is a 2 in 6
chance that 2 orc guard the entryway. If they are attacked, one will sound a whistle alerting the
others inside. In 1d3 rounds another 2 orc (p.139) and 3 large hyena (p.178) join the fray.

2. The Branching Hall


• 12 goblin slaves, 3 orc overseers in room 3
• 3 large hyenas?
As soon as the characters enter this area they will be drawn to the light shining through the ceiling in
room 3. There are 12 goblins (p.122) in room 3, covered in nothing more than tattered rags. The
goblins are slave farmers for the orc, 3 orc overseers guarding them. About as soon as they gain their
bearings the 3 large hyenas from room 4 attack (unless they joined the battle outside).

3. Fungal Farm
• 3 orc overseers
• 12 goblin slaves (may help?)
• bat swarm
The 3 orc overseers will try to subdue the characters, while also keeping control of the goblin slaves.
They are armed with whips and clubs.

The goblins may help the players if one of them can speak Goblin and makes a successful Soul
check. The goblins can't do much more than bite or use farm implements as makeshift weapons.

1d4 rounds after any kind of battle starts here, Bludug, the orc high priest, having heard the
commotion from his quarters in area 9, calls a bat swarm (see New Monsters, p. 178) to this room,
to slow the characters down and give him time to prepare a defense.

If the goblins had helped the characters, or are freed, they will hide outside in the rocky outcroppings
and attack the characters after they leave the lair, in an attempt to steal any treasures and weapons the
characters now have. In the hopes that they can take control of the caverns here, because of its fresh
water and food supply.

Neither the orc overseers, nor the goblins, have any treasures.

Note: Remember that after a combat the characters can take a Breather (p.27) if they have a
couple of minutes before their next encounter.

"Breathers are a minute or so to collect yourself, to bandage larger wounds and to assess the
damage of your teammates. During a Breather you regain your BODY Dice in Hit Points. You can
do this once after every combat."

174
4. Hyena Den
• hyena lair
• search?
This room houses the orcs 3 large hyena, who are most likely no longer here. A thorough search of
the room may uncover a buried treasure of the GM's choosing.

5. Spear Trap TN 1
• TN 1 spear trap
• guard around corner
If the characters are searching for traps have them make TN 1 Mind Checks on a success they notice
several indentations in the wall. Disarming this trap would take a further Mind Check also vs. TN 1,
but before they can begin to disarm it the orc brute (p.179) from area 6 will come around the corner
and attack (after locking the trap lever in the 'off' position).

If they are not searching, whoever is first in line and crosses the threshold of this trap must make a
Dodge Defense roll or take 8 damage (dodge) as several spring-loaded spears burst from the slots in
the walls, ceiling, and floor. Once the trap is sprung it must be reset again before it will work a
second time.

6. Guard & Cell


• Orc brute guard
• Stenven, Stenson and Gaither in cell
The orc brute guard stands watch over the 3 prisoners in the cell. He usually stands here quietly and
as another orc walks down the hall they shout a code word, to which he replies, and then moves a
lever on the wall into the "off" position disabling the spear trap. The guard has little concern about
his own well being, having been punished repeatedly in the past for his less-than-stellar guarding
skills, and is now not only alert, but willing to fight to the death.

Stenven and the two brothers, Stenson and Gaither, are held here. They know Gwenna is being held
by an orc dressed in a robe who speaks in magical tongues (Stenson has seen many orc when he was
in the Baron's guard years ago) and that Tiar is probably not here, they heard her screaming as she
was taken from the lair this morning, and they have not heard her since.

7. Blast
• blast on first player in hallway
When the players reach this point have them roll initiative. As soon as Bludug, the orc high priest
(p.179) gets his turn he will use his blast power centered in the middle of this hallway.

175
8. The Orc Leader
• lit
• 5 orcs, Bludug and Orug
• treasure
This room is lit by two braziers and a small campfire, the water pool is some 12 feet deep nearest the
wall and has several species of small, blind, carp-like fish in its depths.

The Orug the orc leader (p.179), Bludug the orc high priest (p.179), and another 5 orc (p.139) are
here, they will do their best to defend the area and keep the characters from heading towards area 9.

Several things can happen in here to spice the combat up a bit.

Have one of the orc throw a brazier at a player for 8 damage (dodge). Have an orc try to throw a
player in the pool of water, a Body check vs. the orcs TN 1, etc. If the fight quickly goes in the
players favor, Bludug flees to area 9 and uses his bat swarm power again, sending bats flying from
area 9 into area 8.

The orcs have amassed some treasure while raiding nearby farms at the base of the mountain. Some
2d6 x 10 GOLD coins and two jeweled necklaces (worth 1d6x10 GOLD each) are in 2 boxes near
the leaders throne.

9. The Ogre & Gwenna


• Gwenna imprisoned
• ogre
• possibly Bludug

Gwenna is being kept in this room on the northern shelf of this cavern. Bludug has been torturing the
poor girl by letting his new 'pet', the ogre Bonecrusher (p.138), use her for target practice (he's been
throwing small rocks and dirt at her, off and on, all day today). She is covered in bruises and small
scrapes but otherwise intact and alive.

If Bludug fled room 8 to here, his first instinct is to take out the largest combatant. If he smells any
orc blood (such as Gustave) he will try to Charm them first and get them out of the combat. His
second action is likely his Bat Swarm power, unless he is wounded, in which case he will take a
recovery action (1d8 hit points, see page 88 for more on Monster Recovery Actions). Afterwards he
will resort to his club.

If the players question Bludug about Tiar's whereabouts he will not answer unless beaten into
submission and tortured. Although he doesn't know how to explain the exact location of the Fortress
he does know the mountain peak it is on (it is 100 yards below the summit of Widow's Rest
Mountain), making it fairly easy to find with a good search.

When the ogre, and possibly Bludug, are defeated Gwenna will come out of her stupor, she has been
clutching a small lock of Tiar's hair the whole time. She said the girls made a pact that if they were
split up they would take the hair to the Old Witch and a gift of their own blood for the witch to find
the other.

176
FROM HERE TO THERE…
The characters now have ten days to find the whereabouts of the Fortress of Widows Rest and to
rescue Tiar before she is sacrificed. If the characters had questioned Bludug they may already know
enough to find the fortress quickly, but chances are they will need to take the hair that Gwenna kept
to the Old Witch, and also give her a gift to get the information they seek.

Gwenna, Stenven, Stenson and Gaithier will need to be escorted from the lair here back to the hamlet
of Goblinpass, as none would survive the trip without the party to watch over them and keep the
monsters in the mountains at bay.

Upon returning to Goblinpass, Mayor Aethid Wylry will be curious as to the story so far, the possible
whereabouts of Tiar, how Stenven and the brothers were captured etc.

The adventure continues….


This mini-adventure serves as an introduction to the Eyes in the Torchlight roleplaying game, the
adventure can either continue by you, the GM, making your own map and adventure to rescue Tiar,
or by continuing it with the upcoming "Widows Rest" adventure, which details the fortress of
Widows Rest and denizens that dwell there.

177
NEW MONSTERS
ANCIENT HAG
TN HP ACTIONS DAMAGE MOVE SIZE

10 50 4 10 2 Medium/
Tentacles (in true form) & Swim 8 (in true Large (in true
Powers form) form)

Appearance: In human form, a very old lady. Their true form is long forgotten.

TRAITS
Spellcaster: Load this monster with Powers.

Soothsayer: Ancient Hags were once known for their ability to see not only the present and
past, but the future.

Sleep: Ancient Hag possess a powerful form of Sleep, targeting anyone in a Near radius
from a target point, those inside must make a HARD Soul Check vs. her TN of 10, or fall
into a deep slumber for 1d4 hours.
BAT SWARM
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 8* 2, Fly 10 Huge
Swarm of Bites

Appearance: A large swarm of biting bats.

TRAITS
Attacks: When inside a bat swarm on your turn you take an automatic 8 damage (dodge)*.

Blinding: While inside a bat swarm all offenses, defenses and checks that rely on sight in
any way are HARD.
LARGE HYENA
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 8 Medium
Bite

Appearance: A large canine.

TRAITS
Knock Down: A large hyena can attempt to knock an opponent down, the victim must
make a Body Check to stay on their feet. If knocked down the hyena can make a bite attack
that is Hard to defend against.

178
ORC BRUTE
TN HP ACTIONS DAMAGE MOVE SIZE

2 10 1 8 6 Medium
Weapon

Appearance: Savage humanoids with stooped postures, piggish faces, and prominent teeth
that resemble tusks.

TRAITS
Leaderless: If their leader dies theres a 50% chance the remaining orcs will surrender
or flee.

ORC LEADER
TN HP ACTIONS DAMAGE MOVE SIZE

4 20 2 10* 6 Medium
Weapon

Appearance: Savage humanoids with stooped postures, piggish faces, and prominent teeth
that resemble tusks.

TRAITS
Brutal: Orc leaders do 10 damage when wielding a fighting weapon.

ORC HIGH PRIEST


TN HP ACTIONS DAMAGE MOVE SIZE

4 20 1 8 6 Medium
Weapon or Power

Appearance: Savage humanoids with stooped postures, piggish faces, and prominent teeth
that resemble tusks.

TRAITS
Powers: Orc high priest have the following powers: Blast, Bolt, Fear & Shapeshift, they
pay HP Cost for using them.

Bat Swarm: Bludug can call a Bat Swarm 3 times daily.

179
180
APPENDIX:
MONSTERS BY TN
TN 0 Doppleganger TN 4
Kobold Duergar Ankheg
Mephit, Air Fire Drake Ape, Great
Flind Banderlog
Mephit, Fire
Frog, Giant Bear, Black
Rat, Giant
Fungus, Violet Boobrie
Stirge
Gargoyle Couatl
Gibbering Mouther Dragon, Black
Gray Ooze Dragon, Brass
TN 1 Griffin Dragon, Copper
Berserker Hellhound Drider
Centipede, Giant Hippogriff Flail Snail
Darkmantle Iron Cobra Gelatinous Cube
Derro Nymph Giant, Hill
Elf, Drow Pegasus Golem, Flesh
Flumph Phase Spider Gorgon
Ghoul Sahuagin Gorilla Bear
Goblin Scarecrow Hag, Green
Green Slime Shadow Hag, Night
Hobgoblin Toad, Giant Lammasu
Homunculus Wererat Lurker
Imp Wight Manticore
Jaculus Wolf Merrow
Lizardfolk Mimic
Locathah Minotaur
Merfolk TN 3 Nightmare
Nixie Alkonost Ogre
Orc Ant, Giant Soldier Owlbear
Pixie Boalisk Rakshasa
Pseudodragon Cadaver Caterpillar Snake, Giant
Quasit Catoblepas Spider, Giant
Skeleton Cave Fisher Tiger, Saber-Toothed
Skeleton, Animal Cloaker Troll
Troglodyte Cockatrice Unicorn
Yellow Mold Crypt Thing Werebear
Zombie Dragon, White Wraith
Ettercap Wyvern
Firbolg Xorn
TN 2 Ghast Snake, Giant
Ant, Giant Worker Harpy Spider, Giant
Azer Mummy Tiger, Saber-Toothed
Blink Dog Naga, Dark Troll
Boar, Wild Necrophidius Unicorn
Bugbear Peryton Werebear
Caryatid Column Rust Monster Wraith
Centaur Satyr Wyvern
Crab, Giant Shadow Mastiff Xorn
Crocodile Wereboar
Death Dog Worg
181
TN 5 TN 8
Bulette Baku
Chimera Behemoth
Dragon, Blue Behir
Dragon, Bronze Giant, Cloud
Dragon, Green Lamia, Queen
Dragon, Silver Purple Worm
Dragonne
Ettin TN 9
Giant, Stone Ant, Giant Queen
Golem, Clay Aurumvorax
Gorgimera Dragon, Red
Lamia Giant, Storm
Lizard, Giant
Naga, Ghost
Otyugh TN 10
Roper Aboleth
Werewolf Dragon, Gold
Will 'O Wisp Frost Worm
Golem, Iron
TN 6 Golem, Stone
Achaierai Kraken
Assassin Vine Vampire
Basilisk
Bear, Brown TN 11+
Black Pudding Lich
Cyclops
Demilich
Elemental, Air
Elemental, Earth
Elemental, Fire
Elemental, Water
Genie
Giant, Frost
Hydra
Naga, Guardian
Ochre Jelly
Shambling Mound
Treant

TN 7
Banshee
Bear, Cave
Death Knight
Fomorian
Giant, Fire
Remorhaz
Roc
Sphinx

182
EXAMPLE OF PLAY
After advancing through the tunnel system, the 4 adventurers come upon a brass door ornately
inscribed with the delicate silhouette of a proud stag battling fiercely with a ravenous wolf pack.

Arn, the Rogue: “I don't trust this, I'm going to check for traps.” Rolls a d20 along with his d6 mind
dice. They total 10, which fails the roll.

GM: “You search the area but can't find anything unusual.”

Arn, the Rogue: “Is the door locked?”

GM: “Yes.”

Arn, the Rogue: “OK so I pick the lock and as i've got the thievery edge that should be easy.”

GM: “That's right.”

Arn, the Rogue: Rolls a d20 + d6 (mind) + d6 (easy) Totals 19 "Fantastic, I try the door and it swings
open."

GM: "Hold there, as it swings open a small dart shoots out of the side of the doorway. The door was
trapped but you missed it on your check. Give me a dodge defense roll to see if you can dodge it."

Arn, the Rogue: "OK so i jump back" Rolls d20 + d8 (dodge defense) Total 14. "Yes, I jump back out
of the way and leave some room for Kanan to get through. That was close."

GM: “As this door opens you see 6 Goblins inside drawing their swords. Roll initiative.”

Everyone Rolls a d20 + their mind die. Whoever beats 12 goes before the Goblins.

Kanan, the Warrior: Beats the target with a 22 total. " I wade in and attempt to cut down the first
Goblin with Fear Bringer." Kanan rolls a d20 + d12 (d10 Fighting Die + 1 dice type because its his
chosen weapon) "That's a 21 total and my fighting die was an 8 so that should be 8 damage, right."

GM: "Yes, that goblin falls in a bloody heap on the Floor. Shenin, You're up."

Shenin the Mage: "When I look at the room, how are the goblins grouped?”

GM: “There are 3 around a small table in the middle and the other two are on either side of the
room.”

Shenin, the Mage: "I'm going to cast fire on the table, so that should be a 10 foot radius" Rolls a d20
and d10 (mind) dice for a total of 14. "What's the threat number of the goblins so I know what to take
away from my roll."

183
GM: "It’s a 1."

Shenin, the Mage: "OK so that's a 13. My mind dice was a 6 so each of the goblins in the fire should
take 6 damage and I have to pay the cost" rolls a d4 for the HP cost which is a 2. "So I'm reducing
my hit points by 2."

GM: “The three goblins around the table scramble to get out of the path of the flames but succumb to
the heat. Don't forget to roll the duration dice for that spell.”

Shenin, the Mage: "I forgot, OK that's a d8 so the fire is going to last for 3 rounds."

GM: “The other 2 of you missed your initiative rolls so the goblins are going next but there's only 2
of them left. One is going to fire a bow at Arn in the doorway and the other is going to try and hack
at Kanan. Roll your defense.”

Kanan, the Warrior: " I rolled a 17 in total 10 on my d20 and 7 on my dodge dice.”

GM: “So the goblins sword blow glances off your armor harmlessly, Arn what about you?”

Arn, the Rogue: “Crap, I rolled 7 in total.”

GM: “So the goblin shoots true and the arrow pierces your shoulder. What did you roll on your
dodge dice?”

Arn, the Rogue: “It was a only a 1”

GM: “A goblin does 6 damage, after subtracting your dodge dice, that's a big 5 points of damage.
Ouch!”

Arn, the Rogue: ”That's me nearly down. Right now it's my turn and revenge is sweet. I'm going to
shoot that goblin.” Rolls d20 + d8(shooting) "so that's 12 total with 7 on the Shooting dice that
should be enough to kill him.”

GM: “Hold up you forgot to subtract the goblins' threat number so your total is only 11 and your
arrow sails just over his head.”

Arn, the Rogue: “I'm starting to hate that goblin”

Terane, the Cleric: “Don't worry about it Arn, I've got you. I'm going to cast heal on Arn and that
should be easy as I've got the healer's edge.” Rolls d20 + d10 (mind) + d6 (easy) "Thats a big 22 with
7 on the mind dice. I'll roll a d4 for the cost and subtract that from my health.”

Arn, the Rogue: - “I owe you buddy. Now, will someone kill this stinking goblin!”

184
INDEX
Actions p.19 Encumbrance p.67 Opportunity Attacks. p.23
Advancement Points p.45 Failure p.8 Potions p.81
Aerial Combat p.23 Falling p.23 Powers p.43, 68
Aim p.22 Fighting p.19, 21 Pursuits p.18
Ammo p.59 Ganging Up p.21 Range p.15, 22
Ancestries p.28 Gear p.60 Rear Attacks p.23
Animals p.64 Gems p.77 Recovery p.17
Archetypes p.31 Gnome p.29 Rests p.17
Armor p.20, 56, 78 Halfling p.29 Rings p.80
Art p.77 Half Elf p.29 Rogue p.34
Backgrounds p.37 Half-Orc p.29 Scrolls p.81
Boats p.65 Hard p.12 Shooting p.19, 22
Body p.27 Healing p.17 Short Rest p.17
Breathers p.17 Hero Points p.14 Size p.89
Changing Weapons p.24 Hindrances p.36,52 Soul p.27
Charge p.21 Hit Points p.13 Stats p.10, 27
Cleave p.21 Human p.30 Stat Loss p.23
Cleric p.32 Jewelry p.77 Surprise p.18
Coins p.55, 76 Light p.16 Target p.11
Cover p.22 Links p.42 Time p. 15
Damage p.13 Initiative p.18 Threat Numbers p.11, 88
Defensive Fighting p.21 Long Rest p.17 Treasure p.76
Difficulties p. 11 Mage p.33 Two Actions p.23
Dodge p.20 Magic Items p.82 Unarmed Combat p.23
Dwarf p.28 Mind p.27 Underwater Combat p.23
Dying p.25 Monsters p.88 Villain Points p.14
Easy p.12 Mounted Attacks p.24 Warrior p.35
Edges p.48 NPC vs. NPC p.24 Weapons p.41, 58, 79
Elf p.28 Objects p.23
Encounters p.18 Offensive Fighting p.21

185
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